I have some fun working on shading. Work in progress
Technical Artist - Dmitry Shulga
Maya, Nuke, Renderman and all about CG animation
Monday, February 6, 2017
Wednesday, June 1, 2016
Capturing Reality
Quick testing of Capturing Reality. Works much better on plane surfaces then Photoscan, but not so well on objects. I tested it as limited trial, so cant play with real geometry after reconstruction.
Sunday, May 29, 2016
GeForce GTX 970 - CUDA-Z Report
If someone interested to compare with your card.
CUDA-Z Report
Core Information
----------------
Name: GeForce GTX 970
Compute Capability: 5.2
Clock Rate: 1342 MHz
PCI Location: 0:1:0
Multiprocessors: 13 (1664 Cores)
Threads Per Multiproc.: 2048
Warp Size: 32
Regs Per Block: 65536
Threads Per Block: 1024
Threads Dimensions: 1024 x 1024 x 64
Grid Dimensions: 2147483647 x 65535 x 65535
Watchdog Enabled: No
Integrated GPU: No
Concurrent Kernels: Yes
Compute Mode: Default
Stream Priorities: Yes
Memory Information
------------------
Total Global: 4096 MiB
Bus Width: 256 bits
Clock Rate: 3505 MHz
Error Correction: No
L2 Cache Size: 48 KiB
Shared Per Block: 48 KiB
Pitch: 2048 MiB
Total Constant: 64 KiB
Texture Alignment: 512 B
Texture 1D Size: 65536
Texture 2D Size: 65536 x 65536
Texture 3D Size: 4096 x 4096 x 4096
GPU Overlap: Yes
Map Host Memory: Yes
Unified Addressing: Yes
Async Engine: Yes, Bidirectional
Performance Information
-----------------------
Memory Copy
Host Pinned to Device: 5749.22 MiB/s
Host Pageable to Device: 3810.16 MiB/s
Device to Host Pinned: 5930.43 MiB/s
Device to Host Pageable: 4190.84 MiB/s
Device to Device: 67.5121 GiB/s
GPU Core Performance
Single-precision Float: 4588.62 Gflop/s
Double-precision Float: 146.54 Gflop/s
64-bit Integer: 301.941 Giop/s
32-bit Integer: 1377.14 Giop/s
24-bit Integer: 989.377 Giop/s
CUDA-Z Report
Core Information
----------------
Name: GeForce GTX 970
Compute Capability: 5.2
Clock Rate: 1342 MHz
PCI Location: 0:1:0
Multiprocessors: 13 (1664 Cores)
Threads Per Multiproc.: 2048
Warp Size: 32
Regs Per Block: 65536
Threads Per Block: 1024
Threads Dimensions: 1024 x 1024 x 64
Grid Dimensions: 2147483647 x 65535 x 65535
Watchdog Enabled: No
Integrated GPU: No
Concurrent Kernels: Yes
Compute Mode: Default
Stream Priorities: Yes
Memory Information
------------------
Total Global: 4096 MiB
Bus Width: 256 bits
Clock Rate: 3505 MHz
Error Correction: No
L2 Cache Size: 48 KiB
Shared Per Block: 48 KiB
Pitch: 2048 MiB
Total Constant: 64 KiB
Texture Alignment: 512 B
Texture 1D Size: 65536
Texture 2D Size: 65536 x 65536
Texture 3D Size: 4096 x 4096 x 4096
GPU Overlap: Yes
Map Host Memory: Yes
Unified Addressing: Yes
Async Engine: Yes, Bidirectional
Performance Information
-----------------------
Memory Copy
Host Pinned to Device: 5749.22 MiB/s
Host Pageable to Device: 3810.16 MiB/s
Device to Host Pinned: 5930.43 MiB/s
Device to Host Pageable: 4190.84 MiB/s
Device to Device: 67.5121 GiB/s
GPU Core Performance
Single-precision Float: 4588.62 Gflop/s
Double-precision Float: 146.54 Gflop/s
64-bit Integer: 301.941 Giop/s
32-bit Integer: 1377.14 Giop/s
24-bit Integer: 989.377 Giop/s
Friday, May 27, 2016
Sunday, April 3, 2016
Unreal Engine 4.11 released
https://www.unrealengine.com/blog/unreal-engine-4-11-released
Friday, April 1, 2016
High-contrast Computational Caustic Design (SIGGRAPH 2014)
Very interesting video with caustic - https://www.youtube.com/watch?v=R00IvqcI9jU
Sunday, March 20, 2016
Unreal Engine 4 Car paint material update
Car paint shader with metallic micro flakes, made in Unreal Engine 4.
Very realistic result :)
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