http://www.ati.com/d...emos/r9800.html
Techdemok
#112
Elküldve: 2006. 05. 06. 18:17
Idézet: -=M@X[treme]=- - Dátum: 2006. máj. 6., szombat - 18:16
Kösz, de hát vazz életemben nem jártam azon az oldalon
#113
Elküldve: 2006. 05. 06. 18:19
Idézet: -=M@X[treme]=- - Dátum: 2006. máj. 6., szombat - 15:50
Ez akkor nem megy ATI-n?!
#116
Elküldve: 2006. 05. 06. 18:20
Idézet: -=M@X[treme]=- - Dátum: 2006. máj. 6., szombat - 19:19
nemtom 
Mindenesetre sehogy se megy! :Đ
#117
Elküldve: 2006. 05. 06. 18:25
Idézet: -STALK3R- - Dátum: 2006. máj. 6., szombat - 19:20
Mindenesetre sehogy se megy! :Đ
IMPORTANT. Before downloading, please be sure that your graphics card is supported. This demo requires an NVIDIA GeForceFX 5200, an ATI Radeon 9500, or anything better. We recommend a GeForceFX 5900 or higher, or a Radeon 9800 or higher.
#118
Elküldve: 2006. 05. 06. 18:32
Óje, na milyen a radeon kilencezernyúczázam
Szerk: Azóta már rájöttem, hogy nem gef 6600-at kaptram a bótban, hanem nyati kilencnyócat, mert tökjó mennek ezek a demok
:

[ Kattints ide a teljes méretű képhez ]

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Szerkesztette: I{ris 2006. 05. 06. 18:33 -kor
#119
Elküldve: 2006. 05. 06. 18:32
requires an NVIDIA GeForceFX 5200
azom van azom van woot támogatott!!! :Đ :Đ
azom van azom van woot támogatott!!! :Đ :Đ
#120
Elküldve: 2006. 05. 06. 19:54
Idézet: Cellular - Dátum: 2006. máj. 6., szombat - 19:32
requires an NVIDIA GeForceFX 5200
azom van azom van woot támogatott!!! :Đ :Đ
azom van azom van woot támogatott!!! :Đ :Đ
Nekem 9550-en nem megy, jó mondjuk mit is várok?!
#121
Elküldve: 2006. 07. 08. 16:37
Új nv techdemo:
NVIDIA Demo: GeoForms

[ Kattints ide a teljes méretű képhez ]

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Minimum System Requirements: GeForce 7-Series, Windows XP, ForceWare Drivers 77.50 or higher, 512MB system memory, 256MB video memory
(megy gef6-on is)
Letöltés
NVIDIA Demo: GeoForms
Idézet
Imagine another dimension, where magical shapes exist which have no predefined structure, but instead, are shaped by sound. These shapes, or "GeoForms", have a taste for music, and will stop at nothing to express themselves, moving like liquid to the beat.
Not only can GeoForms change their shape at will, but they can also change their subatomic organization, quickly morphing into almost any material, be it glass, metal, water, wax, putty, brushed metal, marble, or jade. They range from opaque to translucent, polished smooth to rough as sand, and from plain to porous and veined.
The GeoForms live in a fantastic landscape of plasma and comets, providing the light that reflects, refracts, and is transmitted through the GeoForms dynamic surface.
Key Features
HDR with Antialiasing - Using one of several techniques to achieve high dynamic-range (HDR) lighting simultaneously with multi-sample antialiasing, this scene is rich in bright lights, glows, and reflections, while still having beautifully soft antialiased edges.
HDR Motion Blur - Stunning motion blur is enabled by the ultra-fast shading core of the NVIDIA® GeForce® 7900 graphics processing unit (GPU), with far fewer blending artifacts due to depth testing for every sampled pixel. Bright spots become bright streaks as the GeoForms fly through space.
HDR Lens Flare - Just like in the real world, the lens can become awash with a light flare when looking at intensely bright areas. This is a HDR technique rather than using old-fashioned sprites.
Real-time "Depth Peeling" Refraction - Up to 4 layers of transparent surfaces are visible through each other, with no sorting of polygons or shapes - the GPU uses a depth peeling technique to put the "underneath" layers down first.
Sub-Surface Light Scattering - By rendering the geometry into multiple high-precision buffers the depth of the GeoForms can be determined, permitting light to scatter through them as it does through marble, onyx, wax, or skin.
Procedural Texturing - By compositing several samples from simple 3D noise volumes, complex and turbulent shading patterns emerge, such as marble veins, procedural bumpmaps on the 3D surface, and an ever-changing cubic environment.
NVIDIA® SLI™ Technology - The GeoForms frolic all the more when your GPU has friends.
Factoids: 31 Render Passes
150 Instructions for initial shader (each layer of rendering)
300 Instructions for HDR motion blur
Not only can GeoForms change their shape at will, but they can also change their subatomic organization, quickly morphing into almost any material, be it glass, metal, water, wax, putty, brushed metal, marble, or jade. They range from opaque to translucent, polished smooth to rough as sand, and from plain to porous and veined.
The GeoForms live in a fantastic landscape of plasma and comets, providing the light that reflects, refracts, and is transmitted through the GeoForms dynamic surface.
Key Features
HDR with Antialiasing - Using one of several techniques to achieve high dynamic-range (HDR) lighting simultaneously with multi-sample antialiasing, this scene is rich in bright lights, glows, and reflections, while still having beautifully soft antialiased edges.
HDR Motion Blur - Stunning motion blur is enabled by the ultra-fast shading core of the NVIDIA® GeForce® 7900 graphics processing unit (GPU), with far fewer blending artifacts due to depth testing for every sampled pixel. Bright spots become bright streaks as the GeoForms fly through space.
HDR Lens Flare - Just like in the real world, the lens can become awash with a light flare when looking at intensely bright areas. This is a HDR technique rather than using old-fashioned sprites.
Real-time "Depth Peeling" Refraction - Up to 4 layers of transparent surfaces are visible through each other, with no sorting of polygons or shapes - the GPU uses a depth peeling technique to put the "underneath" layers down first.
Sub-Surface Light Scattering - By rendering the geometry into multiple high-precision buffers the depth of the GeoForms can be determined, permitting light to scatter through them as it does through marble, onyx, wax, or skin.
Procedural Texturing - By compositing several samples from simple 3D noise volumes, complex and turbulent shading patterns emerge, such as marble veins, procedural bumpmaps on the 3D surface, and an ever-changing cubic environment.
NVIDIA® SLI™ Technology - The GeoForms frolic all the more when your GPU has friends.
Factoids: 31 Render Passes
150 Instructions for initial shader (each layer of rendering)
300 Instructions for HDR motion blur

[ Kattints ide a teljes méretű képhez ]

[ Kattints ide a teljes méretű képhez ]

[ Kattints ide a teljes méretű képhez ]

[ Kattints ide a teljes méretű képhez ]
Minimum System Requirements: GeForce 7-Series, Windows XP, ForceWare Drivers 77.50 or higher, 512MB system memory, 256MB video memory
(megy gef6-on is)
Letöltés
Szerkesztette: -=M@X[treme]=- 2006. 07. 08. 16:37 -kor
#124
Elküldve: 2006. 07. 11. 13:45
Idézet: I{ris - Dátum: 2006. júl. 11., kedd - 14:43
Nálam ment, de ölég khakisul ment 
Micsoda cép kerek magyaros' mondat
#125
Elküldve: 2006. 07. 11. 13:58
Idézet: -=M@X[treme]=- - Dátum: 2006. júl. 11., kedd - 13:45
Micsoda cép kerek magyaros' mondat

#126
Elküldve: 2006. 07. 24. 06:32
aQuaterra Water Demo


Idézet
Description
I've been working on this project in my free time, and as a means of getting a job. I started out just working on the water, but soon I realized that the environment will make the water look a lot better. Here are some of the things I've implemented:
Water
-Caustics
-Edge fadeout, both in distortion and reflectivity
Vegetation
-LOD
-Quadtree culling
-smooth transitions (between some LOD levels, some aren't obvious enough to worry about)
-edge feathering to reduce aliasing
Grass
-dynamic grid
-animation
-shadowing
-fadeout
The grass is planted according to several density functions which are painted onto the terrain. That way the grass stays out of water, flowers grow in patches and ferns sprout up in wooded areas.
Environment
-Bloom
-Lens flares
Fish
-GPU skinned
-schooling behavior
-environment avoidance
Download the Demo
For more details about the implementation check out my Project page (click on the projects tab)
The demo uses DirectX 9 and Shader Model 2 extensively. In fact I was only able to fit the water shader in PS2.0 after hours of optimizing, so it's a little fill rate heavy. I turned down some settings to make it run on most DX9 hardware, specifically there is less dense grass and the reflection is only a quarter of what I usually run it at.
I was only able to test the demo on a couple of video cards, Geforce 6's and Radeon 9800. Please PM me the 'aQuaterra.log' if you have problems, along with what you saw happen.
Let me know what you think!
I've been working on this project in my free time, and as a means of getting a job. I started out just working on the water, but soon I realized that the environment will make the water look a lot better. Here are some of the things I've implemented:
Water
-Caustics
-Edge fadeout, both in distortion and reflectivity
Vegetation
-LOD
-Quadtree culling
-smooth transitions (between some LOD levels, some aren't obvious enough to worry about)
-edge feathering to reduce aliasing
Grass
-dynamic grid
-animation
-shadowing
-fadeout
The grass is planted according to several density functions which are painted onto the terrain. That way the grass stays out of water, flowers grow in patches and ferns sprout up in wooded areas.
Environment
-Bloom
-Lens flares
Fish
-GPU skinned
-schooling behavior
-environment avoidance
Download the Demo
For more details about the implementation check out my Project page (click on the projects tab)
The demo uses DirectX 9 and Shader Model 2 extensively. In fact I was only able to fit the water shader in PS2.0 after hours of optimizing, so it's a little fill rate heavy. I turned down some settings to make it run on most DX9 hardware, specifically there is less dense grass and the reflection is only a quarter of what I usually run it at.
I was only able to test the demo on a couple of video cards, Geforce 6's and Radeon 9800. Please PM me the 'aQuaterra.log' if you have problems, along with what you saw happen.
Let me know what you think!
Szerkesztette: -=M@X[treme]=- 2006. 07. 24. 06:35 -kor
#127
Elküldve: 2006. 07. 24. 06:35
Real-time Ray Tracing of 'Sponza


Idézet
A few weeks ago I decided to pick up my old real-time ray tracing project.
The scene shown in these images is 'Sponza', more info on this model is available from http://hdri.cgtechniques.com/~sponza/ . The lower half of the IOTD shows a visualization of the kd-tree: The brightness of a pixel is directly linked to the number of traversal steps at that location. This is used to pinpoint problematic areas.
Some statistics: Sponza consists of 76.000 textured triangles. For the screenshots, the scene is rendered using pure ray tracing: No 3D accelerator was used to generate these images. The ray tracer does not use any 'realtime ray tracing tricks': It doesn't approximate pixels or skip rays; therefore it does not show any of the artifacts usually associated with real-time ray tracing.
You can download a demo of the ray tracer here:
http://www.bik5.com/rtNexGen.rar (16Mb)
If you run the 'lq' (low quality) version of this ray tracer, you will see a fly-through of the Sponza scene, rendered at interactive frame rates (even though the demo is not interactive, sorry). On my machine, a Pentium-M running at 1.7Ghz, I typically get 4-8 fps, depending on the viewpoint.
Couple of tech notes:
The ray tracer is using a optimized kd-tree to determine which geometry is to be tested against a particular ray. The average ray tests 5 triangles in the demo. Also, rays usually don't travel alone: They are grouped in packets of 4 rays, and traverse the kd-tree together. Using SIMD instructions, traversing the tree and intersecting rays takes far less time this way; the average gain is 2.5 (there's some overhead when some rays miss a triangle, and some others don't).
The scene shown in these images is 'Sponza', more info on this model is available from http://hdri.cgtechniques.com/~sponza/ . The lower half of the IOTD shows a visualization of the kd-tree: The brightness of a pixel is directly linked to the number of traversal steps at that location. This is used to pinpoint problematic areas.
Some statistics: Sponza consists of 76.000 textured triangles. For the screenshots, the scene is rendered using pure ray tracing: No 3D accelerator was used to generate these images. The ray tracer does not use any 'realtime ray tracing tricks': It doesn't approximate pixels or skip rays; therefore it does not show any of the artifacts usually associated with real-time ray tracing.
You can download a demo of the ray tracer here:
http://www.bik5.com/rtNexGen.rar (16Mb)
If you run the 'lq' (low quality) version of this ray tracer, you will see a fly-through of the Sponza scene, rendered at interactive frame rates (even though the demo is not interactive, sorry). On my machine, a Pentium-M running at 1.7Ghz, I typically get 4-8 fps, depending on the viewpoint.
Couple of tech notes:
The ray tracer is using a optimized kd-tree to determine which geometry is to be tested against a particular ray. The average ray tests 5 triangles in the demo. Also, rays usually don't travel alone: They are grouped in packets of 4 rays, and traverse the kd-tree together. Using SIMD instructions, traversing the tree and intersecting rays takes far less time this way; the average gain is 2.5 (there's some overhead when some rays miss a triangle, and some others don't).
#128
Elküldve: 2006. 07. 24. 06:38
Shadow Casting particles


Idézet
About a month ago I released a demo showing of the first steps of my renderer. After another month of after work coding, I've made some enhancements to the renderer, including a rehash of the shadowing system and addition of a paramaterized particle system engine, a ui engine manager, better resource management (especially for device lost), a new post effect (tv static), a parallax shader, fixed the camera rotations and a few other misc enhancements that don't come to mind at this moment.
I'm in a bit of a rush here but I'd like to let you know a bit more about what your looking at.
Around a month ago I started writing a paper for a lecture in melbourne on particle systems, once I got the particle system built It was time to fix the shadows from the last demo. Now somewhere in there I came up with the idea of sorting and storing the transparency of the particles billboard into the alpha channel of the shadow map and using that in the final calculation of the shadow map contribution in the pixel shaders.
The demo uses R32G32B32A32 type textures as the render target.
I will be uploading a list of commands for the engine tonight.
The demo is available at
http://www.sensatefx.com/demos.html
I'm in a bit of a rush here but I'd like to let you know a bit more about what your looking at.
Around a month ago I started writing a paper for a lecture in melbourne on particle systems, once I got the particle system built It was time to fix the shadows from the last demo. Now somewhere in there I came up with the idea of sorting and storing the transparency of the particles billboard into the alpha channel of the shadow map and using that in the final calculation of the shadow map contribution in the pixel shaders.
The demo uses R32G32B32A32 type textures as the render target.
I will be uploading a list of commands for the engine tonight.
The demo is available at
http://www.sensatefx.com/demos.html
#129
Elküldve: 2006. 07. 24. 06:41
lasma Pong


Idézet
escription
PLASMA PONG is a variation of PONG that utilizes real-time fluid dynamics to drive the game environment.
Players have several new abilities that add fun twists to the classic game. In the game you can inject plasma fluid into the environment, create a vacuum from your paddle, and blast shockwaves into the playing area. All these abilities have fluid-based kinetic effects on the ball, making Plasma Pong a fast-paced and exciting game.
Plasma Pong can be downloaded at:
http://www.plasmapong.com
-----------------------
Development Background:
Over winter break here at George Mason University, I had no job and too much time on my hands. So I did what any self-respecting computer scientist would have done - I made a game. Something that has always facinated me was the simulation of fluids, but up until then I had no interest in researching it. I found Jos Stam's paper, Fluid Dynamics for Games, which was a breakthrough in terms of developing a stable real-time navier-stokes solver. Unfortunately nobody had really made a good game using this method as it is very expensive to process. My program is simply a proof of concept that fluid dynamics are not just gimmicky eye candy, but it can affect gameplay in a positive way. My next game, whenever I write it, will improve on this concept.
PLASMA PONG is a variation of PONG that utilizes real-time fluid dynamics to drive the game environment.
Players have several new abilities that add fun twists to the classic game. In the game you can inject plasma fluid into the environment, create a vacuum from your paddle, and blast shockwaves into the playing area. All these abilities have fluid-based kinetic effects on the ball, making Plasma Pong a fast-paced and exciting game.
Plasma Pong can be downloaded at:
http://www.plasmapong.com
-----------------------
Development Background:
Over winter break here at George Mason University, I had no job and too much time on my hands. So I did what any self-respecting computer scientist would have done - I made a game. Something that has always facinated me was the simulation of fluids, but up until then I had no interest in researching it. I found Jos Stam's paper, Fluid Dynamics for Games, which was a breakthrough in terms of developing a stable real-time navier-stokes solver. Unfortunately nobody had really made a good game using this method as it is very expensive to process. My program is simply a proof of concept that fluid dynamics are not just gimmicky eye candy, but it can affect gameplay in a positive way. My next game, whenever I write it, will improve on this concept.
#130
Elküldve: 2006. 07. 24. 06:42
Idézet: -=M@X[treme]=- - Dátum: 2006. júl. 24., hétfő - 6:41
Jaj istenem?
"We are going to hell, so bring your sunblock."
"To borrow the pharse of the ancient philosopher Clarksonius, 4th century B.C. - How hard can it be?"
"Have you ever thought: Oh no, my shoehorn is far too heavy? Well, help is at hand with this special lightweight, carbonfiber ended shoehorn."
"Clarkson you great oaf!"
Twittegylet
"To borrow the pharse of the ancient philosopher Clarksonius, 4th century B.C. - How hard can it be?"
"Have you ever thought: Oh no, my shoehorn is far too heavy? Well, help is at hand with this special lightweight, carbonfiber ended shoehorn."
"Clarkson you great oaf!"
Twittegylet

Súgó
A téma zárva.










