Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JeGX

Pages: 1 ... 3 4 [5] 6 7 ... 95
81
3D-Tech News Around The Web / NVIDIA Ray Tracing Gems Book
« on: February 07, 2019, 05:07:57 PM »
Quote
In 2018, with the release of NVIDIA’s RTX series GPUs, real-time ray tracing finally became accessible to game developers, content creators, and consumers. It is a technology that will forever change graphics processing.

To help developers navigate this new technology, a wide-ranging book on the topic is being published early this year: Ray Tracing Gems.

We have some great news: Readers of NVIDIA’s Dev News Center get early access to the text, at no cost!  NVIDIA will be distributing the book for free in its entirety, as a series of seven PDFs. Every few days, a new section of the book will be made available.

Link:
- https://news.developer.nvidia.com/the-authoritative-book-on-real-time-ray-tracing-has-arrived/


Quote
The book Ray Tracing Gems is nearing completion, with the hardback version to be available mid-March at GDC and GTC. Our main goal with this book is educating developers at all levels about important concepts and the state of the art in ray tracing, with an emphasis on real-time rendering. You can see the full Table of Contents on this site, or order the hardcover version from Apress or on Amazon.

We wanted to make the contents available as soon as the chapters reach a finished state. The book is “Open Access,” under the terms of the Creative Commons Attribution 4.0 International License (CC-BY-NC-ND), “which permits use, duplication, distribution, and reproduction in any medium or format, as long as appropriate credit is given to the original author(s) and the source, a link is provided to the Creative Commons license, and any changes made are indicated.”

As such, we will be releasing a part of the book every few days, as we process them. These chapter are “preprints,” in that they will look a bit different than the publisher’s layout, but the information is the same, barring any last-minute fixes. By the end of February, the professionally laid-out electronic version of the final book from Apress will be available for free (formats to be determined), along with the code repository.

Link:
- https://developer.nvidia.com/books/raytracing/raytracing_gems_preview

NVIDIA Ray Tracing Gems Book

82
3D-Tech News Around The Web / AMD Adrenalin 2019 Edition 19.2.1 released
« on: February 05, 2019, 05:08:38 PM »
Radeon Software Adrenalin 2019 Edition 19.2.1 Highlights

Downloads:
- Latest Adrenalin @ Geeks3D
- Radeon Software Adrenalin Edition 19.2.1 Driver for Windows 10 64-bit @ AMD
- Radeon Software Adrenalin Edition 19.2.1 Driver for Windows 7 64-bit @ AMD

Quote
Support for:
- APEX Legends
-  The Division 2 Private Beta
- Assassin’s Creed™: Odyssey
  -  Up to 5% performance improvement with AMD Radeon™ Software Adrenalin 2019 Edition 19.2.1 on a Radeon™ RX Vega 64. RS-285


Fixed Issues
- Battlefield™ V players may experience character outlines stuck on screen after being revived.
- Radeon Settings may fail to install while doing a software update on some Hybrid Graphics system configurations.
- Some displays may experience a loss of video when launching a fullscreen application with Radeon FreeSync enabled.
- Anthem™ may experience a white screen or corruption while playing or launching the game.
- Radeon Settings may experience a crash if the user changes tabs quickly with a very large game list.
- Fixed an issue where Radeon Settings update notifications may suggest older driver releases to upgrade to.
- HDMI Underscan settings may not retain after system restart.
- Radeon ReLive may intermittently experience captured recordings or Instant Replays with inverted colors.


Same OpenGL and Vulkan support than Adrenalin 19.1.1.


AMD Adrenalin 2019 Edition 19.2.1 + Radeon RX Vega 56

AMD Adrenalin 2019 Edition 19.2.1 + Radeon RX Vega 56


83
3D-Tech News Around The Web / Decoding a Projection Matrix
« on: February 01, 2019, 03:06:45 PM »
Quote
Most folks who make games are aware of the various transformations that must take place to render convert a 3d model from object or artist space to screen or pixel space.  I think most folks also kind of understand what a projection matrix is.  However, I find that many have trouble explaining what each number in a projection matrix actually means.  The goal of this article is to take away the magic of those numbers and provide clarity with regards to what each number means in a projection matrix.

Link: http://xdpixel.com/decoding-a-projection-matrix/

Decoding a Projection Matrix

84
The smallest UI framework for all platform -- 5K lines code

Quote
- GuiLite has 5000 lines of C++ code, providing UI framework for all platforms, could run on iOS, Android, GNU/Linux, Windows, macOS and all ARM Linux IOT platforms.

- GuiLite is OS independent, even could run on any kind of MCU without OS.

- GuiLite is a embedded UI framework. It can work with Qt/MFC/UWP/XCode, which means you can get not only GuiLite features but also iOS/Android/macOS/Qt/MFC/UWP features as well.

- GuiLite can work with other languages(e.g. Swift, Java, C#).

Links:
- https://github.com/idea4good/GuiLite
- https://github.com/idea4good/GuiLiteSamples

GuiLite: the smallest UI framework for all platforms

85
GeeXLab - english forum / Shadertoy Demopack - bubble rings
« on: February 01, 2019, 02:58:07 PM »
Demo Bubble rings ported to GeeXLab.

Location in the demopack: gl-32-shadertoy-01/gl32-bubble-rings.xml

Downloads:
- Shadertoy demopack for GeeXLab
- GeeXLab downloads


Rendering speed (GeForce GTX 1080 + driver 417.71):
- 800x480 => 2500 FPS 
- 2560x1440 => 495 FPS 


Shadertoy demo ported to GeeXLab

86
GeeXLab - english forum / Shadertoy Demopack - Sonic Fusion
« on: February 01, 2019, 02:55:57 PM »
Demo Sonic Fusion ported to GeeXLab.

Location in the demopack: gl-32-shadertoy-01/gl32-sonic-fusion.xml

Downloads:
- Shadertoy demopack for GeeXLab
- GeeXLab downloads


Rendering speed (GeForce GTX 1080 + driver 417.71):
- 800x480 => 4300 FPS 
- 2560x1440 => 820 FPS 


Shadertoy demo ported to GeeXLab

87
GeeXLab - english forum / Shadertoy Demopack - Mist by Ohno! - part2
« on: February 01, 2019, 02:52:55 PM »
Demo Mist by Ohno! - part2 ported to GeeXLab.

Location in the demopack: gl-32-shadertoy-01/gl32-mist-by-ohno.xml

Downloads:
- Shadertoy demopack for GeeXLab
- GeeXLab downloads


Rendering speed (GeForce GTX 1080 + driver 417.71):
- 800x480 => 450 FPS 
- 2560x1440 => 56 FPS 


Shadertoy demo ported to GeeXLab

88
Philips has announced the 499P9H, an ultrawide (5120 x 1440, pixel density of 109 PPI) monitor with a VA panel (viewing angle: 178º H / 178º V, 5ms response time grey to grey) and HDR support (DisplayHDR 400 certified). The monitor includes two speakers (2 x 5W), a webcam (2.0 megapixel FHD camera with microphone and LED indicator), a RJ45/ethernet port, two HDMI ports, one DisplayPort several USB ports (USB-C, USB-B, USB-3.0).

The 499P9H will cost more or less USD $1300.

All features can be found in this document.

Homepage:
- https://www.philips.co.uk/c-p/499P9H_00/brilliance-329-superwide-curved-lcd-display

Philips 499P9H

89
Quote
Open Image Denoise Overview

Intel® Open Image Denoise is a collection of high-performance, high-quality denoising filters for images rendered with ray tracing. Open Image Denoise is part of the Intel Rendering Framework and is released under the permissive Apache 2.0 license.

The purpose of Open Image Denoise is to provide an open, high-quality, efficient, and easy-to-use denoising library that allows one to significantly reduce rendering times in ray tracing based rendering applications. It filters out the Monte Carlo noise inherent to stochastic ray tracing methods like path tracing, reducing the amount of necessary samples per pixel by even multiple orders of magnitude (depending on the desired closeness to the ground truth).

Open Image Denoise supports Intel® 64 architecture based CPUs and compatible architectures, and runs on anything from laptops, to workstations, to compute nodes in HPC systems. It is efficient enough to be suitable not only for offline rendering, but, depending on the hardware used, also for interactive ray tracing.

Open Image Denoise internally builds on top of Intel Math Kernel Library for Deep Neural Networks (MKL-DNN), and fully exploits modern instruction sets like Intel SSE4, AVX2, and AVX-512 to achieve high denoising performance. A CPU with support for at least SSE4.2 is required to run Open Image Denoise.

Links:
- https://openimagedenoise.github.io/
- https://github.com/OpenImageDenoise/oidn


Intel Open Image Denoise

90
This new version of Falcor, a real time rendering framework for prototyping, has been updated with a new code sample based on DXR (DirectX RayTracing).

Complete release notes are available here:
- https://github.com/NVIDIAGameWorks/Falcor/releases/tag/3.2.1

Latest source code:
- https://github.com/NVIDIAGameWorks/Falcor

Additional links:
- https://developer.nvidia.com/falcor
- https://devblogs.nvidia.com/introduction-nvidia-rtx-directx-ray-tracing/






91
Quote
This article shows a trivial implementation of a ray marching, the goal is to go a little bit beyond simple spheres I rendered in my raytracer project. I do not aim at getting photorealistic images, I want to have a simple stuff applicable to video games.

As always, we only have a bare compiler at our disposal, no third-party libraries are allowed. I don't want to bother with window managers, mouse/keyboard processing and so on. The result of our program will be a simple picture saved on the disk. I do not pursue speed/optimization at all, my goal is to show the underlying principles.

Links:
- https://github.com/ssloy/tinykaboom/wiki
- https://github.com/ssloy/tinykaboom/

kaboom-raymarching
KABOOM! Ray Marching renderer

92
Geeks3D's GPU Tools / Re: MSI Kombustor v4 (0.6.3.1) mising dll?
« on: January 29, 2019, 07:36:38 AM »
I'm working on a new update of Kombustor and the 32-bit version will be fixed as well.

93
GeeXLab - english forum / Shadertoy Demopack - Register Allocation
« on: January 25, 2019, 02:48:35 PM »
Demo Register Allocation ported to GeeXLab.

Location in the demopack: gl-32-shadertoy-01/gl32-register-allocation.xml

Downloads:
- Shadertoy demopack for GeeXLab
- GeeXLab downloads


Tests:

- Resolution: 800x480
- GPU: GeForce GTX 1080 + 417.71 + Win10 64-bit 1809

NUM is a constant that can be changed in the pixel shader source code (line 75 in the XML demo file).

- NUM = 256 => 4500 FPS
- NUM = 512 => 3500 FPS
- NUM = 1024 => 2900 FPS
- NUM = 2048 => 2900 FPS
- NUM = 3072 => 2800 FPS
- NUM = 4080 => 2800 FPS

- NUM = 4096 => compiler crash
  => Internal error: assembly compile error for fragment shader at offset 783:
     line 27, column 12:  error: size of temp array must be integer

- NUM = 8192  => 0(47) : error C5041: cannot locate suitable resource to bind variable "data". Possibly large array.



For NUM=4096, the NVIDIA GLSL compiler gave me:
Quote
-------------
Internal error: assembly compile error for fragment shader at offset 783:
-- error message --
line 27, column 12:  error: size of temp array must be integer
line 31, column 12:  error: expected ','
line 39, column 12:  error: expected ','
line 43, column 12:  error: expected ','
line 44, column 20:  error: expected ';'
line 45, column 20:  error: expected ';'
line 46, column 20:  error: expected ';'
-- internal assembly text --
!!NVfp5.0
OPTION NV_internal;
OPTION NV_bindless_texture;
# cgc version 3.4.0001, build date Jan 11 2019
# command line args:
#vendor NVIDIA Corporation
#version 3.4.0.1 COP Build Date Jan 11 2019
#profile gp5fp
#program main
#semantic iResolution
#semantic iTime
#semantic iMouse
#semantic iFrame
#semantic data : __LOCAL
#var float4 gl_FragCoord : $vin.WPOS : WPOS : -1 : 1
#var float4 FragColor : $vout.COL00 : COL0[0] : -1 : 1
#var float4 v_texcoord :  :  : -1 : 0
#var float3 iResolution :  :  : -1 : 0
#var float iTime :  : c[0] : -1 : 1
#var float4 iMouse :  :  : -1 : 0
#var int iFrame :  : c[1] : -1 : 1
#var float4 data[0] :  : lmem0[0], 4096 : -1 : 1
PARAM c[2] = { program.local[0..1] };
ATTRIB fragment_position = fragment.position;
TEMP R0, R1, R2;
TEMP T;
TEMP lmem0[4096];
OUTPUT result_color0 = result.color;
MOV.F R0.yzw, {0, 1, 0, 0}.xxxy;
SIN.F32 R0.x, c[0].x;
MOV.F lmem0[0], R0;
TRUNC.S R1.x, fragment.position;
ADD.S R0.y, R1.x, c[1].x;
MOD.S R0.y, R0, {4096, 0, 0, 0}.x;
MOV.F R0.xzw, {0, 1, 0, 0}.xyxy;
MOV.S R1.x, R0.y;
ADD.F32 R1.y, c[0].x, {2, 0, 0, 0}.x;
SIN.F32 R0.y, R1.y;
MOV.F lmem0[R1.x], R0;
ADD.F32 R0.z, c[0].x, {4, 0, 0, 0}.x;
MOV.F R0.xyw, {0, 1, 0, 0}.xxzy;
SIN.F32 R0.z, R0.z;
MOV.F lmem0[4095], R0;
MOV.F R2.xyz, lmem0[4095].xyzw;
MOV.F R1.xyz, lmem0[R1.x].xyzw;
MOV.F R0.xyz, lmem0[0].xyzw;
ADD.F32 R0.xyz, R0, R1;
ADD.F32 result_color0.xyz, R0, R2;
MOV.F result_color0.w, {1, 0, 0, 0}.x;
END
# 21 instructions, 3 R-regs


For NUM=8192 :
Quote
0(47) : error C5041: cannot locate suitable resource to bind variable "data". Possibly large array.


Shadertoy demo ported to GeeXLab

94
Tested on a MSI Radeon RX Vega 56 on Win10 64-bit 1809.

- GL_VENDOR: ATI Technologies Inc.
- GL_RENDERER: Radeon RX Vega
- GL_VERSION: 4.6.13547 Compatibility Profile/Debug Context 25.20.15015.1002
- GL_SHADING_LANGUAGE_VERSION: 4.60

- Vulkan 1.1.96 + 70 device extensions.

Same OpenGL and Vulkan support than Adrenalin 19.1.1.

AMD Adrenalin 19.1.2 + Radeon RX Vega 56

AMD Adrenalin 19.1.2 + Radeon RX Vega 56

95
More news about the upcoming GTX 1660 Ti:

- the GTX 1660 Ti should be launched on February 15th 2019
- CUDA cores: 1536
- VRAM: 6GB GDDR6
- price: USD $279

GTX 1660 Ti siblings are also expected, a little later: the GTX 1660 (1280 CUDA cores, $229) and the GTX 1650 ($179).

- via

96
3D-Tech News Around The Web / Vulkan SDK 1.1.97.0 released
« on: January 24, 2019, 02:28:55 PM »
Quote
New SDK Release for Vulkan 1.1.97.0

LunarG releases new SDKs that include the most recent extensions plus the new Vulkan GPU-Assisted Validation feature and the Vulkan Configurator application.

Much of the documentation for this SDK is contained in the Getting Started Guide, found in the Documentation directory of the SDK and on the LunarXchange website.
Overview of new features in Vulkan SDK 1.1.97.0

- The Vulkan validation layers have added “GPU-Assisted Validation,” which checks for out-of-bounds access to image/texel descriptor arrays at shader execution time (aka “Bind-less” validation). This feature is disabled by default. See the SDK “Validation Layers” documentation for details about this feature and how to enable it.

- SDK 1.1.92 introduced the Vulkan Configurator, a graphical application that allows a user to specify which layers will be loaded by Vulkan applications at runtime. SDK 1.1.97 combines vulkaninfo, vkvia, and the existing layer management functionality of vkconfig into one convenient tool. Note this new functionality may not be available on every platform. Additional information about the enhanced Vulkan Configurator can be found here.

- The SDK now includes a chunked version of the Vulkan specification and can be found here.

- Since the release of SDK 1.1.92.0, the following extensions have been added to the Vulkan spec and may be supported by a Vulkan device. To query extensions available to a given physical device, call vkEnumerateDeviceExtensionProperties()or contact the hardware vendor.

VK_EXT_buffer_device_address
VK_EXT_fragment_density_map
VK_EXT_memory_budget
VK_EXT_memory_priority
VK_EXT_scalar_block_layout
VK_EXT_separate_stencil_usage
VK_EXT_validation_features
VK_KHR_depth_stencil_resolve
VK_KHR_shader_float_controls
VK_KHR_shader_float16_int8
VK_KHR_swapchain_mutable_format

- Improved validation coverage and bug fixes

Links:
- Downloads: https://vulkan.lunarg.com/
- source: https://www.lunarg.com/lunarg-releases-new-sdks-for-vulkan-1-1-97-0-with-new-extensions/

97
GeeXLab - english forum / Shadertoy Demopack - procedural BVH
« on: January 24, 2019, 02:20:52 PM »
Demo Procedural BVH ported to GeeXLab.

Location in the demopack: gl-32-shadertoy-multipass/gl32-procedural-bvh/demo.xml

Downloads:
- Shadertoy demopack for GeeXLab
- GeeXLab downloads


Rendering speed:
- around 22 FPS @ 800x480 and 900x480 on a GeForce GTX 1080 + driver 417.71
- around 6 FPS @ 2560x1440 on a GeForce GTX 1080 + driver 417.71


Shadertoy demo ported to GeeXLab

98
GeeXLab - english forum / Shadertoy Demopack - Ink and Silver
« on: January 24, 2019, 02:14:10 PM »
Demo Ink and Silver ported to GeeXLab

Location in the demopack: gl-32-shadertoy-01/gl32-ink-and-silver.xml

Downloads:
- Shadertoy demopack for GeeXLab
- GeeXLab downloads


Rendering speed:
- around 960 FPS @ 800x480 on a GeForce GTX 1080 + driver 417.71
- around 130 FPS @ 2560x1440 on a GeForce GTX 1080 + driver 417.71


Shadertoy demo ported to GeeXLab

99
GeeXLab - english forum / Shadertoy Demopack
« on: January 24, 2019, 02:04:11 PM »
Here is a new demopack for GeeXLab. The pack contains all Shadertoy demos from the full code sample pack: old demos (OpenGL 2.1 in gl-21-xxxx/ folders) and recent demos (OpenGL 3.2 in gl-32-xxxx/ folders). There is also a special folder for Raspberry Pi (gl-21-shadertoy-rpi/).

The latest version of the shadertoy demopack can be downloaded from this link:

- Shadertoy Demopack DOWNLOAD


You can download the latest GeeXLab from this page:

- GeeXLab DOWNLOADs


Usage:
- unzip the demopack where you want.
- drag and drop a demo (.xml file) into GeeXLab.



Shadertoy to GeeXLab Demopack

Shadertoy to GeeXLab Demopack

Shadertoy to GeeXLab Demopack



100
Wine is an utility that translates Windows API calls into POSIX calls on-the-fly and allows to run Windows applications on Linux and macOS.

Quote
The Wine team is proud to announce that the stable release Wine 4.0
is now available.

This release represents a year of development effort and over 6,000
individual changes. It contains a large number of improvements that
are listed in the release notes below. The main highlights are:

  - Vulkan support.
  - Direct3D 12 support.
  - Game controllers support.
  - High-DPI support on Android.

Links:
- https://www.winehq.org/announce/4.0
- https://wiki.winehq.org/Download

Pages: 1 ... 3 4 [5] 6 7 ... 95