AMD Launches Partnership With CAD Developer PTC
MojoKid writes "AMD is kicking off its weekend with news of a partnership between itself and CAD software developer PTC (Parametric Technology Corporation). PTC owns and develops the Creo software family. One of the programs at the heart of the company, Creo Element/Pro, was originally known as Pro/ENGINEER. It's not at all unusual for software developers in the CAD/CAM space to ally with hardware manufacturers, but it's typically Nvidia, not AMD, making such announcements. AMD claims that the upcoming Creo 2.0 product suite will be able to take advantage of the GPU in unprecedented ways that simultaneously improve performance and visual quality without compromising either. The company calls one such option Order Independent Transparency, or OIT. OIT is a rendering technology that allows for the partial display of wireframes and models inside a solid surface without creating artifacts or imprecise visualizations."
The CAD industry basically owns Khronos, which directs OpenGL standards. Because of this, all the game related functions are based in vendor specific extensions.
CAD IS THE REASON LINUX GAMING DOES NOT EXIST.
Nothing to see here.
The real "Libtards" are the Libertarians!
Wow, talk about a blatant slashvertisement. As the summary states, it's not at all unusual for CAD/CAM software to ally with hardware so what exactly is the news for nerds here??
With more contributors working on improving BRL-CAD's usability and features, we'd have an open source alternative without the huge recurring price tag. Lots of ways to get involved are listed here: http://brlcad.org/wiki/Contributor_Quickies
You see what I did there.
Cheers!
Sean
Now if PTC would invest in a more intuitive UI...
I would nominate Pro/E 5 (last version before Creo) as worst UI ever.
Very nice, dears
... that amd might soon be able to afford to do proper development on their graphics card drivers?
It was the late 90's. PTC's salesmen lied to us through their teeth about what Pro/Engineer could do and how stable it was. "Yeah, it can do sheet metal!". Two million dollars and god knows how many man hours wasted. Just thrown away.
And it wasn't just us, it seemed they'd f*cked lots of businesses. At least the mid-sized ones I knew of. But no one wanted to admit they'd been had, or sue them.
I'm sure PTC is better now, and the sales people never lie to anyone. Why look, they even changed the name of the product.
Same ProE that dropped Linux support out of the blue (but kept Solaris, so it's not a matter of development effort, Unix or platform popularity)?
gg assholes!
Contrary to the popular belief, there indeed is no God.
Before they changed the name ("Creo"? Really?) away from the extremely well established Pro/ENGINEER branding, they had a personal use license for $250. I just came up with a use for it (interesting timing for this announcement), and now I don't see this option available.
I did find the student license, but I'm not a student and the requirements are quite clear and specific - and I don't meet them.
I also found the Creo Elements/Direct Modeling Express for free (up to 60 parts, which suits my needs), but this doesn't appear to be the same software. Does anyone know if this still has the "sketcher" to rough draft the profile of the 3D parts? (I'll have to build a MS machine to even test it out - doubt it runs in Wine).
Granted, the last time I used Pro/E was ~1994 (on Solaris) and the UI has changed dramatically at least twice since then, so I'll have to re-learn it anyways.
I actually liked the original UI... when they changed it to meet Microsoft's requirements (when they first offered it on MS windows), I thought it was a horrible turn to an inefficient design. Don't get me wrong, I understand the reasoning (make it "familiar" to windows users), but the change made it much less efficient to use even though the learning curve was shallower.
Yes, I agree with other postings, it's a shame they dropped Linux support.
I just googled "3d cad linux" and the top advertisement is titled "3D CAD Linux - Flexible, Easy-To-Use Application | PTC.com" with a link to www.ptc.com/Free-Download, which leads you to download 2 options, 32bit and 64bit windows software. That's kind of a dirty advert method for a company as well established as PTC...
Gaming consoles and even handhelds like the aging Nintendo DS use OpenGL. The poster above is referring to the shrinking games market on PCs of which not all use DirectX anyway. When the big guns like Blizzard use OpenGL I really can't see how you can say it's dead on the desktop.
Most of the modern gaming consoles can use OpenGL. But the developers don't. Virtually all of the major games are programed in LibGCM, kind-of DirectX, and GX for the PS3, 360, and Wii respectively. And the handhelds don't use OpenGL at all, especially not the DS which is only barely 3D capable in the first place.
When you're working with a fixed platform you can work at a much lower level to maximize your performance. In fact you basically have to. Pure OpenGL is too high level for that.
Also, while it's true that Blizzard uses OpenGL on their Mac ports, I would hesitate to count Blizzard as being big on OpenGL. They use OpenGL because they have to, not because they want to. Their Windows games all use DirectX, and the Mac ports are rarely as graphically advanced. Now if they were using OpenGL on Windows and Mac OS X that would be a different story. But as it stands you're not seeing anyone besides id voluntarily use OpenGL on Windows, which is the only desktop platform where that API is optional.
"Virtually all of the major games are programed in LibGCM, kind-of DirectX, and GX for the PS3, 360, and Wii respectively. And the handhelds don't use OpenGL at all, especially not the DS which is only barely 3D capable in the first place."
You are conveniently leaving out the massively growing Android and iOS smartphone and tablet market, where OpenGL is the standard 3D graphics engine.
If you read my original post (the GP), you'll see that I'm not. This sub-thread is about handheld game consoles rather than mobile devices.
And the handhelds don't use OpenGL at all, especially not the DS which is only barely 3D capable in the first place.
Don't practically all handhelds with a fancy GPU use OpenGL ES?
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
And also on MS Windows. Take a look at any forum on running the MS Windows version of WoW under wine and you'll see recommendations to run it in WoW's OpenGL mode instead of the DirectX mode. The command line flag is Wow.exe -opengl FFS - it doesn't get more obvious than that! Now don't try pretending it's anything other than an argument for Wow.exe, instead if you have the software just try launching it that way from a shell on MS Windows7 and you'll see it works there too.
Also look up one of the first released games for the Nintendo DS - "Mario Kart", as an example using OpenGL on that platform. I'm sure you've heard of that game if you've heard of the DS.
Why are you making shit up? What is your agenda here and why are you trying to shove lies down our throats? You've gone way beyond being an innocent but clueless fanboy here so what is going on?
Note: I'm no expert in this area, this is just some stuff I have picked up along with a basic understanding of how these techniques are employed. There may be inaccuracies or incomplete information, corrections welcome.
OIT is one area that modern graphics hardware really struggles with - A software render can just go ahead and allocate memory dynamically to keep track of the depth value and the colour of each fragment that contributes to a pixel's final colour in a list, but on a 'traditional' GPU, the big problem is that you have no easy way to store anything more than a single 'current' colour per pixel that will get irreversibly blended or overwritten by fragments with a lower depth value, and even if you could keep a list of them, you have no associated depth values, and nor do you have a simple way to sort them on the GPU. However, there is some clever trickery detailed below:
Realtime OIT has been researched and published on (notably by Nvidia and Microsoft) for over a decade.
Heres the basic technique - 'Depth Peeling', from 2001:
http://developer.nvidia.com/system/files/akamai/gamedev/docs/order_independent_transparency.pdf?download=1
Depth peeling renders the scene multiple times with successive layers of transparent geometry removed, front to back, to build up an ordered set of buffers which can be combined to give a final pixel value.
This technique has severe performance penalties, but the alternative (z-sort all transparent polygons every frame) is much, much worse.
'Dual Depth Peeling' - from 2008:
http://developer.download.nvidia.com/SDK/10.5/opengl/src/dual_depth_peeling/doc/DualDepthPeeling.pdf
This works in much the same way, but is able to store samples from multiple layers of geometry each rendering pass ,using MRT (multiple render targets), and a shader-based sort on the contents of the buffers, speeding the technique up a lot.
Refinements to the DDP technique, cutting out another pass - from 2010:
http://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/ConstantMemoryOIT.pdf
Reverse depth peeling was developed where memory was at a premium - which extracts the layers back-to-front for immediate blending into an output buffer instead of extracting, sorting and blending, and it is also possible to abuse the hardware used for antialiasing to store multiple samples per output pixel.
Depth peeling really only works well for a few layers of transparent objects, unless you can afford a lot of passes per pixel, but in many situations, it is unlikely that the contribution of transparent surfaces behind the first 4 or so transparent surfaces means much in terms of visual quality.
AMDs 'new' approach involves implementing a full linked-list style A-buffer and a separate sorting pass using the GPU - this has only been possible with pretty recent hardware, and I guess is 'the right way' to do OIT, very much the same as a software renderer on a CPU would do it.
Heres some discussion and implementation of these techniques:
http://www.yakiimo3d.com/2010/07/19/dx11-order-independent-transparency/
This really isn't anything new, single-pass OIT using CUDA for fragment accumulation and sort was presented at Siggraph 2009 - nor is it something PTS can claim as their own. Its possible AMDs FirePros have special support for A-buffer creation and sorting, which is why they run fast, and AMD in general has a pretty big advantage in raw GPGPU speed for many operations (let down by their awful driver support on non-windows platforms, of course) - but really any GPU that has the ability to define and access custom-structured buffers will be able to perform this kind of task, and given NVidia's long history researching and publishing on this subject, its pretty laughable that AMD and PTS can claim it is their new hotness.
I gots ta ding a ding dang my dang a long ling long
Blizzard includes the opengl renderer on Windows because it's free, not because it's better. It's not even as good. And they don't support it. Try reporting graphics problems with OpenGL on Windows and they will tell you to stop doing that and to go away.
Are you having an affair with Khronos or something?
(I just realized I accidentally posted A/C last night... reposting while logged in)
Before they changed the name ("Creo"? Really?) away from the extremely well established Pro/ENGINEER branding, they had a personal use license for $250. I just came up with a use for it (interesting timing for this announcement), and now I don't see this option available.
I did find the student license, but I'm not a student and the requirements are quite clear and specific - and I don't meet them.
I also found the Creo Elements/Direct Modeling Express for free (up to 60 parts, which suits my needs), but this doesn't appear to be the same software. Does anyone know if this still has the "sketcher" to rough draft the profile of the 3D parts? (I'll have to build a MS machine to even test it out - doubt it runs in Wine).
Granted, the last time I used Pro/E was ~1994 (on Solaris) and the UI has changed dramatically at least twice since then, so I'll have to re-learn it anyways.
I actually liked the original UI... when they changed it to meet Microsoft's requirements (when they first offered it on MS windows), I thought it was a horrible turn to an inefficient design. Don't get me wrong, I understand the reasoning (make it "familiar" to windows users), but the change made it much less efficient to use even though the learning curve was shallower.
Yes, I agree with other postings, it's a shame they dropped Linux support.
I just googled "3d cad linux" and the top advertisement is titled "3D CAD Linux - Flexible, Easy-To-Use Application | PTC.com" with a link to www.ptc.com/Free-Download, which leads you to download 2 options, 32bit and 64bit windows software. That's kind of a dirty advert method for a company as well established as PTC...
- Preferences: Solaris 10 (servers), Ubuntu (desktops), Solaris 11 (personal servers) -
Pure OpenGL is too high? The last time i was working with it (1.1) it was very very low level. Polygon construction, vector lists, state machine, push/pop'ing each translation and rotation. You also had to query for gl extensions to figure out what the hardware was capable of and tailor the rendering.
I'm doubting OpenGL is too high level. It's like the c language for graphics. If anything, it's too low (which is fixed with libraries).
http://soylentnews.org/~tibman
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Free or not the above poster pretended it wasn't there at all. Turning it into a Maxwell Smart "would you believe" joke doesn't change that.