Jul 20, 2012
You are cordially invited to attend the OpenGL BOF on Wednesday 6-7pm in the Gold Ballroom in the JW Marriott hotel to celebrate 20 years of OpenGL with us. You’ll learn what is new and upcoming with the OpenGL API. We will also have two special guest speakers. Rich Geldreich from Valve will talk about their awesome project “Steam’d Penguins” that brings Steam and OpenGL games to Linux. Rich will be speaking about their challenges and successes porting Left 4 Dead 2 to OpenGL on Linux. Kurt Akeley, co-founder of SGI and of the OpenGL API will give his perspective on 20 years of OpenGL development. Right after the BOF we’ll open the doors for the OpenGL 20th anniversary party, with free drinks and various prizes to win. For more information, visit our Siggraph webpage.
Jul 20, 2012
Get Real-World Insight from Experienced Professionals in the OpenGL Community. With OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers.
Jul 18, 2012
Watch Shalini Venkataraman explain how to optimize OpenGL texture transfers (or review the slides) using the ARB_sync extension and debug your transfers with the ARB_debug_output extension. Also look for her article on the subject in the soon-to-be-released OpenGL Insights book.
Jul 18, 2012
OGLplus is a lightweight open-source library implementing an object-oriented facade over the OpenGL® (version 3 and higher) C-language API. It provides wrappers which automate resource management and make the use of OpenGL in C++ safer and easier. It includes more than 80 examples of usage and is available for Linux and Windows.
Jul 17, 2012
Valve Software has started a new Linux blog; the first entry discusses their port of Left for Dead 2 to Ubuntu Linux. Future work involves “optimizing a version of L4D2 running at a high frame rate with OpenGL”, porting the Steam client, and “porting additional Valve titles”.
Jul 12, 2012
GLFW is a library for portable OpenGL application development. It manages windows and OpenGL contexts, resolution switching, keyboard, mouse, joystick and time input, and more. Version 2.7.6 adds support for joystick input on Mac OS X, support for 64-bit builds using MinGW-w64 and fixes for a number of bugs.
Jul 12, 2012
The 38th installment in a series of tutorials dedicated to promoting modern OpenGL development on Linux, with a focus on version 3.x and beyond. This tutorial demonstrates how to do skeletal animation (a.k.a skinning) using the Assimp library.
Jul 12, 2012
OpenGL is celebrating 20 years this summer at SIGGRAPH 2012! The Khronos Group cordially invites you to attend this celebration on August 8th 2012 at the JW Marriott Los Angeles at LA Live in Gold Ballroom–Salon 1 for this momentous occasion. If you company would like to help sponsor this event, there are a few corporate sponsorship spots still available, and your company will get great exposure. We hope we’ll see you there! Your sponsorship can range anywhere from $100 up to $5000. If you’re company is looking for more exposure, this is it. Spaces are limited, on the larger sponsorship packages, so don’t wait!
Jun 22, 2012
Voreen 4.0 integrates ITK for a wide range of ready-to-use filtering and segmentation algorithms. Runtime editing of OpenCL kernels for volume and image processing has been added and GLSL shaders of most processors can now be modified using a shader property. In addition, the multi-view capabilities have been extended. The volume classes have been re-designed for improved meta-data support, including handling of spacing, transformations and units. A new, vastly improved DICOM reader based on GDCM library has been implemented that supports JPEG 2000 compressed DICOMs, direct reading from PACS servers and is configurable using XML. Registration in Voreen is now also a lot easier for the developer and user. On the technical side, we have switched to the CMake build system resulting in a much smoother build process, especially on Windows. Furthermore, a pre-compiled 64-bit version of Voreen for Windows is provided.
Jun 21, 2012
As part of a master thesis, volume rendering plugins using GPU shader based volume raycasting were written for the free open-source, cross-platform 3D application framework PixelLight. The renderer is using OpenGL and GLSL shaders, which are dynamically composed during runtime. Beside a demo, videos and screenshots, the source codes are available as well.
Jun 20, 2012
Following on from the G6200 and G6400 cores, Imagination Technologies PowerVR G6230 and G6430 offer two further design points in the Series6 family, which now includes two ‘two-cluster’ and two ‘four-cluster’ IP cores. All members of the Series6 family are designed to support all features of the latest graphics APIs including the next generation of the OpenGL ES API and OpenGL 3.x/4.x
Jun 18, 2012
Gizmo3D OpenGL engine releases new features for terrain rendering and vegetation details for large scale DB visualization. Databases can contain near infinite details down to micro level but still cover wast landscapes. The new databases can be spread on multiple hosts and each distributed database can link to further sub databases on other hosts. Databases can also be modified in runtime by multiple clients.
Jun 15, 2012
OpenGL is celebrating 20 years this summer at SIGGRAPH 2012! The Khronos Group cordially invites you to attend this celebration on August 8th 2012 at the JW Marriott Los Angeles at LA Live in Gold Ballroom–Salon 1 for this momentous occasion. If you company would like to help sponsor this event, there are a few corporate sponsorship spots still available, and your company will get great exposure. We hope we’ll see you there!
Jun 11, 2012
Three new OpenGL articles (in German) are presented on spieleprogrammierung.net as part of the parallel development of a space strategy game prototype. The articles cover the following topics: Texture Array Objects Texture Buffer Objects Texture Buffer based Geometry Instancing
May 31, 2012
What’s the future of video game realism? Real-time global illumination! Watch Cyril Crassin explain and demo octree-based voxelization for global illumination. This technique relies on atomics with OpenGL 4.2’s new image load/store functionality to build the voxelized octree.