1. CUDA for dummies - Andreas Hunderi

    10:00

    from Booster conference / Added

    2 Plays / / 0 Comments

    Proteiners tredimensjonale struktur, virtual reality og universets første sekunder. Det er mange ting vi kan modellere med dagens teknologi. Men det krever hastighet om utregningene skal ta minutter istede for dager, eller måneder istede for år. Parallellisering byr på potensielt ekstreme ytelsesforbedringer, men bare for den som vet hvordan man takler problemstillingene som oppstår. Denne lightningtalken tar for seg CUDA og mulighetene/utfordringene parallelle programmer gir. Til evigheten og forbi! Recorded 11 March 2015 at the Booster conference in Bergen, Norway. www.boosterconf.no

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    • GPU-accelerated Interactive Material Aging

      01:25

      from KaiRohmer / Added

      5 Plays / / 0 Comments

      A photorealistic appearance of a 3D scene is required in many applications today. Thereby, one vital aspect is the usage of realistic materials, for which a broad variety of reflectance models is available. When directly employing those models, surfaces always look new, which contrasts strongly the real objects surrounding us as they have undergone diverse kinds of aging processes. The literature already proposes a set of viable methods to simulate different aging phenomena, but all of them are computationally expensive and can thus only be computed off-line. Therefore, this paper presents the first interactive, GPU-accelerated method to simulate material aging in a given scene. Thereby, our approach allows artists to precisely control the course of the aging process. Our particle-based method is capable to reproduce the most common deterioration phenomena in a few seconds, including plausible dirt bleeding, flow effects, corrosion and patina. get the authors version on: http://www.rendering.ovgu.de/publikationen.html get implementation details in: GPU Pro 5 (http://www.crcpress.com/product/isbn/9781482208634)

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      • Kvant Spray Test #2

        02:25

        from RadiumSoftware / Added

        313 Plays / / 0 Comments

        Kvant - GPGPU special effects library for Unity. https://github.com/keijiro/Kvant2

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        • Kvant Spray Test #1

          01:12

          from RadiumSoftware / Added

          76 Plays / / 0 Comments

          Kvant - GPGPU special effects library for Unity. https://github.com/keijiro/Kvant2

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          • CodeMesh 2014 - Alex Champandard - Beyond Shady AI with OpenCL: Massively Parallel Algorithms on GPGPUs

            49:16

            from Erlang Solutions / Added

            21 Plays / / 0 Comments

            Beyond Shady AI with OpenCL: Massively Parallel Algorithms on GPGPUs http://www.codemesh.io/codemesh2014/alex-champandard Beyond Shady AI with OpenCL: Massively Parallel Algorithms on GPGPUs Today, even mobile devices include powerful GPUs, servers often include clusters of GPGPUs, and the latest generation of consoles contain shiny compute units. What opportunities do these recent changes in hardware offer AI and game programmers? Which techniques would reduce the amount of power your game uses, speed up offline pre-calculations by an order of magnitude, or significantly increase the amount of data you can process in real-time? This in-depth tutorial will explain (almost) everything you need to know about modern GPUs, how they perform on a variety of AI algorithms, and how best to leverage their power from standard languages such as OpenCL. Using examples in decision making, visibility and path-finding, you'll see where there's low hanging fruit for massive parallelism as well as applications to avoid completely! You'll also discover what's in store for the near future, such as unified architectures, and turning standard C++ programs into hybrid compute kernels. Talk objectives: This session is intended for programmers keen on improving the performance of their games/code with new hardware, or simply reduce power consumption. It will cover details about GPU hardware, API concepts behind compute languages like OpenCL, and how to prepare for the future to integrate such techniques into C++ codebases. Target audience: Anyone technically-minded interested in artificial intelligence for games, or game programmers unfamiliar with OpenCL or GPUs keen to learn something new!

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            • Interactive HTML5 Augmented Reality Flood Simulation

              02:54

              from Skeel Lee / Added

              226 Plays / / 0 Comments

              This is the result of my interactive HTML5 augmented reality (AR) flood simulation project for Iowa Flood Center. [ JavaScript | GLSL | HTML5 | WebRTC | Three.js | skarf.js | skunami.js | skulpt.js | JSARToolKit | Physijs ] The main aims of this project: - Augmented reality for the Web: stream webcam video to a web browser, track encoded marker images and overlay 3D models on top of them -Terrain: load greyscale height maps onto a 3D terrain, and allow for further height manipulation via sculpting - Flood: water simulation reacts with objects in a 3D environment, accumulates behind terrain/objects for flooding to occur, flows from high to low regions, and allows for user interactions such as adding/removing of water - Two-way coupling: water makes dynamic objects float while the dynamic objects cause ripples on the water after displacing it - Interactivity for the Web: all the above should run real-time in a web browser using HTML5 technologies This video shows the whole process of how a user might interact with the augmented reality scene using markers to create an interactive flood simulation. These are the steps that I have done in the above demo (in order): 1) Used marker 64 (generic GUI marker) to confirm the overall position of the terrain 2) Used marker 21 (combobox GUI marker) to select an image map for the terrain 3) Used marker 23 (slider GUI marker) to change the amount of blur on the terrain map 4) Used marker 31 (slider GUI marker) to change sculpting size 5) Used marker 34 (generic GUI marker) to sculpt the terrain 6) Used marker 42 (timer GUI marker) to place in a wall 7) Used marker 58 (generic GUI marker) to source water into the enclosed area 8) Used marker 64 (generic GUI marker) to change the view of the terrain 9) Used marker 41 (timer GUI marker) to place static crates in the scene 10) Used marker 43 (timer GUI marker) to place a dynamic crate in the water 11) Used marker 49 (timer GUI marker) to remove the wall, which causes flooding to occur in the terrain 12) Used marker 51 (slider GUI marker) to change an overall flooding rate 13) Used marker 52 (button GUI marker) to reset the flood rate 14) Used marker 59 (generic GUI marker) to sink/remove water from the terrain Live demo: http://skeelogy.github.io/ifc-ar-flood/demo.html Source codes: https://github.com/skeelogy/ifc-ar-flood

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              • Particle System Compute Shader

                00:37

                from Nicolas Bertoa / Added

                51 Plays / / 0 Comments

                This is a demo that shows a particle system. There are 640.000 particles forming a sphere. Particles are moving slowly to the center of the sphere. The programming language used was C++, with DirectX 11 for rendering and Compute Shader for particle physics. This demo was recorded with Fraps in a Phenom II X4 965, 8GB Ram, Radeon HD 7850 and Windows 8, and ran at 60 FPS (I locked frame rate to 60FPS) Music: Flying Alaska V.2 by Everlone (http://soundcloud.com/everlone)

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                • OcPS GTC demo 2

                  00:30

                  from T3 / Added

                  Realtime drawing of a HDR environment map; tools used: DAZ Studio with the OctaneRender plugin, connected with Adobe Photoshop through a special bridge plugin. Notes: The clip needed to fit time constraints, so it was sped up by a factor of 1.5. 1st demo: http://vimeo.com/89520368 OctaneRender for DAZ Studio: render.otoy.com/forum/viewtopic.php?f=7&t=29824

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                  • OcPS GTC demo 1

                    00:45

                    from T3 / Added

                    Realtime texture painting; tools used: DAZ Studio with the OctaneRender plugin, connected with Adobe Photoshop through a special bridge plugin + a Wacom tablet. Notes: I'm by no means a trained artist or in any way good with a pencil, so i did just draw premade textures (diffuse + bump) onto blank layers, which were transferred directly into the live render; I think it is still easily possible to get the picture (literally ;) Also the clip needed to fit time constraints, so it was cut and sped up by a factor of 1.5. 2nd demo: http://vimeo.com/89521507 OctaneRender for DAZ Studio: render.otoy.com/forum/viewtopic.php?f=7&t=29824

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                    • OctaneRender for DAZ Studio - New Texture Mgmt

                      01:52

                      from T3 / Added

                      Short peek into the new maps overview tab with on-the-fly resizing, getting maps from the Image menu, with context specific presets (own and factory), recent files & folders, preview for all Octane types incl. .hdr, .exr, .psd, external editing and auto-updates... http://render.otoy.com/forum/viewtopic.php?f=7&t=29824

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