分類彙整: Uncategorized

DX11 on Gamefest08

7//22~23….等到時的paper吧。_A_

Introduction to the Direct3D 11 Graphics Pipeline

Allison Klein

Be the first on your block to learn about how Direct3D 11 extends and enhances Direct3D 10 with new hardware and API calls. This talk discusses the features in Direct3D 11 that enable you to create content that scales from small screens to high-resolution displays, and across different CPU and GPU configurations.

Direct3D 11 Tessellation

Kev Gee

Direct3D 11 contains new programmable and fixed function stages designed to enable powerful, flexible tessellation approaches at interactive frame rates in games and modeling applications. Come with us as we take a trip through the pipeline and hear how to prepare your content pipelines to exploit this incredible step in the evolution of graphics.

Direct3D 11 Compute Shader -More Generality for Advanced Techniques

Chas Boyd

The Direct3D API imposes some constraints on the processing model in order to achieve optimal rendering performance. Direct3D 11 introduces the Compute Shader as a way to access this computational capability without so many constraints. It opens the door to operations on more general data-structures than just arrays, and to new classes of algorithms as well. Key features include: communication of data between threads, and a rich set of primitives for random access and streaming I/O operations. These features enable faster and simpler implementations of techniques already in use, such as imaging and post-processing effects, and also open up new techniques that become feasible on Direct3D 11-class hardware.

High Level Shader Language (HLSL) Update-Introducing Version 5.0

Michael Oneppo

Get ready to shift your shader development into high gear with the next version of HLSL. This talk introduces new High Level Shader Language features coming in Direct3D 11, including support for Dynamic Shader Linkage and more. Hear how HLSL 5.0 brings support for interfaces, objects, and polymorphism, and get yourself ready for this exciting update to the world’s leading data-parallel programming language!

VocaSim正式公開

http://akira-izumi.cocolog-nifty.com/patent/2008/07/vocasim004.html

VocaSim.0.0.4

VocalSIMulator -ボーカル歌唱のシミュレーション手法の提案

 従来のVocaloid2 Editorは全てマウスで描画しており、オーバーシュートなどの細かな調整には膨大な工数が必要でした。唯一ビブラートのみは自動化されています。

 VocaListerner, MikuMikuVoice のアプローチは、肉声から音量と音高を抽出して、VSQファイルに反映させるというものです。肉声のニュアンスを緻密に反映できる特徴を有します。

 VocaSim のアプローチは、ボーカルをフィードバック制御システムとしてモデル化し、制御理論で元にPC内でシミュレーションするというものです。元歌不要でボーカルに似せた調整を掛けること可能です。

http://blogs.itmedia.co.jp/closebox/2008/07/vocasimmac-9fd8.html

「ぼかりすでない何か」ことVocaSimがMacで動いた

http://mashpod.vox.com/library/post/vocasim004pl%E3%81%AEexe%E5%8C%96%E6%9A%AB%E5%AE%9A.html

vocasim004.plのexe化(暫定)

所以可以知道VocaSim的主要目的是把一些歌唱技巧產生的波形直接數值化、以Perl Script的方式直接灌進VSQ內。

當然問題就是那些波形從何而來…. 這問題從松尾P的sample即可看出:

http://ext.nicovideo.jp/thumb/sm3883631

老實說抖得很不自然。

不過由於波形和數字是可以很簡單地在perl script上調整,相較於滑鼠慢慢拖應該會是個很大的改進。

經過一段時間整理之後,應該會得到足夠的歌唱技巧才是?

Larrabee on Siggraph2008

http://www.siggraph.org/s2008/attendees/program/item/?type=papers&id=34

Larrabee: A Many-Core x86 Architecture for Visual Computing

This paper introduces the Larrabee a many-core hardware architecture, a new software rendering pipeline, a many-core programming model, and performance analysis for several applications. Larrabee uses multiple in-order x86 CPU cores that are augmented by a wide vector processor unit, as well as fixed-function co-processors. This provides dramatically higher performance per watt and per unit of area than out-of-order CPUs on highly parallel workloads and greatly increases the flexibility and programmability of the architecture as compared to standard GPUs.

我開始認定Intel想要拿一堆x86 core硬幹software rasterizer了….

Larrabee沒有提到GPU最主要的三大要素:Rasterizer、TMU、ROP,我深深地懷疑其實Intel認定Larrabee靠32core CPU + AVX,就可以跑software rasterizer,它的作法可能只是把Rasterizer、TMU、ROP等需要的指令,加到AVX裡面,並且以firmware level的software來排程而已。

反正馬上就要揭曉….

—-

話說Intel的人很斬釘截鐵地說「Larrabee的texture sampler比G80功能還要強大」….不過講話的態度不脫「Come on, how hard it could be?」。

今天就算GMA3x00直接擴大個十倍二十倍其實也不會慢到哪邊去才對,不過重點是要有就對了。

NVIDIA調低Q2獲利預測

http://www.fudzilla.com/index.php?option=com_content&task=view&id=8278&Itemid=1

Nvidia will be fine

因為那個要搞定筆記本chipset的150M~200M usd one time charge。

結果立刻反映到股價上:

http://finance.yahoo.com/q?s=nvda

NVIDIA Corporation (NVDA)

Last Trade: 12.685

Trade Time: 11:36AM ET

Change: Down 5.345 (29.65%)

目前跌掉30%市值,真是風水輪流轉。

當然這很可能是管理問題而不是技術問題。

和當初NV30與R600不同,這次G100/GT200在架構上還很有競爭力;但是卻不太適合價格戰。

調低財測的原因是因為上述的管理問題,以及下半年還得要發起價格戰的關係,而NVIDIA目前手上能打價格戰的其實只有G92b。

另外一點是,NVIDIA在先前過於強勢的市場操作,其實已經把「人和」給用得差不多了….

所以廠商配合度可能會很低。

相反的,AMD可能終於獲得他們夢寐以求的金牛了….

2.40安裝問題

http://blog.us.playstation.com/2008/07/02/firmware-v240-status/

Firmware v2.40 status

http://www.watch.impress.co.jp/av/docs/20080703/sce.htm

SCE、PS3の新ファームウェア「Ver.2.40」の公開を停止

http://gigazine.net/index.php?/news/comments/20080703_ps3_update/

PS3の最新アップデートに不具合、一部が起動しなくなる場合も

http://japanese.engadget.com/2008/07/02/ps3-v2-40-defect/

PS3 v2.40アップデートで本体起動不能の報告相次ぐ、提供中止

目前的狀況可能在部分case下造成安裝不當,無法啟動所以新韌體暫時下線….

但是升級成功可以順利啟動者不會遇到這個問題。

考慮有人提到硬碟format可以解決問題,這讓我想到我先前那次圖片、影片、遊戲分類全部reset的問題….

還是記得回去備份記憶比較安全。_A_