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Messages - JeGX

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81
GeeXLab - english forum / glBlendView 0.1.0
« on: May 07, 2019, 07:49:41 AM »
glBlendView is a small utility for OpenGL (and Vulkan) developers that allows to quickly visualize the effect of any combination of blending factors (GL_ONE, GL_SRC_ALPHA, …) and blending equation (ADD, SUBSTRACT, …).

glBlendView is available for Windows 64-bit, Linux 64-bit and macOS.

Release notes:
- https://www.geeks3d.com/20190507/glblendview-opengl-blending-factors-viewer/

Homepage:
- https://www.geeks3d.com/geexlab/apps/blendview/


glBlendView - GeeXLab app for visualizing OpenGL blending factors


82
First tests of the integration of NVIDIA FleX particle engine in GeeXLab. 
- 50000 particles
- FleX accelerator: GeForce GT 1030

GeeXLab - NVIDIA FleX demo

GeeXLab - NVIDIA FleX demo

GeeXLab - NVIDIA FleX demo


83
3D-Tech News Around The Web / Ogre3D 1.12 released
« on: May 02, 2019, 05:41:10 PM »
Quote
We just tagged the Ogre 1.12 release, making it the new current and recommended version. We would advise you to update wherever possible, to benefit from all the fixes and improvements that made their way into the new release.
This release represents 1 year of work from various contributors when compared to the previous 1.11 release. Compared to the last Ogre 1.11 release (1.11.5), however we are only talking about 4 months. Here you will mainly find bugfixes and the architectural changes that justify the version number bump.

Links:
- https://www.ogre3d.org/2019/05/01/ogre3d-1-12-released
- https://www.ogre3d.org/download/sdk

Ogre3D game engine

84
Yes, in the current FurMark 1.x, you need a 4k desktop resolution to run the P2160 preset.

Yes even in 1280x1024 you can overheat your GPU. No need a high resolution. If you want to reach the max power consumption / GPU temp, dont' forget to set the power target to the max (like 120% TDP or more depending on your card).

85
Newton Protocol is a 4k demo that won the 4k competition at the Revision 2019 demoparty. Here is the making of:

Quote
I recently participated in the PC 4k intro category in the Revision 2019 demoscene competition with my entry “Newton Protocol” and placed 1st. I was responsible for the intro’s coding and graphics, while dixan composed the music for the intro. The basic rule of the competition is that you must create an executable or a website that is only 4096 bytes in size. This means that everything must be generated with math and algorithms; you cannot otherwise fit images, video or audio files into such a small memory space. In this article I go over the rendering pipeline of my intro, Newton Protocol.

...

Ray marching distance fields are a very common technique in 4k intros as these enable the definition of complex shapes with very few lines of code. The downside, however, is the performance of the code. To render your scene you must find intersection point with rays and your scene, first to figure out what you see i.e. ray from camera and then subsequent rays to lights from the object to compute lighting. In ray marching you don’t find these intersections in single step, but rather you take several small steps along the ray and have to evaluate all objects at each point. With ray tracing on the other hand, you find the exact intersection by testing each object only once, but you are very limited in what shapes you can make, since you must have a formula for each to calculate intersection with a ray.

In this intro I wanted to simulate very accurate lighting. As this requires bouncing millions of rays around the scene, ray tracing seemed like a good approach to achieve this effect. I limited myself to only a single shape — a sphere — because ray-sphere intersection is relatively simple to calculate. Even the walls of the intro are actually just very large spheres. This also made the physics simulation simple; there was only collisions between spheres to consider.

...

Ray tracing itself is a fairly primitive technique. You shoot a ray into the scene, it bounces 4 times and if it hits a light the color from the bounces is accumulated, and if not, then the resulting color is black. There is no room in 4096 bytes (which includes music, synth, physics and rendering) to create fancy ray tracing acceleration structures. Thus we use brute force method i.e. testing all 57 (front wall is excluded) spheres for every ray without any optimizations to exclude some spheres. This means that only 2–6 rays or samples per pixel can be shot while maintaining 60 frames per second at 1080p. This is not nearly enough to produce smooth lighting.

Link: https://medium.com/@jerry.ylilammi/making-of-newton-protocol-e9ccde41af30

demoscene - Making of Newton Protocol 4k Intro (rank #1 at Revision 2019)

demoscene - Making of Newton Protocol 4k Intro (rank #1 at Revision 2019)



86
Quote
GeForce Hotfix display driver version 430.53 is based on our latest Game Ready Driver 430.39.  This Hotfix driver addresses the following:

-  Fixes higher CPU usage by NVDisplay.Container.exe introduced in 430.39 driver
-  3DMark Time Spy: Flickering observed when benchmark is launched
-  BeamNG: Application crashes when game is launched
-  Shadow of the Tomb Raider: Freezes when launched in SLI mode
-  Desktop flickers when videos are played back on a secondary monitor

source: https://nvidia.custhelp.com/app/answers/detail/a_id/4798


Downloads:
- Desktop +  Notebook - Win10 64-bit standard driver @ NVIDIA
- Desktop +  Notebook - Win10 64-bit DCH driver  @ NVIDIA
- Desktop +  Notebook - Win10 64-bit DCH driver @ NVIDIA

- latest GeForce driver - win10 64-bit - desktop+notebook @ Geeks3D
- latest GeForce driver - win7 64-bit - desktop @ Geeks3D

87
3D-Tech News Around The Web / GPU-Z 2.20 crash-fix version released
« on: April 30, 2019, 08:21:21 AM »
Changelog:
Quote
-    Fixed overclock getting reset on NVIDIA cards with Boost
-    Fixed crash on Pascal GPUs when no driver loaded
-    Fixed crashes on Apple Vega 12
-    Changed memory bus width capitalization from "Bit" to "bit"

More info:
- https://www.techpowerup.com/255027/techpowerup-releases-gpu-z-2-20-0-with-major-fixes


Downloads:
- latest GPU-Z @ Geeks3D
- latest GPU-Z @ TPU



GPU-Z 2.20.0 + GeForce RTX 2070

88
Quote
Dynamic Diffuse Global Illumination (DDGI) is a technique for computing diffuse lighting with ray tracing to create changing, realistic rendering for games. It allows developers to extend their existing light probe tools, knowledge, and experience with ray tracing to eliminate bake times and avoid light leaking.

Hardware-accelerated programmable ray tracing is now accessable through DXR, VulkanRT, OptiX, Unreal Engine, and Unity. This enables many ways to compute global illumination. DDGI is a new strategy for lighting that expands developers' options.

Part 2
This is a simplified introduction to the core concepts of global illumination for real-time application developers. The focus is on introducing the terms needed to understand Dynamic Diffuse Global Illumination.

Links:
- Part 1: Dynamic Diffuse Global Illumination
- Part 2: Global Illumination


Dynamic Diffuse Global Illumination (DDGI)



89
Quote
LunarG has released a new white paper, written for experienced Vulkan developers, that describes the history and evolution of the canonical validation layers, and the recent creation of a single, unified validation layer, called the Khronos Validation layer (VK_LAYER_KHRONOS_validation). This new layer was released with Vulkan SDK 1.1.106.0 and is now the main, comprehensive validation layer.

Link:
- https://www.lunarg.com/wp-content/uploads/2019/04/UberLayer_V3.pdf

90
3D-Tech News Around The Web / A tour of Granite’s Vulkan renderer
« on: April 29, 2019, 03:19:30 PM »
Quote
Since January 2017, I’ve been working on my little engine project, which I call Granite. It’s on Github here. Like many others, I felt I needed to write a little engine for myself to fully learn Vulkan and I needed a test bed to implement various graphics techniques. I’ve been steadily working on it since then and used it as the backbone for many side-projects, but I think for others its value right now is for teaching Vulkan concepts by example.

- Granite @ github

- Part 1 - Introduction
- Part 2 - The life and death of objects
- Part 3 - Shaders and descriptor sets
- Part 4 - Optimizing for scratch data allocation
- Part 5 - Render passes and synchronization

91
3D-Tech News Around The Web / RenderDoc 1.3 released
« on: April 29, 2019, 02:57:23 PM »
RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows 7 - 10, Linux, Android, Stadia, and Nintendo Switch™. It is completely open-source under the MIT license.

Complete list of all changes in version 1.3 is available here:
- https://github.com/baldurk/renderdoc/releases/tag/v1.3

Links:
- homepage
- documentation


RenderDoc logo


92
3D-Tech News Around The Web / GPU-Z 2.19 released
« on: April 29, 2019, 02:43:50 PM »
Changelog:
Quote
-    Added support for AMD Ryzen 3000 Picasso APUs
-    Added support for NVIDIA GeForce GTX 1650, GTX 1650 Mobile, GTX 1660 Ti Mobile,  GeForce MX250, TU117-B
-    Added GeForce MX230 and GP108 transistor count
-    AMD Radeon Pro graphics cards now show the appropriate logo
-    Improved EVGA iCX to work better and more reliably detect sensor capabilities
-    Added support to detect DirectX Raytracing, Variable Rate Shading, WDDM 2.6 and Shader Model 6.5 (listed in Advanced panel)
-    Advanced Panel now lists new DX12 capabilities introduced in Windows 10 Updates  October 2018 and May 2019
-    Advanced Panel can now detect Tiled Resources Tier 4
-    "ASIC Quality" in Advanced Panel will only be displayed when available, since the feature probably won't be coming back for new GPUs
-    Reduced startup time on system with AMD PowerXpress
-    Added new icons for the ASUS ROG version and fixed white line below window title
-    Fixed crash when no cards detected and hovering over driver info
-    Fixed crash on startup on Windows XP machines
-    NVIDIA Tesla K80 is GK210, not GK110


Download
- latest GPU-Z @ Geeks3D
- latest GPU-Z @ TPU


GPU-Z 2.19.0 + GeForce RTX 2070

93
3D-Tech News Around The Web / AMD Navi thread
« on: April 29, 2019, 02:11:18 PM »
Navi based graphics cards should be unveiled during the Computex 2019, next June.

The PCB has two 8-pin power connectors (the board will be able to draw up to 375W). The GPU is surrounded by 8 memory modules (GDDR6).

This is likely the PCB of Navi 10 (gfx1010).

AMD Navi PCB

AMD Navi PCB

Links:
- https://www.techpowerup.com/254992/amd-navi-graphics-card-pcb-pictured-uses-gddr6



AMD Navi PCB

source: https://twitter.com/KOMACHI_ENSAKA/status/1118172398782599168

94
GeeXLab - english forum / GeeXLab 0.27.7.2 released for Windows
« on: April 29, 2019, 10:30:20 AM »
A new update of GeeXLab for Windows 64-bit is available.

This version is a maintenance release and fixes minor issues of version 0.27.7.0.


Downloads:
- https://www.geeks3d.com/geexlab/downloads/


Quote
Version 0.27.7.2 - 2019.04.29
! (2019.04.29) updated all ImGui constants in libs/lua/uimgui.lua
  and libs/python/uimgui.py
! (2019.04.27) updated gh_imgui.input_text(): the state is now
  returned as second value.
! (2019.04.27) [Vulkan plugin] updated
  gh_renderer.vk_raytracing_get_property_value_nv().

95
GeeXLab - english forum / GeeXLab 0.27.7.0 released for Windows
« on: April 27, 2019, 12:39:12 PM »
A new update of GeeXLab for Windows 64-bit is available.

This new version adds some new functions to gh_imgui lib to deal with scrolling and comes with preliminary support of ray tracing in Vulkan (RTX). Currently the ray tracing support is extremely limited: you can only get information about ray tracing support.
 

Downloads:
- https://www.geeks3d.com/geexlab/downloads/


Quote
Version 0.27.7.0 - 2019.04.27
+ (2019.04.27) added get_scroll(), get_scroll_max(), set_scroll(), set_scroll_here_y() and
  set_scroll_from_pos_y() to gh_imgui lib.
+ (2019.04.27) added get_cursor_start_pos() to gh_imgui lib.
+ (2019.04.27) added set_item_default_focus() and set_keyboard_focus_here()
   to gh_imgui lib.
+ (2019.04.27) added GeForce GTX 1650 support to the GPU monitoring plugin.
+ (2019.04.27) [Vulkan plugin] added vk_raytracing_get_property_value_nv() to gh_renderer.
+ (2019.04.18) [Vulkan plugin] started ray tracing support using VK_NV_ray_tracing.

96
GeeXLab - english forum / (Demo) 2D wave
« on: April 26, 2019, 04:37:56 PM »
A small demo that draws a cool 2D wave.

Article:
- https://www.geeks3d.com/hacklab/20190426/demo-2d-wave/

Downloads:
- DEMO
- GeeXLab


2D wave demo - GeeXLab

97
GeeXLab - english forum / Shadertoy Demopack - Penrose Pathtraced
« on: April 25, 2019, 08:49:10 PM »
Demo Penrose Pathtraced ported to GeeXLab.

Location in the demopack: gl-32-shadertoy-multipass/gl32-penrose-pathtraced/demo.xml

Downloads:
- Shadertoy demopack for GeeXLab
- GeeXLab downloads


Rendering speed (GeForce RTX 2070 + driver 425.42):
- 800x480: 610 fps

Tip: mouse left button + move to discover the trick.


Shadertoy demo ported to GeeXLab

98
Downloads:
- Shadertoy demopack for GeeXLab
- GeeXLab downloads



Demo Industrial Tunnel
Location in the demopack: gl-32-shadertoy-01/gl32-industrial-tunnel.xml

Shadertoy demo ported to GeeXLab





Demo Abstract Water Tunnel
Location in the demopack: gl-32-shadertoy-01/gl32-industrial-tunnel.xml

Shadertoy demo ported to GeeXLab





Demo Random Block Passage
Location in the demopack: gl-32-shadertoy-01/gl32-random-block-passage.xml

Shadertoy demo ported to GeeXLab






Demo Traced Minkowski Tube
Location in the demopack: gl-32-shadertoy-01/gl32-traced-minkowski-tube.xml

Shadertoy demo ported to GeeXLab





Demo Panelled Tube
Location in the demopack: gl-32-shadertoy-01/gl32-panelled-tube.xml

Shadertoy demo ported to GeeXLab






Demo Abstract Corridor
Location in the demopack: gl-32-shadertoy-01/gl32-abstract-corridor.xml

Shadertoy demo ported to GeeXLab






Demo Abstract Island Cavern
Location in the demopack: gl-32-shadertoy-01/gl32-abstract-island-cavern.xml

Shadertoy demo ported to GeeXLab







Demo Underground Passageway
Location in the demopack: gl-32-shadertoy-multipass/gl32-underground-passageway/demo.xml

Shadertoy demo ported to GeeXLab








Demo LatticeWithFolding
Location in the demopack: gl-32-shadertoy-01/gl32-lattice-with-folding.xml

Shadertoy demo ported to GeeXLab








99
GeeXLab - english forum / Shadertoy Demopack - Raymarching Primitives
« on: April 25, 2019, 08:16:29 PM »
Demo Raymarching Primitives ported to GeeXLab.

Location in the demopack: gl-32-shadertoy-01/gl32-raymarching-primitives.xml

Downloads:
- Shadertoy demopack for GeeXLab
- GeeXLab downloads


Shadertoy demo ported to GeeXLab


100
GeeXLab - english forum / Shadertoy Demopack - Colored lines
« on: April 25, 2019, 08:09:17 PM »
Demo Colored lines ported to GeeXLab.

Location in the demopack: gl-32-shadertoy-multipass/gl32-colored-lines/main.xml

Downloads:
- Shadertoy demopack for GeeXLab
- GeeXLab downloads


Rendering speed (GeForce RTX 2070 + driver 425.42):
- 800x480: 280 fps


Shadertoy demo ported to GeeXLab




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