gDEBugger V1.4 Supports OpenGL 2.0 and Adds Commands for Locating Shader Performance Bottlenecks

April 27th, 2005

gDEBugger, an OpenGL API debugger and profiler, traces application activity on top of the OpenGL API allowing programmers to see what is happening within the graphics system implementation. The new V1.4 supports the OpenGL 2.0 standard and many additional extensions. The latest features include stub fragment shader replacement and OpenGL light overrides. These features enable the pinpointing of application graphic performance bottlenecks caused by either fragment shaders or light-related calculations. In addition, gDEBugger contains a powerful break-on-detected error mechanism that stops execution of the debugged application when detected errors occur. The texture viewer now displays images and properties of multi-textures.

Sh Version 0.7.7 released

April 27th, 2005

Version 0.7.7 of the Sh GPU Metaprogramming Language is now released. Sh allows GPUs to be programmed directly using C++. This version features a back end for the OpenGL Shading Language, Mac OS X support, and major speed improvements for stream programs (the GPGPU subset of Sh). (http://libsh.org)

GLIntercept v0.42 adds improved runtime shader editing

April 17th, 2005

GLIntercept is an OpenGL debugger/logger for shaders, images, and function calls. Version 0.42 adds improved support for runtime editing of GLSL shaders. This release also includes initial OpenGL 2.0 support for logging and creating frame buffer composition movies in order to visually inspect how a scene is created.

“The GeForce 6 Series GPU Architecture” GPU Gems 2 Chapter Released

March 21st, 2005

Excerpted from GPU Gems 2, “The GeForce 6 Series GPU Architecture” (Chapter 30) describes the architecture of the GeForce 6 Series family of GPUs, including details on the overall system architecture, vertex processor, fragment processor, and various other features. (Emmett Kilgariff and Randima Fernando. “The GeForce 6 Series GPU Architecture”, in GPU Gems 2, Addison-Wesley 2005.)

gDEBugger V1.3 Adds Performance Profiling Features

March 21st, 2005

gDEBugger, an OpenGL API debugger, traces application activity on top of the OpenGL API, letting programmers see what is happening within the graphic system implementation. The new V1.3 is capable of independently enabling and disabling graphics pipeline stages to pinpoint the location of graphics performance bottlenecks. These new gDebugger features include: Ignore all OpenGL Draw Commands; Force Single-Pixel View Port; and Force 2×2 Stub Textures. By observing application performance using the heads-up FPS display when turning off individual stages, programmers can determine the exact location of bottlenecks. (www.gremedy.com)

Ne@tware Player 2005 for Video Post-Processing and Effects

March 21st, 2005

Ne@tware Player 2005 is a shader player. It supports video over a model with real-time visual special effects using programmable HLSL shaders. Its multithreaded media engine supports media mixing, media codecs, and Shader Model 3.0. Developers can also design and test their own HLSL shaders and FX effects in Ne@tware Player 2005.

GPU Gems 2 Sample Material Released

February 9th, 2005

The upcoming GPU Gems 2 book is now in press and the first copies will be available at GDC 2005 in San Francisco. Several pieces of sample material from GPU Gems 2 have been released. These include a Visual Table of Contents (shown at right, which will be inside the front cover), the foreword (by Tim Sweeney, Epic Games), the preface, and the contributor biographies.

A first sample chapter, Per-Pixel Displacement Mapping with Distance Functions, has also been released. (GPU Gems 2 Homepage.)

Open-Source Direct3D Fluid Simulation Library Released

December 12th, 2004

A free open-source library for grid-based, Navier-Stokes fluid simulation on the GPU has been released. The code compiles under the DirectX 9.0 SDK (Summer 2003 Update) and is structured for easy integration into existing DirectX applications (for example, single methods to add fluid emitters and to advance the simulation, etc). This code has been used in the computer game Ensign Expendable developed by Strange Bunny. (Open-Source Direct3D Fluid Simulation Library.)

Typhoonlabs publish a GPGPU-based Fractal Explorer

September 5th, 2004

TyphoonLabs have published the Fractal Explorer v1.0, an application to explore the most common fractals (such as Julia sets, Mandelbrot sets, and some alternate Julia planes) using the GPU to compute them. It can easily be extended with new fractals written in the OpenGL Shading Language. (TyphoonLabs Fractal Explorer v1.0)

FX Composer 1.5 Released

August 27th, 2004

NVIDIA recently released an updated version of FX Composer with support for Shader Model 3.0 and tons of new sample shaders. The latest version also includes many developer-requested UI improvements, support for NV4x GPU performance analysis, and a beta SDK that allows developer to write their own automation scripts, importers/exporters, etc. The best way to view all the sample shaders is by downloading the latest NVIDIA SDK and looking at the “Effects” tab where you will find descriptions and screenshots of 250+ effects. (FX Composer Homepage)

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