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Messages - JeGX

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General Discussion / Re: Sailfish OpenCL fluid simulation
« on: January 22, 2010, 02:57:00 PM »
In GPU Caps OpenCL demos I don't use compiler options with AMD because AMD's CL doesn't support them yet. Only  NV supports them (like -cl-fast-relaxed-math).

But I'm really busy and currently I don't have time to look at this cool python lib.

Have you tried this lib with GeeXLab ? I guess some functionalities will be missing in GeeXLab, but try to have a look (and it will be easier for me to play with a GeeXLab project).

3D-Tech News Around The Web / Windows hole discovered after 17 years
« on: January 21, 2010, 09:38:11 PM »

Microsoft isn't having an easy time of it these days. In addition to the unpatched hole in Internet Explorer, a now published hole in Windows allows users with restricted access to escalate their privileges to system level – and this is believed to be possible on all 32-bit versions of Windows from Windows NT 3.1 up to, and including Windows 7. While the vulnerability is likely to affect home users in only a minor way, the administrators of corporate networks will probably have their hands full this week.

The problem is caused by flaws in the Virtual DOS Machine (VDM) introduced in 1993 to support 16-bit applications (real mode applications for 8086). VDM is based on the Virtual 8086 Mode (VM86) in 80386 processors and, among other things, intercepts hardware routines such as BIOS calls. Google security team member Tavis Ormandy has found several vulnerabilities in this implementation that allow an unprivileged 16-bit program to manipulate the kernel stack of each process via a number of tricks. This potentially enables attackers to execute code at system privilege level.

3D-Tech News Around The Web / Re: Optix 2
« on: January 21, 2010, 09:35:11 PM »
Thanks my friend for the news.
Don't hesitate to post again if you find other cool news ;)

I posted screenshots here:

3D-Tech News Around The Web / Anti-Aliasing and Subpixel Accuracy
« on: January 21, 2010, 09:31:25 PM »

Anti-Aliasing is a very well known technique used to improve the visual quality of images when displaying them on low resolution devices. It's based on the properties of the human vision. Look at the following picture and try to guess what it means.

Well, it's a word drawn with Anti-Aliasing. In terms of Kotelnikov-Shannon's theorem, the maximal frequency of the image is far above of the Shannon limit.

Now look at the same picture that has normal size and within the context. You easily recognize word “stereo”. However, the pictrures are exactly the same. The first one is just an enlarged version of the last one. This very property allows us to reconstruct missing information on the basis of accumulated experience. Anti-Aliasing doesn't make you see better, it basically makes you brain work better and reconstruct missing details. The result is great. It allows us to draw much more detailed maps for example.

3D-Tech News Around The Web / Follow Bill Gates on Twitter
« on: January 21, 2010, 05:16:25 PM »
... like already 280,000 other followers  ;D



When it comes to gaming frame-rates can make or break the quality of the experience. Despite the fact that the pair of XFX GTX 260 Black Editions did score higher on most of the benchmarks, I do think the HIS Radeon HD5870 may be the better choice if torn between those two choice. As demonstrated in Colin McRae: DiRT 2 SLI doesn't always improve performance. In fact having SLI enabled we can actually see a hit in performance in DiRT 2. That is just one of many games that may experience an effect like that. Add to that the fact that you cut down the overall power consumption of your computer by nearly 200 Watts, in my opinion it is a clear choice. Don't forget to consider the fact that the ATI Radeon 5000 series is currently the only DirectX 11 platform if you are looking to get the best visual experience in the latest DirectX 11 games...

3D-Tech News Around The Web / OpenGL: Uniform Buffers vs Texture Buffers
« on: January 21, 2010, 03:01:55 PM »

Uniform Buffers
- Maximum size: 64KByte (or more)
- Memory storage: usually local memory
- Use case examples: geometry instancing, skeletal animation, etc.

Uniform buffers were introduced in OpenGL 3.1 but are available on driver implementations that don’t conform to the version 3.1 of the standard via the GL_ARB_uniform_buffer_object  extension. As the specification says, uniform buffers provide a way to group GLSL uniforms into so called “uniform groups” and source their data from buffer objects to provide more streamlined access possibilities for the application.

Texture Buffers
Maximum size: 128MByte (or more)
Memory storage: global texture memory
Use case examples: skinned instancing, geometry tesselation etc.

Texture buffers were also became core OpenGL in version 3.1 of the specification but are available also via the GL_ARB_texture_buffer_object extension (or via the GL_EXT_texture_buffer_object extension on earlier implementations). Buffer textures are one-dimensional arrays of texels whose storage comes from an attached buffer object. They provide the largest memory footprint for raw data access, much higher than equivalent 1D textures. However, they don’t provide texture filtering and other facilities that are usually available for other texture types. They represent formatted 1D data arrays rather than texture images. From some perspective, however, they are still textures that are resided in global memory so the access method is totally different than that of uniform buffers’.

3D-Tech News Around The Web / MSI HD 5870 Lightning disassembled
« on: January 21, 2010, 02:58:48 PM »

The card will be designed with overclockers in mind and comes with two 8-pin PCI-Express power connectors for maximum power delivery. It also has easily accessible measuring points for the GPU voltages - a voltmodder's dream.

Without a doubt one of the most highly anticipated releases for 2010 will be the NVIDIA GF100 Fermi graphics card. For nearly a year NVIDIA has told the media and their fans that GF100 is coming and that it will be the best performing graphics card that the world has ever seen. Read on to see what we think after we spend some time with GF100!



For 2010 we have some exciting plans towards Bullet 3.x with support for OpenCL acceleration, binary serialization in a new .bullet file format with improved authoring tools and improved compatibility with Sony PlayStation 3 and other platforms. We plan a new Bullet 2.76 release for January 2010.

3D-Tech News Around The Web / Re: ATI Catalyst 10.1 BETA (8.70) available
« on: January 10, 2010, 04:05:23 PM »
Thanks for the news!!

Downloading.... but the server is overloaded... still one hour to complete the 320MB rar file  ;D

3D-Tech News Around The Web / NVIDIA Optimus Technology
« on: January 07, 2010, 04:42:01 PM »

NVIDIA Optimus technology works on notebook platforms with NVIDIA GPUs. It is unique to NVIDIA. It is seamless and transparent to the user. Its purpose is to optimize the mobile experience by letting the user get the performance of discrete graphics from a notebook while still delivering great battery life. Look for more details next month.

3D-Tech News Around The Web / Qt Graphics and Performance - OpenGL
« on: January 07, 2010, 04:35:50 PM »

Here’s the next instalment of the graphics performance blog series. We’ll begin by looking at some background about how OpenGL and QPainter work. We’ll then dive into how the two are married together in OpenGL 2 Paint Engine and finish off with some advice about how to get the best out of the engine. Enjoy!

3D-Tech News Around The Web / Re: Windows 7 God Mode
« on: January 05, 2010, 09:01:02 PM »
Detailed Howto:

Sadly, this is nothing more than a stupid geek trick using a technique that isn’t widely known—Windows uses GUIDs (Globally Unique Identifiers) behind the scenes for every single object, component, etc. And when you create a new folder with an extension that is a GUID recognized by Windows, it’s going to launch whatever is listed in the registry for that GUID.


Tntel has just announced their latest lineup of Nehalem technology based processors. Clarkdale, as the new processor is called by engineers, is the first commercially available 32 nm based processor. It is also the first processor that features a graphics processing core which is located inside the processor's package - something that was first heard about when AMD talked about their Fusion project. It should be noted however that Intel did not put both CPU and GPU onto the same die of silicon.

Instead they took the 32 nm processor core and the 45 nm GPU core, and crammed them into a single processor package, as pictured above. This approach is called Multi-Chip module (MCM).

Intel's graphics core is based on 45 nm technology and features 177 million transistors on a die size of 114 mm². You could imagine it as an improved G45 chipset (including the memory controller) with some magic sauce to make everything work in the CPU package. The GPU is clocked at 533, 733 or 900 MHz depending on the processor model. Our tested i5 661 features the highest GPU clock speed available, without overclocking, of 900 MHz. Intel also increased the number of execution units (shaders) from 10 to 12 and the HD video decoder is now able to decode two streams at the same time for picture-in-picture like you find on some Blu-Rays to show the director's commentary. HD audio via HDMI is supported as well, which will make setup of a media PC more easy, putting this solution on the same level as the latest offerings from AMD and NVIDIA. Whereas the mobile GPU version features advanced power saving techniques like dynamic clock scaling (think: EIST for GPUs) and overheat downclocking, the feature is not available on the desktop part.

3D-Tech News Around The Web / Windows 7 God Mode
« on: January 05, 2010, 08:22:57 PM »

Want a good way to access all the control panel options in Windows 7 in one easy location? Simply make a folder on your desktop and rename it GodMode.{ED7BA470-8E54-465E-825C-99712043E01C}  and you are all set.

General Discussion / Re: video card
« on: January 05, 2010, 08:19:22 PM »
This is just an idea, but maybe you might use a fan like a noctua (nf-p12 or something like this) and try to hook it to the heatsink...


Ocelot is a dynamic compilation framework for heterogeneous systems, accomplishing this by providing various backend targets for CUDA programs. Ocelot currently allows CUDA programs to be executed on NVIDIA GPUs and x86-CPUs at full speed without recompilation.

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