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Modo 102 OpenGL-based polyogonal and subdivision surface modeler adds transparency

Jan 18, 2005

modo is an advanced OpenGL-based polyogonal and subdivision surface modeler. The new Modo 102 add UV sew, bend tool, LUA scripting support; UV to EPS export, generating a quadrangular polygon from three vertices, OpenGL API rendering transparency, and more.

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AgentFX V2.1 Java/OpenGL API-based engine enhances scenegraph & rendering engine

Jan 17, 2005

AgentFX is a platform independent 3D-engine written in Java and uses the OpenGL API to deliver high-end features like real-time shadow volumes and dynamic lights. The new v2.1 includes a rewrite and major update of the scengraph and rendering engine, improved support for vertex and pixel shaders using Cg-language, resource-based Input/Out for use with Java Webstart, and a new input system.

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OpenGL API-based real-time soft shadows using 4 light sources

Jan 17, 2005

This is a demo of real-time soft shadows using 4 sources of light. The shadowing uses lightmaps but calculations and smoothing are made by GPU.

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RenderMonkey 1.5 X3D Exporter with OpenGL Shading Language support

Jan 17, 2005

RmX3DPlugIn is an X3D importer/exporter for ATI RenderMonkey 1.5 shader authoring tool. It aims to be conformant with the X3D Ammendment 1 draft specification (X3D is the XML-savvy successor to VRML). Capabilities include the export of X3D as both worlds and prototypes for maximum reuse of shader representations, and script representations of RenderMonkey’s built-in variables. It fully supports shaders written in both the OpenGL Shading Lanugage and HLSL.

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JetStreamFX uses the OpenGL API to render particle FX in Lightwave 3D

Jan 17, 2005

JetStreamFX is a rendering system for particles that operates in LightWave 3D Ver. 6.5-8.0. Visual effects like, volumetric smoke, clouds, flames, dust, etc. are created in high speed by using the OpenGL API for rendering. Special FX, such as shockwaves, can be generated by replacing the particles with lens flare or an object.

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Advanced Graphics Programming Using OpenGL

Jan 14, 2005

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The new book (shipping Feb 16, 2005), Advanced Graphics Programming Using OpenGL, brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques - those that dont require esoteric hardware or custom graphics libraries - that are written in a comprehensible style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs. Authors are from Nvidia and Microsoft.

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OpenGL ES accelerated phone using ATI Imageon 2300 shown at CES 2005

Jan 14, 2005

IGN reports on the new OpenGL ES-powered gaming handset shown by LG Electronics at CES 2005 -  “the worlds fastest 3D game phone”. The phone is equipped with an ATI 2300 OpenGL ES 1.0 compliant graphics acceleror running 5 times faster than its competitors and featuring PS1 quality graphics.

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TGL v0.3 (alpha) graphics library based on the OpenGL API is smaller and faster

Jan 14, 2005

TGL is a C++ wrapper and extension library for the OpenGL API. It provides scene graphing and cross-platform development through “glue” libraries. “Glues” include: Qt, X11, GLUT, SDL, Allegro (with AllegGL ), with Win32 to come. The new v0.3 available for testing is a leaner version that uses StateGL++ for OpenGL states, and ImgGL++ for image loading and texturing.

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Linux version of the Shader Designer for OpenGL Shading Lanugage

Jan 13, 2005

A Linux version is now available of the Shader Designer, the tool designed to aid developers to write GLSL shaders. A new v1.5.9 for Windows adds changes in the mesh files and bug fixes.

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particleIllusion 2.0 SE uses OpenGL API for real-time preview of complex particle effects

Jan 11, 2005

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particleIllusion 2.0 SE is an introductory version of the particleIllusion 2.0 engine. It offers the ability to customize and modify quality, complex particle animations with library of more than 750 preset effects (smoke, fire, explosions, water effects, sparkles, colorful artistic effects, etc.) It features OpenGL API-based hardware acceleration to provide realtime (or near realtime) previews of most effects and ultra-fast rendering of final output.

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Scope4D 6.0 QCD media player visualization plug-in uses OpenGL 2.0

Jan 10, 2005

QCD is a media player, similar to WinAmp. Scope4D 6.0 is a new visualization for QCD that makes heavy use of Pixel- and Vertex Shaders, Vertex Buffer Objects, detailed meshes, high-res textures and a particle system. Now everybody can enjoy high quality OpenGL 2.0-based graphics moving to their music. 3D model artists can enhance the experience by using their own models.

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OpenGL Shading Language tutorial - OpenGL Setup for GLSL

Jan 10, 2005

The OpenGL Setup for GLSL tutorial describes the basic setup and required extensions (for pre OpenGL 2.0 developers)  for including a vertex shader and a fragment shader into a a program. Sample source code is included.

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VREng V6.3.3 OpenGL API-based VR engine adds XML format and object persistence

Jan 10, 2005

VREng is an open source C++ and OpenGL API-based interactive distributed 3D application for navigating in and interacting with virtual environments over the Internet through their avatars, chat, audio/video channels, shared white-boards and document publishing.  The new v6.x uses XML to describe VR environments, supports object persistence, new file types, and built in image capture.  It run on Unix platforms (Linux, *Bsd, MacOSX, Solaris)using X11.

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Solaris drivers for Matrox Parhelia include OpenGL 1.4 support

Jan 08, 2005

Xi Graphics released high-performance, commercial-off-the-shelf Solaris (on Intel) OpenGL 1.4 graphics drivers for Matrox’s Parhelia, Millennium-P Series, and QID graphics cards on Solaris (on Intel). Using advanced VLIW and SIMD optimization techniques along with combined instruction scheduling, register allocation and resource mapping, the compiler translates ARB_vertex_program type programs into efficient microcode.

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Real-Time Fluid Simulation demo using the OpenGL API

Jan 07, 2005

Rendering realistic moving water is one of the key techniques that immerse the viewers into interactive graphics world including computer games. This demos shows real-time particle-based fluid simulation using Smoothed Particle Hydrodynamics. OpenGL ARB fragment and vertex programs are used for rendering the realistic fluid surface. The demo enables the user to interact with fluids.

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