GDC 2011上GPU Pro 2正式开卖,于是乎备受关注的Jimenez's MLAA也揭开了面纱。在他的网站上不但公开了摘要、截图、视频,甚至还有可执行demo和源代码!
以下是转自http://www.iryoku.com/mlaa/的一些下载:
Precompiled DX10 Demo [14.3 MB]
Additional images [72.1 MB]
HD Movie [164 MB]
Source code
Changelog
1.4 (March 5, 2011): DX9 version, improved pattern blending, better area textures, enhanced the MLAA class interface (now it allows to specify external storage, just in case you have spare render targets) and various minor fixes.
1.3 (February 28, 2011): initial release.
Download
DX9 sou ...
终于啊,等了整整一个月。
paper的本地下载可以在http://www.klayge.org/?page_id=740找到
原作者下载地址在http://anteru.net/projects/research/subpixel-reconstruction-antialiasing/
Today NVIDIA announced the upcoming 4.0 release of CUDA. While most of the major CUDA releases accompanied a new GPU architecture, 4.0 is a software-only release, but that doesn’t mean there aren’t a lot of new features. With this release, NVIDIA is aiming to lower the barrier to entry to parallel programming on GPUs, with new features including easier multi-GPU programming, a unified virtual memory address space, the powerful Thrust C++ template library, and automatic performance analysis in the Visual Profiler tool. Full details follow in the quoted press release below.
SANTA CLARA, ...
继上个月Crysis 2 Beta泄露之后,正式版的Crysis 2 PC多人Demo今天开放下载。该Demo版仅含在线多人游戏模式,并不包含单机任务关卡。
下载地址:
EA官方下载
http://static.cdn.ea.com/crytek/u/f/crysis2/Crysis_2_Multiplayer_Demo.exe
NVIDIA官网下载
http://www.geforce.com/News/articles/crysis-2-demo
前些天我有个帖子讲了NVIDIA网站上有介绍I3D 2011的paper——Subpixel Reconstruction Antialiasing。最近好多朋友问我这篇paper是否已经公布,最新消息是,根据paper第一作者Matthäus G. Chajdas的说法,paper和video将在2月28号提供下载。
需要注意的是,SRAA并不是一个post process的AA方法,而是深深地植入Deferred Shading的pipeline中。对于不打算那么用的朋友来说,可能MLAA是个更好的选择。或者借鉴SRAA的一些优点,得出更好的AA方法。
Windows 7和Windows Server 2008的SP1已经可以从官方网站下载了。建议所有Win7和Win Server 2008的用户更新一下。
Windows 7 and Windows Server 2008 R2 Service Pack 1 (KB976932)
在今年的I3D上将有一篇名为“Subpixel Reconstruction Antialiasing”的论文,在NVIDIA的网站上找到的简介如下:
Subpixel Reconstruction Antialiasing (SRAA) combines single-pixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost. SRAA targets deferred-shading renderers, which cannot use multisample antialiasing. SRAA operates as a post-process on a rendered image with superresolution depth and normal buffers, so it can be incorporated into an existing renderer without modifying the shaders. In this way SRAA resembles Morphological Antialiasing ( ...
NVIDIA的Parallel Nsight 1.51发布了,而且Professional版本也是免费的,不用license。但是,单机调试仍然泥马要求有2个GPU...啥时候能把这个改了就好了。
下载地址在http://developer.nvidia.com/object/nsight.html
在以前的一个帖子里,我还期待NV SDK 11早日到来。结果1月份快过去了,11没到,NV却偷偷摸摸地发布了NV SDK 10.6。更新如下:
An improved version of Instanced Tessellation. This sample implements 3 major schemes for Approximating Catmull-Clark Subdivision Surfaces using instanced tessellation in both DX9 and DX10. In the sample, these three schemes are also compared in terms of their visual quality and performance.
Bug fix for StencilRoutedKBuffer: the previous version would create a DX 10.1 device, resulting in corruption errors. A modification to DXUTCore prevents the DX 10.1 device from bei ...
昨天NVIDIA GTX 560 Ti发布了,还启用了当年红极一时的Ti名号。但是看它的规格:
GTX460
GTX560
GTX470
CUDA Cores
336
384
448
Graphics Clock (MHz)
675
822
607
Processor Clock (MHz)
1350
1645
1215
Texture Fill Rate (billion/sec)
37.8
52.5
34
价格(CNY)
1399
1999
1999
从规格上可以看出,GTX560的core只是介于上一代的GTX460和GTX470之间,频率变高了。但价格却定位在了和GTX470一样的位置(甚至比某些GTX470还贵)。我不认为GTX560 Ti会有很高的性价比,至少不如GTX460,令人失望啊。