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.
Wednesday, June 1, 2016
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 :)
Sunday, March 6, 2016
Unreal Engine 4 Car Paint and Carbon Fiber shaders
(work in progress) Car Paint and Carbon Fiber shaders in Unreal Engine 4.11.
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