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Messages - JeGX

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1881
Link: http://www.legionhardware.com/document.php?id=852&p=0

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Today we are taking a quick look at the multiplayer performance using various high-end graphics cards in the new Wolfenstein game. This is the sequel to Return to Castle Wolfenstein, which has been built using the id Tech 4 engine, a heavily modified version we might add…

1882
Link: http://www.xbitlabs.com/articles/video/display/catalyst-9-8.html

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The results of my test session suggest that AMD/ATI programmers have done a good job to optimize the graphics card driver for the new OS (and not only for it because Windows Vista and Windows 7 share the same Catalyst driver pack). The Radeon HD 4890 and Radeon HD 4870 X2 perform faster with the newer driver than with Catalyst 9.7 in Tom Clancy's H.A.W.X., Far Cry 2, and Company of Heroes: Tales of Valor. A smaller performance growth could also be observed in Cryostasis: Sleep of Reason, Lost Planet: Colonies, and S.T.A.L.K.E.R.: Clear Sky. In the other games and benchmarks the two versions of the driver are equal to one another. The new version does not provoke a performance hit in any game, except for a minor reduction of speed in Stormrise. I noticed no image defects with the new version of the driver during my tests, so Catalyst 9.8 is undoubtedly a step forward and I recommend it for installation and use under Windows 7 and Vista.

1883
Link: http://www.ddj.com/windows/219400636

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Silverlight 3 doesn't offer native support for loading and rendering 3D models. However, Balder offers a very complete managed 3D engine for Silverlight 3. It achieved the necessary frame rate taking advantage of Silverlight's threading capabilities.

1884
Link: http://www.gamedev.net/reference/programming/features/cellTxt/

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Creating procedural textures is mostly done by taking some basic shapes or patterns, and manipulating them. Manipulations can be colour inversion, blending or adding to textures, and so on. Basic shapes are things like circles, rectangles, plasma noise, or cellular patterns / textures.

In this article I am going to explain how to generate these cellular textures.

1885
Link: http://www.xbitlabs.com/news/video/display/20090813235412_Tim_Sweeney_GPGPU_Software_Uneconomical_to_Develop_GPUs_Set_to_Disappear.html

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Tim Sweeney, chief executive officer of Epic Games, said during his keynote at High Performance Graphics 2009 conference earlier this month that it is dramatically more expensive to develop software that relies on general purpose computing on graphics processing units (GPGPU) than to create a program that utilizes central processing units. He also re-iterated his earlier claims that the days of GPUs are counted.

According to Mr. Sweeney, if the cost (time, money, pain) to develop an efficient single-threaded algorithm for central processing unit is X, then it will cost two times more to develop a multithreaded version costs, three times more to develop Cell/PlayStation 3 version and ten times more to create a current GPGPU version. Meanwhile, considering the game budgets, over two times higher expenses are uneconomical for the majority of software companies.

1886
3D-Tech News Around The Web / Re: CUDA real time ray tracing tutorial
« on: August 14, 2009, 12:11:55 PM »
Nice find  ;)

1887
3D-Tech News Around The Web / Volumetric Billboards
« on: August 14, 2009, 12:11:01 PM »
Link: http://www.antisphere.com/Research/VolumetricBillboards.php

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The Volumetric Billboards representation extends the classic billboards representation used to render complex 3D objects in real-time. It uses volumetric images of an object stored into 3D textures, instead of 2D images as for classic billboards. Combined with a dedicated real-time rendering algorithm based on GPU geometry shader, volumetric billboards offer full parallax effect of the objects from any viewing direction without popping artifact, along with improved anti-aliasing of distant objects. The objects can have transparency and can be arbitrarily distributed in a 3D scene. The algorithm correctly handles transparency between the multiple and possibly overlapping objects. Furthermore, volumetric billboards can be easily integrated into common rasterization-based renderers, which allows for their concurrent use with polygonal models and standard rendering techniques such as shadow-mapping.

1888
Link: http://www.blender3darchitect.com/2009/08/showcase-of-real-time-render-engines-at-siggraph-2009/

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The Siggraph of this year showed how strong the real time render technologies will come to the workflow of all 3d artists in a short time. Almost all tools are based on GPU power to render scenes in real time, which will demand even more from the video cards of your computers. One of the things that caught my attention from all presentations is that almost all companies showed their render engines using some sort of architectural visualization scene.

1889
3D-Tech News Around The Web / Demoscene: Iñigo Quilez aka iq. Interview
« on: August 11, 2009, 09:18:13 AM »
Link: http://datunnel.blogspot.com/2009/08/interview-3-iq.html

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According to this interview, it seems anyone can do a 4k after all...

1890
Link: http://www.pcper.com/article.php?aid=745

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It's a bit late to the party, but can ATI Stream bring the heat against a refined CUDA technology?

1891
3D-Tech News Around The Web / 3D Holograms that can be touched
« on: August 10, 2009, 12:47:10 PM »
Link: http://www.fudzilla.com/content/view/14996/38/

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Boffins at the University of Tokyo have developed 3D holograms that can be touched with bare hands Dubbed the Airborne Ultrasound Tactile Display, the hologram projector uses an ultrasound quirk called acoustic radiation pressure to create a pressure sensation on a user's hands. This information is tracked with two Nintendo Wiimotes. It means that the user doesn't use any direct contact and so doesn't dilute the quality of the hologram.

1893
3D-Tech News Around The Web / Microsoft Accelerator v1.1
« on: August 10, 2009, 10:04:49 AM »
Link: http://research.microsoft.com/en-us/projects/Accelerator/

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Microsoft Accelerator v1.1 is a high-level data parallel library which uses a DirectX 9 graphics processor (GPU) to accelerate code execution. It is designed to allow easy development of array-processing operations such as those which frequently arise in domains like image processing and scientific computing.

1894
3D-Tech News Around The Web / Apps that exploit graphics cards
« on: August 10, 2009, 10:04:19 AM »
Link: http://www.theinquirer.net/inquirer/review/1496578/apps-exploit-graphics-cards

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EVER FELT LIKE your graphics card was twiddling its digital thumbs while you're not gaming? Here, we'll be looking at a new breed of applications that exploit the untapped processing power of your graphics card to accelerate a variety of non-gaming tasks.

1895
Link: http://www.ddj.com/development-tools/219000150

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Intel has announced Threading Building Blocks 2.2 (TBB), a high-level C++ library that abstracts threads to tasks to create portable and scalable parallel applications. Version 2.2 is available in both the commercial and open source releases. These are built from identical sources -- the only real difference is the license and support offerings.

Intel TBB's pipeline can now perform DirectX, OpenGL, and I/O parallelization by using the new thread_bound_filter feature. There are certain types of operations that require that they are used from the same thread every time and by using a filter bound to a thread, you can guarantee that the final stage of the pipeline will always use the same thread.

1896
Link: http://techreport.com/articles.x/17321

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We recently had the opportunity to speak with Neil Trevett, who fills positions as both the Khronos Group's President and Nvidia's VP of Embedded Content. Consumers might not hear the Khronos name too often, but the organization is responsible for setting and updating a number of key standards: among them OpenGL, OpenGL ES, and most recently, OpenCL.

1897
Link: http://www.tcmagazine.com/comments.php?id=28525

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Unlike Nvidia, which has yesterday released its first OpenGL 3.2 drivers, AMD is taking its time with support for the API while claiming it is still very committed to providing drivers compliant with the latest OpenGL versions. AMD is not yet tackling OGL 3.2 but is promising to have a Catalyst driver providing OpenGL 3.1 support for its ATI FirePro cards on August 12.

1898
Link: http://www.techpowerup.com/index.php?100763

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Topower, a leading manufacturer of gaming and mainstream power supply systems, for desktop workstations, servers and Laptops, introduced today, and are proud to announce the Topower Tiger 1200 Watt Quad graphics card power supply.

1899
Link: http://www.pcgameshardware.com/aid,691212/Brink-Multi-core-support-and-better-scaling-on-the-PC/News/

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PCGH: Does BRINK still support Windows XP? If yes: When do you think game development will be at a juncture where it's more viable to put all the effort into one rendering-path using only DirectX 11 (with downlevel-paths) and drop support for XP?

Arnout: Windows XP is still a very popular operating system so it doesn't make any sense for us to not support it. Being an OpenGL game it is arguably easier for us to still support this platform while making use of newer hardware features - all it needs is a new extension to be exposed by the driver and it can be used on any of the supported operating systems.

Rather than worrying too much about API transitions, we tend to focus on hardware capability transitions. For example, since geometry shaders are not available on all cards, we would have to split our rendering pipeline to support these down one branch. But since we only split for this newly developed hardware feature, the more standard resource management for textures, geometry data, etc does not have to be reworked at all.

1900
Link: http://angisoft.de/Angisoft/Welcome.html

Quaternion Julia Raytracer</b> is the first real-time GPU raytracer for the IPhone 3GS. It renders the quaternion Julia fractal with high accuracy. By modifying the fractal parameters, an unlimited number of complex shapes can be generated.

iGPUTrace is the first real-time raytracer for the IPhone 3GS. It utilizes the PowerVR SGX GPU for raytracing using OpenGL ES 2.0 shaders.

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