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Google Chromecast Announced, Change Ordinary So Smart TV

  • Posted on September 15, 2017 at 5:38 pm

In addition to announcing second-generation Nexus 7 and Android 4.3 Jelly Bean, Google today also announced the existence of which is a smart Chromecast shaped dongle instead Nexus Q. Chromecast shaped stick that utilizes an HDMI port on the television to run Chrome OS version is simple and will integrate several Google services such as YouTube, Google Play Music, Play Video, and Google Chrome both applications in mobile, tablet or laptop.
Chromecast works like a second screen. If someone such as looking at a YouTube video on your phone, laptop, or tablet and then touch the button Chromecast available in the Chrome browser, it is a television that has been installed sticks Chromecast will play the video as it is displayed on the phone screen. In addition Chromecast can also accept input from a variety of devices that will be played simultaneously turns, for example, from cell phones and play video from laptop playing a movie. Besides Google Play Music and Video, Netflix app (in the U.S.) are also supported by this Chromecast.
Chromecast control can be done from the phone, for example, adjust the volume or change the video played. Chromecast also allows playback of video ‘removed’ from the phone to the tablet and will be passed from the last time the video is played.
Google Chromecast also able to play music like a DJ. This service can access Google Play Music and Pandora. In addition it can also display tabs Chromecast Chrome on television to view photos or videos on Google+ or Vimeo for example. Chromecast also create opportunities through Google Cast application development SDK for Android, iOS and Chrome. To run Chromecast, the television must have an HDMI port plugs plus a blank as a resource for Chromecast mealui microUSB.
Chromecast can be purchased at a price of just USD 35 and is now becoming available in the United States. In addition Chromecast can also be purchased from the Play Store, Amazon.com and BestBuy.com. Currently no information when this gadget will be available in Indonesia.

Dukan Diet Program Food Approach

  • Posted on September 15, 2017 at 5:21 pm

Breakfast: Black espresso, one egg, one/two banana, 1 piece toast. Lunch: 1 cup cottage cheese or tuna and 8 saltine crackers. Supper: two beef franks, 1 cup broccoli or cabbage, 1/two cup carrots, one/two banana, one/2 cup frequent vanilla ice cream.

For everyone who’s been on a food plan on their own or knows somebody who’s been on a , you know how bland the food stuff can be often. With food items like rice cakes it’s no key why you shed excess weight, if the foods style like carboard.

If you enjoy to cook dinner and try to eat gourmet food stuff the Sonoma Diet plan could be the healthy diet program system for you. Based on the popular best e book, the Sonoma Diet plan emphasizes part control and balanced nutrient rich food items. This balanced diet strategy separates the levels of bodyweight loss into two levels it phone calls “waves” with different calorie boundaries becoming authorized for every wave. When the Sonoma Diet program claims it is not a small carb food plan, it restricts a lot of of the very same foods low card eating plans restrict. Even though this healthier food plan plan does not value considerably, aside from the cost of the book, sure foodstuff it suggests are a lot more pricey than common American staples. The additional flavor and health gains are definitely well worth the added price tag.

Women, will need to make sure that their Iron ranges are ample in the course of their being pregnant, as the Health and fitness, advancement and improvement of their baby relies upon on it. On the other hand, simply because of blood reduction through typical menstruation, most women of all ages will need to get distinctive care through their time period to make positive their Iron degrees keep at the advised degrees.

Canine diabetes consist of diabetic issues mellitus in similar to persons with diabetic issues, and diabetes insipidus. The two diabetes belong to endocrine disorders group. The human body method that makes the hormone gets to be defective triggering canine conditions, diabetes. Kidney controls h2o resorption relating to antidiuretic hormone, vasopressin, lacking of this process, Diabetic issues Insipidus occurs. Diabetes mellitus is centered on insulin deficiency. Hormones enjoy the very important position in sugar metabolism, and these features are popular in two forms mostly.

The apple, just like most greens and fruits have basic safety mechanisms to avert the animal from chewing up the seed and encourages the swallowing of seeds.

With out a doubt protein is an crucial and important nutrient when it will come to staying healthy. A lot like concrete and metal offer construction and assist for a setting up, protein provides the exact same variety of framework for our bodies by giving the creating blocks for our inner organs, muscle tissues and anxious technique.

Helping Your Accident Injury Lawyer Help You With Medical Documentation

  • Posted on September 15, 2017 at 5:16 pm

Copyright (c) 2014 SLAPPEY & SADD, LLC

If you plan to file a claim for injuries you sustained in an accident, it’s important to maintain good medical records and other supporting documentation. An accident injury law office can help you understand how. .

Why Documentation Matters

When you file an injury claim, you’ll work with an insurance adjuster at the outset. The potential value of any injury claim depends on the injured claimant’s ability to prove how the accident has affected their daily life. Whether it’s medical bills, lost wages or pain and suffering, the more documentation you have to back up your claim, the better. Let a skilled accident injury attorney help you organize what you need. Visits to Doctors and Other Healthcare Professionals

It’s a good idea to keep a daily log or journal detailing every trip you make related to your injury. Write down the trips you make to the doctor, pharmacy, physical or occupational therapy sessions or any other place you go to get medical care or supplies related to your injuries. For each entry, write down the date, place and reason for the visit. Keep track of your mileage. Make sure you get a copy of your list to your attorney as soon as you can. Your attorney may use this list when negotiating with the insurance adjuster on your behalf. Remember, the adjuster needs proof of how much your injuries impact your daily life. A “medical trips” list can help. Medical Expenses

In addition to tracking the trips you make, it’s important to keep an accurate tally of every penny you spend on injury-related items. To that end, keep a separate daily log for expenses such as doctor, pharmacy bills, over-the-counter pain medication, bandages, etc. Even if it is for homeopathic or alternative treatment, write it down. While your accident injury attorney cannot promise if you’ll receive compensation, he can guarantee you won’t get benefits for items you don’t claim. Planning for the Future

In addition to building documentary support for your injury claim, keeping accurate records may help you if and when you’re called to testify. The more accurate and organized you are with your record-keeping, the better able you may be to recall injury-related events later. There may come a day when you have to testify in court or give a deposition. Do your homework in advance. Use the accident injury law office with attorneys that have decades of experience and a proven track record of helping accident victims seek compensation for their injuries.

It’s important to maintain good medical records and other supporting documentation.

An can help you understand how. At the accident injury law office of Slappey & Sadd, LLC, our attorneys have decades of experience and a proven track record of helping seek compensation for their injuries. 404-255-6677.

The Evolution of Direct3D

  • Posted on September 15, 2017 at 4:24 pm

* UPDATE: Be sure to read the comment thread at the end of this blog, the discussion got interesting.

It’s been many years since I worked on Direct3D and over the years the technology has evolved Dramatically. Modern GPU hardware has changed tremendously over the years Achieving processing power and capabilities way beyond anything I dreamed of having access to in my lifetime. The evolution of the modern GPU is the result of many fascinating market forces but the one I know best and find most interesting was the influence that Direct3D had on the new generation GPU’s that support Welcome to Thunderbird processing cores, billions of transistors more than the host CPU and are many times faster at most applications. I’ve told a lot of funny stories about how political and Direct3D was created but I would like to document some of the history of how the Direct3D architecture came about and the architecture that had profound influence on modern consumer GPU’s.

Published here with this article is the original documentation for Direct3D DirectX 2 when it was first Introduced in 1995. Contained in this document is an architecture vision for 3D hardware acceleration that was largely responsible for shaping the modern GPU into the incredibly powerful, increasingly ubiquitous consumer general purpose supercomputers we see today.

D3DOVER
The reason I got into computer graphics was NOT an interest in gaming, it was an interest in computational simulation of physics. I Studied 3D at Siggraph conferences in the late 1980’s Because I wanted to understand how to approach simulating quantum mechanics, chemistry and biological systems computationally. Simulating light interactions with materials was all the rage at Siggraph back then so I learned 3D. Understanding light 3D mathematics and physics made me a graphics and color expert roomates got me a career in the publishing industry early on creating PostScript RIP’s (Raster Image Processors). I worked with a team of engineers in Cambridge England creating software solutions for printing color graphics screened before the invention of continuous tone printing. That expertise got me recruited by Microsoft in the early 1990’s to re-design the Windows 95 and Windows NT print architecture to be more competitive with Apple’s superior capabilities at that time. My career came full circle back to 3D when, an initiative I started with a few friends to re-design the Windows graphics and media architecture (DirectX) to support real-time gaming and video applications, resulted in gaming becoming hugely strategic to Microsoft. Sony Introduced in a consumer 3D game console (the Playstation 1) and being responsible for DirectX it was incumbent on us to find a 3D solution for Windows as well.

For me, the challenge in formulating a strategy for consumer 3D gaming for Microsoft was an economic one. What approach to consumer 3D Microsoft should take to create a vibrant competitive market for consumer 3D hardware that was both affordable to consumers AND future proof? The complexity of realistically simulating 3D graphics in real time was so far beyond our capabilities in that era that there was NO hope of choosing a solution that was anything short of an ugly hack that would produce “good enough” for 3D games while being very far removed from the ideal solutions mathematically we had implemented a little hope of seeing in the real-world during our careers.

Up until that point only commercial solutions for 3D hardware were for CAD (Computer Aided Design) applications. These solutions worked fine for people who could afford hundred thousand dollars work stations. Although the OpenGL API was the only “standard” for 3D API’s that the market had, it had not been designed with video game applications in mind. For example, texture mapping, an essential technique for producing realistic graphics was not a priority for CAD models roomates needed to be functional, not look cool. Rich dynamic lighting was also important to games but not as important to CAD applications. High precision was far more important to CAD applications than gaming. Most importantly OpenGL was not designed for highly interactive real-time graphics that used off-screen video page buffering to avoid tearing artifacts during rendering. It was not that the OpenGL API could not be adapted to handle these features for gaming, simply that it’s actual market implementation on expensive workstations did not suggest any elegant path to a $ 200 consumer gaming cards.

TRPS15In the early 1990’s computer RAM was very expensive, as such, early 3D consumer hardware designs optimized for minimal RAM requirements. The Sony Playstation 1 optimized for this problem by using a 3D hardware solution that did not rely on a memory intensive the data structure called a Z-buffer, instead they used a polygon level sorting algorithm that produced ugly intersections between moving joints. The “Painters Algorithm” approach to 3D was very fast and required little RAM. It was an ugly but pragmatic approach for gaming that would have been utterly unacceptable for CAD applications.

In formulating the architecture for Direct3D we were faced with difficult choices Similar enumerable. We wanted the Windows graphics leading vendors of the time; ATI, Cirrus, Trident, S3, Matrox and many others to be Able to Compete with one another for rapid innovation in 3D hardware market without creating utter chaos. The technical solution that Microsoft’s OpenGL team espoused via Michael Abrash was a driver called 3DDDI models (3D Device Driver Interface). 3DDDI was a very simple model of a flat driver that just supported the hardware acceleration of 3D rasterization. The complex mathematics associated with transforming and lighting a 3D scene were left to the CPU. 3DDDI used “capability bits” to specify additional hardware rendering features (like filtering) that consumer graphics card makers could optionally implement. The problem with 3DDDI was that it invited problems for game developers out of the gate. There were so many cap-bits every game that would either have to support an innumerable number of feature combinations unspecified hardware to take advantage of every possible way that hardware vendors might choose to design their chips producing an untestable number of possible hardware configurations and a consumer huge amount of redundant art assets that the games would not have to lug around to look good on any given device OR games would revert to using a simple set of common 3D features supported by everyone and there would be NO competitive advantage for companies to support new hardware 3D capabilities that did not have instant market penetration. The OpenGL crowd at Microsoft did not see this as a big problem in their world Because everyone just bought a $ 100,000 workstation that supported everything they needed.

The realization that we could not get what we needed from the OpenGL team was one of the primary could be better we Decided to create a NEW 3D API just for gaming. It had nothing to do with the API, but with the driver architecture underneath Because we needed to create a competitive market that did not result in chaos. In this respect the Direct3D API was not an alternative to the OpenGL API, it was a driver API designed for the sole economic purpose of creating a competitive market for 3D consumer hardware. In other words, the Direct3D API was not shaped by “technical” requirements so much as economic ones. In this respect the Direct3D API was revolutionary in several interesting ways that had nothing to do with the API itself but rather the driver architecture it would rely on.

When we Decided to acquire a 3D team to build with Direct3D I was chartered surveying the market for candidate companies with the right expertise to help us build the API we needed. As I have previously recounted we looked at Epic Games (creators of the Unreal engine), Criterion (later acquired by EA), Argonaut and finally Rendermorphics. We chose Rendermorphics (based in London) Because of the large number of 3D quality engineers and the company employed Because The founder, Servan Kiondijian, had a very clear vision of how consumer 3D drivers should be designed for maximum future compatibility and innovation. The first implementation of the Direct3D API was rudimentary but quickly intervening evolved towards something with much greater future potential.

D3DOVER lhanded
Whoops!

My principal memory from that period was a meeting in roomates I, as the resident expert on the DirectX 3D team, was asked to choose a handedness for the Direct3D API. I chose a left handed coordinate system, in part out of personal preference. I remember it now Only because it was an arbitrary choice that by the caused no end of grief for years afterwards as all other graphics authoring tools Adopted the right handed coordinate system to the OpenGL standard. At the time nobody knew or believed that a CAD tool like Autodesk would evolve up to become the standard tool for authoring game graphics. Microsoft had acquired Softimage with the intention of displacing the Autodesk and Maya anyway. Whoops …

The early Direct3D HAL (Hardware Abstraction Layer) was designed in an interesting way. It was structured vertically into three stages.

DX 2 HAL

The highest was the most abstract layer transformation layer, the middle layer was dedicated to lighting calculations and the bottom layer was for rasterization of the finally transformed and lit polygons into depth sorted pixels. The idea behind this vertical structure driver was to provide a relatively rigid feature path for hardware vendors to innovate along. They could differentiate their products from one another by designing hardware that accelerated increasingly higher layers of the 3D pipeline resulting in greater performance and realism without incompatibilities or a sprawling matrix of configurations for games to test against art or requiring redundant assets. Since the Direct3D API created by Rendermorphics Provided a “pretty fast” implementation software for any functionality not accelerated by the hardware, game developers could focus on the Direct3D API without worrying about myriad permutations of incompatible hardware 3D capabilities. At least that was the theory. Unfortunately like the 3DDDI driver specification, Direct3D still included capability bits designed to enable hardware features that were not part of the vertical acceleration path. Although I actively objected to the tendency of Direct3D capability to accumulate bits, the team felt extraordinary competitive pressure from Microsoft’s own OpenGL group and from the hardware vendors to support them.

The hardware companies, seeking a competitive advantage for their own products, would threaten to support and promote OpenGL to game developers Because The OpenGL driver bits capability supported models that enabled them to create features for their hardware that nobody else supported. It was common (and still is) for the hardware OEM’s to pay game developers to adopt features of their hardware unique to their products but incompatible with the installed base of gaming hardware, forcing consumers to constantly upgrade their graphics card to play the latest PC games . Game developers alternately hated capability bits Because of their complexity and incompatibilities but wanted to take the marketing dollars from the hardware OEM’s to support “non-standard” 3D features.

Overall I viewed this dynamic as destructive to a healthy PC gaming economy and advocated resisting the trend OpenGL Regardless of what the people wanted or OEM’s. I believed that creating a consistent stable consumer market for PC games was more important than appeasing the hardware OEM’s. As such as I was a strong advocate of the relatively rigid vertical Direct3D pipeline and a proponent of introducing only API features that we expected up to become universal over time. I freely confess that this view implied significant constraints on innovation in other areas and a placed a high burden of market prescience on the Direct3D team.

The result, in my estimation, was pretty good. The Direct3D fixed function pipeline, as it was known, produced a very rich and growing PC gaming market with many healthy competitors through to DirectX 7.0 and the early 2000’s. The PC gaming market boomed and grew to be the largest gaming market on Earth. It also resulted in a very interesting change in the GPU hardware architecture over time.

Had the Direct3D HAL has been a flat driver with just the model for rasterization capability bits as the OpenGL team at Microsoft had advocated, 3D hardware makers would have competed by accelerating just the bottom layer of the 3D rendering pipeline and adding differentiating features to their hardware capability via bits that were incompatible with their competitors. The result of introducing the vertical layered architecture THING that was 3D hardware vendors were all encouraged to add features to their GPU’s more consistent with the general purpose CPU architectures, namely very fast floating point operations, in a consistent way. Thus consumer GPU’s evolved over the years to increasingly resemble general purpose CPU’s … with one major difference. Because the 3D fixed function pipeline was rigid, the Direct3D architecture afforded very little opportunity for code branching frequent as CPU’s are designed to optimize for. Achieved their GPU’s amazing performance and parallelism in part by being free to assume that little or no branching code would ever occur inside a Direct3D graphics pipeline. Thus instead of evolving one giant monolithic core CPU that has massive numbers of transistors dedicated to efficient branch prediction has as an Intel CPU, GPU has a Direct3D Hundreds to Welcome to Thunderbird simple CPU cores like that have no branch prediction. They can chew through a calculation at incredible speed confident in the knowledge that they will not be interrupted by code branching or random memory accesses to slow them down.

DirectX 7.0 up through the underlying parallelism of the GPU was hidden from the game. As far as the game was concerned some hardware was just faster than other hardware but the game should not have to worry about how or why. The early DirectX fixed function pipeline architecture had done a brilliant job of enabling dozens of Disparate competing hardware vendors to all take different approaches to Achieving superior cost and performance in consumer 3D without making a total mess of the PC gaming market for the game developers and consumers . It was not pretty and was not entirely executed with flawless precision but it worked well enough to create an extremely vibrant PC gaming market through to the early 2000’s.

Before I move on to discussing more modern evolution Direct3D, I would like to highlight a few other important ideas that influenced architecture in early modern Direct3D GPU’s. Recalling that in the early to mid 1990’s was relatively expensive RAM there was a lot of emphasis on consumer 3D techniques that conserved on RAM usage. The Talisman architecture roomates I have told many (well-deserved) derogatory stories about was highly influenced by this observation.

Talsiman
Search this blog for tags “Talisman” and “OpenGL” for many stories about the internal political battles over these technologies within Microsoft

Talisman relied on a grab bag of graphics “tricks” to minimize GPU RAM usage that were not very generalized. The Direct3D team, Rendermorphics Heavily influenced by the founders had made a difficult choice in philosophical approach to creating a mass market for consumer 3D graphics. We had Decided to go with a more general purpose Simpler approach to 3D that relied on a very memory intensive a data structure called a Z-buffer to Achieve great looking results. Rendermorphics had managed to Achieve very good 3D performance in pure software with a software Z-buffer in the engine Rendermorphics roomates had given us the confidence to take the bet to go with a more general purpose 3D Simpler API and driver models and trust that the hardware RAM market and prices would eventually catch up. Note however that at the time we were designing Direct3D that we did not know about the Microsoft Research Groups “secret” Talisman project, nor did they expect that a small group of evangelists would cook up a new 3D API standard for gaming and launch it before their own wacky initiative could be deployed. In short one of the big bets that Direct3D made was that the simplicity and elegance of Z-buffers to game development were worth the risk that consumer 3D hardware would struggle to affordably support them early on.

Despite the big bet on Z-buffer support we were intimately aware of two major limitations of the consumer PC architecture that needed to be addressed. The first was that the PC bus was generally very slow and second it was much slower to copy the data from a graphics card than it was to copy the data to a graphics card. What that generally meant was that our API design had to growing niche to send the data in the largest most compact packages possible up to the GPU for processing and absolutely minimize any need to copy the data back from the GPU for further processing on the CPU. This generally meant that the Direct3D API was optimized to package the data up and send it on a one-way trip. This was of course an unfortunate constraint Because there were many brilliant 3D effects that could be best accomplished by mixing the CPU’s branch prediction efficient and robust floating point support with the GPU’s parallel rendering incredible performance.

One of the fascinating Consequences of that constraint was that it forced the GPU’s up to become even more general purpose to compensate for the inability to share the data with the CPU efficiently. This was possibly the opposite of what Intel intended to happen with its limited bus performance, Because Intel was threatened by the idea that the auxiliary would offload more processing cards from their work thereby reducing the CPU’s Intel CPU’s value and central role to PC computing. It was reasonably believed at that time that Intel Deliberately dragged their feet on improving PC performance to deterministic bus a market for alternatives to their CPU’s for consumer media processing applications. Earlier Blogs from my recall that the main REASON for creating DirectX was to Prevent Intel from trying to virtualize all the Windows Media support on the CPU. Intel had Adopted a PC bus architecture that enabled extremely fast access to system RAM shared by auxiliary devices, it is less Likely GPU’s that would have evolved the relatively rich set of branching and floating point operations they support today.

To Overcome the fairly stringent performance limitations of the PC bus a great deal of thought was put into techniques for compressing and streamlining DirectX assets being sent to the GPU performance to minimize bus bandwidth limitations and the need for round trips from the GPU back to the CPU . The early need for the rigid 3D pipeline had Consequences interesting later on when we Began to explore assets streaming 3D over the Internet via modems.

We Recognized early on that support for compressed texture maps would Dramatically improve bus performance and reduce the amount of onboard RAM consumer GPU’s needed, the problem was that no standards Existed for 3D texture formats at the time and knowing how fast image compression technologies were evolving at the time I was loathe to impose a Microsoft specified one “prematurely” on the industry. To Overcome this problem we came up with the idea of ​​”blind compression formats”. The idea, roomates I believe was captured in one of the many DirectX patents that we filed, had the idea that a GPU could encode and decode image textures in an unspecified format but that the DirectX API’s would allow the application to read and write from them as though they were always raw bitmaps. The Direct3D driver would encode and decode the image data is as Necessary under the hood without the application needing to know about how it was actually being encoded on the hardware.

By 1998 3D chip makers had begun to devise good quality 3D texture formats by DirectX 6.0 such that we were Able to license one of them (from S3) for inclusion with Direct3D.

http://www.microsoft.com/en-us/news/press/1998/mar98/s3pr.aspx

DirectX 6.0 was actually the first version of DirectX that was included in a consumer OS release (Windows 98). Until that time, DirectX was actually just a family of libraries that were shipped by the Windows games that used them. DirectX was not actually a Windows API until five generations after its first release.

DirectX 7.0 was the last generation of DirectX that relied on the fixed function pipeline we had laid out in DirectX 2.0 with the first introduction of the Direct3D API. This was a very interesting transition period for Direct3D for several could be better;

1) The original founders DirectX team had all moved on,

2) Microsoft’s internal Talisman and could be better for supporting OpenGL had all passed

3) Microsoft had brought the game industry veterans like Seamus Blackley, Kevin Bacchus, Stuart Moulder and others into the company in senior roles.

4) Become a Gaming had a strategic focus for the company

DirectX 8.0 marked a fascinating transition for Direct3D Because with the death of Talisman and the loss of strategic interest in OpenGL 3D support many of the people from these groups came to work on Direct3D. Talisman, OpenGL and game industry veterans all came together to work on Direct3D 8.0. The result was very interesting. Looking back I freely concede that I would not have made the same set of choices that this group made for DirectX 8.0 in chi but it seems to me that everything worked out for the best anyway.

Direct3D 8.0 was influenced in several interesting ways by the market forces of the late 20th century. Microsoft largely unified against OpenGL and found itself competing with the Kronos Group standards committee to advance faster than OpenGL Direct3D. With the death of SGI, control of the OpenGL standard fell into the hands of the 3D hardware OEM’s who of course wanted to use the standard to enable them to create differentiating hardware features from their competitors and to force Microsoft to support 3D features they wanted to promote. The result was the Direct3D and OpenGL Became much more complex and they tended to converge during this period. There was a stagnation in 3D feature adoption by game developers from DirectX 8.0 to DirectX 11.0 through as a result of these changes. Became creating game engines so complex that the market also converged around a few leading search providers Including Epic’s Unreal Engine and the Quake engine from id software.

Had I been working on Direct3D at the time I would have stridently resisted letting the 3D chip lead Microsoft OEM’s around by the nose chasing OpenGL features instead of focusing on enabling game developers and a consistent quality consumer experience. I would have opposed introducing shader support in favor of trying to keep the Direct3D driver layer as vertically integrated as possible to Ensure conformity among hardware vendors feature. I also would have strongly opposed abandoning DirectDraw support as was done in Direct3D 8.0. The 3D guys got out of control and Decided that nobody should need pure 2D API’s once developers Adopted 3D, failing to recognize that simple 2D API’s enabled a tremendous range of features and ease of programming that the majority of developers who were not 3D geniuses could Easily understand and use. Forcing the market to learn 3D Dramatically constrained the set of people with the expertise to adopt it. Microsoft later discovered the error in this decision and re-Introduced DirectDraw as the Direct2D API. Basically letting the Direct3D 8.0 3D design geniuses made it brilliant, powerful and useless to average developers.

At the time that the DirectX 8.0 was being made I was starting my first company WildTangent Inc.. and Ceased to be closely INVOLVED with what was going on with DirectX features, however years later I was Able to get back to my roots and 3D took the time to learn Direct3D programming in DirectX 11.1. Looking back it’s interesting to see how the major architectural changes that were made in DirectX 8 resulted in the massively convoluted and nearly incomprehensible Direct3D API we see today. Remember the 3 stage pipeline DirectX 2 that separated Transformation, lighting and rendering pipeline into three basic stages? Here is a diagram of the modern DirectX 11.1 3D pipeline.

DX 11 Pipeline

Yes, it grew to 9 stages and 13 stages when arguably some of the optional sub-stages, like the compute shader, are included. Speaking as somebody with an extremely lengthy background in very low-level 3D graphics programming and I’m Embarrassed to confess that I struggled mightily to learn programming Direct3D 11.1. Become The API had very nearly incomprehensible and unlearnable. I have no idea how somebody without my extensive background in 3D and graphics could ever begin to learn how to program a modern 3D pipeline. As amazingly powerful and featureful as this pipeline is, it is also damn near unusable by any but a handful of the most antiquated brightest minds in 3D graphics. In the course of catching up on my Direct3D I found myself simultaneously in awe of the astounding power of modern GPU’s and where they were going and in shocked disgust at the absolute mess the 3D pipeline had Become. It was as though the Direct3D API had Become a dumping ground for 3D features that every OEM DEMANDED had over the years.

Had I not enjoyed the benefit of the decade long break from Direct3D involvement Undoubtedly I would have a long history of bitter blogs written about what a mess my predecessors had made of a great and elegant vision for the consumer 3D graphics. Weirdly, however, leaping forward in time to the present day, I am forced to admit that I’m not sure it was such a bad thing after all. The result of stagnation gaming on the PC as a result of the mess Microsoft and the OEMs made of the Direct3D API was a successful XBOX. Having a massively fragmented 3D API is not such a problem if there is only one hardware configuration to support game developers have, as is the case with a game console. Direct3D shader 8.0 support with early primitive was the basis for the first Xbox’s graphics API. For the first selected Microsoft’s XBOX NVIDIA NVIDIA chip giving a huge advantage in the 3D PC chip market. DirectX 9.0, with more advanced shader support, was the basis for the XBOX 360, Microsoft roomates selected for ATI to provide the 3D chip, AMD this time handing a huge advantage in the PC graphics market. In a sense the OEM’s had screwed Themselves. By successfully Influencing Microsoft and the OpenGL standards groups to adopt highly convoluted graphics pipelines to support all of their feature sets, they had forced Themselves to generalize their GPU architectures and the 3D chip market consolidated around a 3D chip architecture … whatever Microsoft selected for its consoles.

The net result was that the retail PC game market largely died. It was simply too costly, too insecure and too unstable a platform for publishing high production value games on any longer, with the partial exception of MMOG’s. Microsoft and the OEM’s had conspired together to kill the proverbial golden goose. No biggie for Microsoft as they were happy to gain complete control of the former PC gaming business by virtue of controlling the XBOX.

From the standpoint of the early DirectX vision, I would have said that this outcome was a foolish, shortsighted disaster. Microsoft had maintained a little discipline and strategic focus on the Direct3D API they could have ensured that there were NO other consoles in existence in a single generation by using the XBOX XBOX to Strengthen the PC gaming market rather than inadvertently destroying it. While Microsoft congratulates itself for the first successful U.S. launch of the console, I would count all the gaming dollars collected by Sony, Nintendo and mobile gaming platforms over the years that might have remained on Microsoft platforms controlled Microsoft had maintained a cohesive strategy across media platforms. I say all of this from a past tense perspective Because, today, I’m not so sure that I’m really all that unhappy with the result.

The new generation of consoles from Sony AND Microsoft have Reverted to a PC architecture! The next generation GPU’s are massively parallel, general-purpose processors with intimate access to the shared memory with the CPU. In fact, the GPU architecture Became so generalized that a new pipeline stage was added in DirectX 11 DirectCompute called that simply allowed the CPU to bypass the entire convoluted Direct3D graphics pipeline in favor of programming the GPU directly. With the introduction of DirectCompute the promise of simple 3D programming returned in an unexpected form. Modern GPU’s have Become so powerful and flexible that the possibility of writing cross 3D GPU engines directly for the GPU without making any use of the traditional 3D pipeline is an increasingly practical and appealing programming option. From my perspective here in the present day, I would anticipate that within a few short generations the need for the traditional Direct3D and OpenGL APIs will vanish in favor of new game engines with much richer and more diverse feature sets that are written entirely in device independent shader languages ​​like Nvidia’s CUDA and Microsoft’s AMP API’s.

Today, as a 3D physics engine and developer I have never been so excited about GPU programming Because of the sheer power and relative ease of programming directly to the modern GPU without needing to master the enormously convoluted 3D pipelines associated with Direct3D and OpenGL API’s. If I were responsible for Direct3D strategy today I would be advocating dumping the investment in traditional 3D pipeline in favor of Rapidly opening direct access to a rich GPU programming environment. I personally never imagined that my early work on Direct3D, would, within a couple decades, Contribute to the evolution of a new kind of ubiquitous processor that enabled the kind of incredibly realistic and general modeling of light and physics that I had learned in the 1980 ‘s but never believed I would see computers powerful enough to models in real-time during my active career.

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  • Posted on September 15, 2017 at 4:11 pm

The most popular Tourist destination in South India is Pondicherry. City has Beautiful Buildings, temples, Museums, churches, French Colonial Heritage sites, virgin beaches that experiences the blend of both of both modern and old traditions. If you have a planned schedule to visit this land and surf the sites, than you can login to Hotel online booking website for your staying, in prior you can book the hotels and make the trip easy going. Website lists you all the available Luxury hotels in India, and as per your search destination the variety of hotels as per your requirement will be listed in the website.

Online hotel booking website is the best option to choose your kind of hotels by checking the image gallery online and book the hotel. If you are looking for , website drops you all the available hotels in this category. Website shares you naked information about the hotel variety rooms that well furnished, cleaned maintenance, food variety, lodging with basic amenities, hospitality and additional service offered and will be in detail uploaded with image gallery. Website lists you all the Luxury hotels in Pondicherry, exact and moderate fee structure that acknowledging no additional or hidden charges.es.

Many tourists get pissed off by the booking agents, as they will be fooled by taking high amount and fetching very poor services. And in addition tourist needs to pay service and guidance charges for service agents. So to arrest this Online hotel booking website is the perfect platform with no risk and challenges book your choice of hotels with a well secured and professional way. If you are looking for budget hotels in Pondicherry, website lists you all the hotels in this category in Pondicherry and lists you the facilities afforded. So as per your requirement you can book the hotels and Services will be worth for your pay.

Due to lack of information in the unknown tourist lands you go directly and book the hotel available with no cross checking or as you won’t find any nearby hotels. Later you find for the same pay, with additional amenities and hospitality found. So this again leads to disturbing were you will be not able to enjoy all the places, because of no proper services. Online is the best option to avoid all this and enjoy the excellent services as you needed and feel the homely environment. If you are looking for , website lists you all the available hotels and facilities in this category.

The Importance Of Windows Dedicated Server And Dedicated Server Hosting

  • Posted on September 15, 2017 at 3:42 pm

Dedicated hosting and dedicated servers are sometimes discussed interchangeably by users, the two terms indeed are somewhat alike but in actual sense different especially in execution. Windows dedicated servers are different applications under the sphere of windows operating system packages, it enables the administration of windows technicalities of which hosting an operating system is one of them. This article is not dedicated to defining dedicated server hosting or windows dedicated servers, but to pinpoint some salient challenges that befalls users, and how to get good windows dedicated servers hosting.

Why dedicated servers or dedicated hosting

Dedicated is a word use to describe virtues of quality, and value, hence if it is ones wish to obtain quality it is therefore reasonable to become dedicated right? The same applies to the sensibilities of using dedicated servers hosting for any operations systems like windows, and web hosting, so in effect it is true to declare that the essence of using windows dedicated server, and dedicated server hosting is in fact a relevance inside relevance action, meaning the advantage in using dedicated servers or hosting is fundamental.

This fact exposes the other side of hosting which is shared hosting, or server. Shared hosting is another feature that can be obtained in the event of procuring a hosting or server services from a hosting company. As the name implies shared service is when operating systems or hosting packages are split between two or more parties or users. The disadvantage is that bandwidths are shared plus others like the control panel, this occurrence expose users to breach of privacy that could lead to delicate information been exposed and hijacked by unwanted parties. The story is however different in using windows dedicated server or dedicated server hosting in that, the user have 99.8% control over all the packages that comes with using dedicated servers and dedicated hosting packages and at such are not exposed to security attacks and fraudulent operations.

Search engine relevance:

Another major relevance of using dedicated servers and hosting packages as against shared packages is that major search engines like: google, yahoo, msn, alta-vista, and AOL deemed these packages as highly valuable and the users serious individuals, and as such have their websites indexed faster compared to shared packages. Do want your sites index faster by the search engines and maybe obtain good rankings? Then consider buying windows dedicated servers and dedicated hosting packages.

Identifying quality dedicated server and hosting packages:

First obtain knowledge. Never delve into murky waters without proper knowledge of its component. The best place to get information is by conducting a search online and reading reviews about a particular package example windows dedicated server reviews you are sure to see different view from users, read it, and extract important point, which ever one you do not understand, choose among many available companies, send a question and expect to get a reply at least from one of them.

The Corrosion Is Preventable By Washing The Dental Instruments

  • Posted on September 15, 2017 at 3:05 pm

The Corrosion is Preventable by Washing the Dental Instruments

Every day dental offices are taking care of many people and this makes proper infection control practices essential to everyones well-being. Dental offices that stay up-to-date with infection control practices are those that help to prevent the transmission of blood borne viral diseases such as Hepatitis B. One of the main reasons why most people are afraid to see a dentist is the bunch of weird-looking instruments that dentists use to carry out their duties. However, by taking a closer look and knowing the purpose of those tools, the fearful patients can be able to relax and see a dentist for regular dental checkup. One of the most commonly attributed instruments to a dentist is the mouth mirror. It is a little handheld mirror that lets the dentist see through at all the angles inside the mouth of the patient. Mouth mirror provides an indirect vision of the mouth, reflect light and even give a significantly magnified view for the dentist.

After dental equipment and instruments are used, they must be sterilized. Although some dental instruments are for single-use, most are not. There is a two-stage sterilization process that all dental instruments must undergo after each patient. Sterilization kills living organisms such as Hepatitis B and HIV. In addition to the sterilization process, testing the sterilization equipment must be conducted on a routine basis so that dental patients are given the reassurance they need.

One of the common reasons for dental device re-tipping is corrosion on the blade of the instruments. The corrosion is caused by blood pathogens in the saliva. If these pathogens are not washed off thoroughly, it will cause corrosion on the device. This corrosion will destroy your mirrors and need new mirror ends be installed. Scalers and other instruments can corrode on the sharp fringe of the device causing the necessity for re-tipping. This can be annoying when your instruments are new or newly sharpened and already need to be re-tipped. Ought to I mention the cost, it can add up speedy. Improper cleaning and then using the autoclave will only make the corrosion worse.

This corrosion is preventable by washing the instruments after each use. Take the time to wash each device. Use a stiff brush and an antibacterial wash. When all saliva and blood are removed, then autoclave. Cover proper procedures together with your staff to make sure everyone is on the same page. You may have an interest to know that most of my re-tipping work is from improperly cared for instruments and not instruments that have been worn out. Dental Instruments are made of high grade stainless steel and will last a long time with proper care. This easy procedure can save your practice hundreds of dollars per year.

This article is from

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Peek Cigarette Factory Home Based Sami Jaya

  • Posted on September 15, 2017 at 2:47 pm

Cirebon – In the midst of the market dominance of branded cigarettes cigarette factory large, apparently non home-based products can still survive. Just look at the cigarette brand Sami Jaya and Panamas, the original production of cigarettes Cirebon is not losing fans who make the factory continues mengebul.

Cigarette Factory (PR) Fertile, is one of the many manufacturers of cigarette manufacturers households in Cirebon, West Java.

In the event the review is held with the Ministry of Finance, detikFinance got a chance peek direct production activities Cirebon original clove cigarettes.

“I started this business since 1971,” said the owner of PR Fertile, Hussen Nawi at its plant in Cirebon, West Java, Saturday (12/07/2008).

Manufacturing site is located in the village of Astanalanggar, District Losari, Cirebon, West Java. At first glance, the location of the factory is not like a cigarette factories that use advanced technology machines.

Machine owned simply because these types of production Fertile PR categorized Clove Cigarettes Hand (SKT). So entirely produced by hand, starting from pelintingan up packing.

Wide each plant was no more than 60 square meters. PR Lush has two production rooms, one for producing brand Sami Jaya, another for the brand Panamas.

“Our cigarette brands there are two, and Panamas Sami Jaya,” said Hussen.

Hussen said the two brands produced by 75 bales per month. Approximately one bale contains 200 packs of cigarettes. So the total production of about 15 thousand PR Fertile packs per month.

“The number of factory employees there are 100 people. They work alternately,” said Hussen.

Pelintingan production schedule up packing only performed for 10 days in 1 month. The rest is for pre-production and distribution process.

“Every 10 packs we can Rp 500. On average, one day we can Rp 10 thousand,” said one factory worker.

The two brands selling price of Rp 1,750 per pack, inclusive of excise. According to Hussein, the selling price at the distributor level in the market or about $ 2 thousand per pack. So a month turnover of approximately USD 26.25 million.

“Gain (profit) is not so big yes. Approximately Rp 100 thousand per day. Least sufficient to meet daily needs,” said Hussen.

Although profit is not much, apparently the domestic industry can still survive amid the current economic conditions.

“Thank God, so far we are still able to production,” said Hussen.

With a production volume that is not so great, but the two brands Hussen Nawi’s style can be exported to other cities.

“The distribution of our brands, especially in Cirebon and Tegal,” said Hussen.

On the other hand, the presence of PR Subur also provide economic empowerment to the surrounding community. Because in addition to having the factory, Hussen also has its own tobacco plantations.

“Total tobacco plantation area for our production of about 30 acres. Of these, only 3 acres of my own, the rest is leased,” said Hussen.

Surrounding communities also assess the presence of PR is a form of mutualism Fertile economy, especially in providing alternative livelihoods.

Livelihoods of the majority of the population around the plant is in agriculture and plantations. Well, almost all the workers in the factory packing pelintingan to pack Nawi is the mother-housewife.

“With this plant, our free time could be used to gain additional revenue,” said one factory worker.

Personally, Hussen is an exemplary employer. He had not been tempted to use fake excise stamps.

“Oh, not at all kepikiran. Wong fortunately not much, if discovered might corrupt all of our efforts so far,” said Hussen.

Plus Size Denims And Jeans

  • Posted on September 15, 2017 at 2:41 pm

Hints for Choosing the Ideal Pair of Plus Size Jeans

Supplying the gold miners over a hundred years ago, Levi Strauss began their wholesale business by making blue jeans that were tough and hard to wear out. Now blue jeans have become the world’s most popular piece of clothing because of their comfort and adaptability.

Plus-sized people agree that shopping can be extremely difficult. Finding a stylish yet comfortable pair of jeans is a rarity. The majority of jeans either hug your legs too tightly or cut into the waist or stomach. Locating the right pair of jeans for your body type can add the illusion of longer legs and smaller hips.

Since many plus size jeans are now made from a type of material that stretches, or gives a bit, the first thing to consider when buying a pair of jeans is their stretch. This fabric, made from a combination of cotton, polyester, and spandex, stretches only when and where you need it, providing ultimate comfort while improving your figure. The longer you wear stretch jeans throughout the day, the more they will stretch and keep you comfortable.

The next thing to look for in plus size jeans is the “mid-rise” qualities. Many of the jeans available today are “low-rise” jeans and look great if you have no curves. Individuals who are plus size should avoid low-rise clothing because they do not compensate for larger waists, hips or thighs. Low-cut jeans will push belly fat above the waist band and emphasize the midriff area. Most plus size people find low-rise jeans very uncomfortable to wear.

Classic cut jeans (called mid-rise cut jeans) are much more appealing and attractive and will help you stay stylish while allowing you to stay covered and comfortable. Classic cut jeans sit just below the waist and have a straight leg from the hip all the way down to the floor. This will give a plus size woman’s body a long, lean look.

Do not buy plus size jeans with elaborate designs such as embroidery, fancy stitches, or severe fading. You want to get solid, dark wash jeans that will last and will go well with any outfit you want to wear.

A wider pant leg will balance out a body, therefore it is best worn by individuals who are plus size. A classic five-pocket design in a dark shade works best.

Jeans can be worn for everyday, or for a night on the town. They go with a variety of shoe-types. They come in a plethora of colors and fabrics. Plus sized people have so many varieties to choose from.

When you go shopping for plus size clothing and jeans, find one with high quality stretch fabric. If you find one pair of jeans that fit and look perfect on you, buy another pair just like it. A good pair of plus size jeans can work wonders for you.

Keep Your Fitness Routine Fun

  • Posted on September 15, 2017 at 1:48 pm

Music matters. Change up your music! Create several playlists and try a new one for each fitness routine. Try some new genres that you might not normally listen to, but that you just can’t resist moving to!

Bring a friend. Find a workout partner and keep a few extras on standby. Family members, co-workers, and neighbors make great workout buddies. You may be able to find a gym membership that allows you to bring a guest each time you go. If not, ask about guest passes.

Switch It Up! It’s easy to get comfortable doing the exercises you are most familiar with, but it’s important to try new ones. Another option is simply altering the order of exercises. Simply changing which exercise you do first, last and in the middle can have big results on the effectiveness of your fitness routine.

Try Something Different. Try classes such as yoga, Zumba, spinning or even pole dancing. When one class starts to get too familiar, try another. Change the way you work out frequently to keep your fitness routine fresh and make each trip to the gym exciting.

Change Your Fitness Routine Schedule. It may sound strange, but your body will respond to a change in the time of day or days of the week that your exercise. Overall, it’s about constantly confusing our bodies so we never hit that plateau we all hate so much. If that means switching the days and times you do your workouts, then give it a try!

Circuit training requires you to perform a series of exercise moves targeting different muscle groups one right after the other with little to no rest between exercises. Ultimately, it allows you to burn more calories, keep your heart rate elevated, and incorporate more exercises in a shorter amount of time.

Buy a New Outfit. Cotton clothes tend to hold on to moisture, becoming wet and uncomfortable long before the end of your fitness routine. Proper workout gear will act like a wick, soaking up the sweat and pulling it away from your body. Feeling good and looking great will give you the confidence you need to give your all to your fitness routine.

Take It Outside. Get outside and breathe some fresh air. Take a break from the stuffy gym and move your workout routine outdoors. Go for a run at your favorite park or play a sport with some friends.

Variety Is the Spice of Life. If you do a lot of walking as part of your fitness routine, add some variety. Try a walk at the beach or at a park. If that’s not possible, try walking in a new neighborhood instead of your own.

Change of scenery. Looking at the same wall in the gym or in the corner of your living room can get pretty boring pretty quickly. Try changing your fitness routine location completely by moving from your home to a gym, or even changing gyms.