Headline News
Reflection/refraction demo using the OpenGL API
Jun 17, 2004
This OpenGL API-based demo renders an object with reflections and refractions. As an extra twist, the refractions are also blurred and tinted depending on the thickness of the object, resulting in an effect somewhat like frosted glass. You can see through it, but the thicker the object, the harder it gets to make out what’s on the other side. The thickness is estimated by subtracting front-face and back-face depths. The demo requires an NVidia card (GeForce FX or better).
Category: Developers • (0) Trackbacks • Permalink
Wildcat Realizm 800 supports PCI Express, OpenGL 1.5 and OpenGL Shading Language
Jun 16, 2004
The new 3Dlabs Wildcat Realizm 800 uses PCI Express, 640MBs GDDR3 memory, 250GBs of virtual memory, 8K x 8K textures, Resolutions of 3840 x 2400, and hardware accelerated buffers (depth-of-field, motion blur, shadow,and multi-pass rendering). 3Dlabs also released the lower end professional accelerators:Wildcat Realizm 100 and 200. All accelerators feature Acuity drivers that deliver professional-level OpenGL 1.5 support, including an optimized OpenGL Shading Language compiler on both Windows and Linux.
Category: Processors • (0) Trackbacks • Permalink
Trial version of OpenGL API-based Aurora 3D Developer’s Toolkit
Jun 16, 2004
The Aurora 3D Developer’s Toolkit is an optimized mid-evel 3D rendering API written primarily using the OpenGL API for easy portability to various console platforms. The non-demo version provides high performance scene rendering with per pixel lighting, tangent space normal mapping, environment mapping, gloss mapping, glow mapping, and hardware shadow mapping. It uses Cg pixel shaders for real time graphics. A trial version is now available along with tutorials.
Category: Developers • (0) Trackbacks • Permalink
Indigo offers color-accurate digital 3D prototypes using the OpenGL API
Jun 15, 2004
Indigo simplifies the process of color communication through 3D real-time virtual prototyping. Using the OpenGL API, it combines real-time color, texture and gloss in on-screen simulations associated with CAD/CAM objects. Colors are specified accurately to your suppliers and communicated to your customers without manufacturing physical samples. Special effects such as interference or nacreous pigments and additives can be simulated under different viewing conditions in real-time to improve accuracy and predict metarism.
Category: Applications • (0) Trackbacks • Permalink
Ada95 NeHe OpenGL base code port
Jun 15, 2004
This is a port of the Nehe OpenGL base code to the Ada95 programming language, using GNAT. There are examples of the Ada95 port for rotation, display lists, and texture. The site also features a set of preliminary Ada/OpenGL packages available as a thin library.
Category: Developers • (0) Trackbacks • Permalink
Extglgen library lets you load and initialize all OpenGL extensions
Jun 14, 2004
Extglgen is a tool to generate an OpenGL library to load and use all OpenGL extension functions up to OpenGL 1.5 that are defined in the SGI glext.h header file.
You can specify which extensions you need to support and then generate the appropriate C source and header files only for those. The updated version now allows one to initialize all extensions at the beginning and to query the availability of extension functions by simply looking at the values of variables like EGL_HAS_GL_VERSION_1_5.
Category: Developers • (0) Trackbacks • Permalink
Aviatrix3D toolkit Beta 2 - retained-mode Java scene graph API on top of Java OpenGL-bindings
Jun 14, 2004
Aviatrix3D Toolkit is a pure retained-mode Java scene graph API built on top of Java OpenGL bindings (currently JOGL, but will move to the formal JSR 231 bindings when released). Scene graphs, as high-level code structures need to be optimized for a particular field of graphics. While there are quite a number of gaming-oriented scene graphs already available, this toolkit is specifically focused on the needs of the data visualisation market - starting from a PC and working upwards to rendering clusters, CAVEs, Domes, HMDs etc. The beta 2 is stable and contains all the core features that will be part of the 1.0 release.
Category: Developers • (0) Trackbacks • Permalink
OpenGL Shader Designer v1.5 adds new IDE
Jun 14, 2004
OpenGL Shader Designer 1.5 has a new IDE, with docking panels, floating and resizable windows (included preview window, uniform widgets (no more handcoding the values!), one new texture unit preview into the main form, and a lot of new things. (See Screenshot).
Category: Developers • (0) Trackbacks • Permalink
OpenGL Shader Designer adds procedural 3D texture generator
Jun 11, 2004
The OpenGL Shader Designer is an IDE for developing fragment and vertex shaders in the OpenGL shading language. The latest update v1.4.4 adds stability fixes as well as a new procedural 3d texture generator plugin that lets you generate 3D RGBA textures with custom formulas (for 3D perlin noise, lightmaps 3D, etc.)
Category: Developers • (0) Trackbacks • Permalink
New ATI Catalyst drivers support OpenGL-hardware accelerated Rotation Mode
Jun 11, 2004
ATI released their new 4.6 CATALYST drivers for many ATI accelerators. The release enhances shader performance, OpenGL performance for games, and adds OpenGL-accelerated rotation.
Category: Processors • (0) Trackbacks • Permalink
OpenGL-based graphics/physics engine v0.2
Jun 09, 2004
This OpenGL based engine supports: text preprocessor with easy interpreter for configs with for/if/else, console, bsp trees, portal rendering, triangle strips, skinned mesh, particle systems, real shadows from all objects, volumetric fog (based on convex meshes), mirrors, horizon self shadowing and offset bumpmapping, ARBtec1.0 “shaders” (ARB_texture_env_combine+dot3 parser). post screen processing, collisions, rigid-body physics with joints and ragdoll. It should work on all cards beginning from GeForce2.
Category: Developers • (0) Trackbacks • Permalink
Geodesic Computations on 3D Meshes using the OpenGL API
Jun 07, 2004
These real time Win32 OpenGL demos demonstrate front propagation on 3D
meshes and its application to 3D model remeshing.
Triangle meshes are the most common type of 3D surface but it is often necessary to improve the quality of a given 3D mesh (for example obtained from a 3D medical image or artist model)using a remeshing
algorithm. The geodesic remeshing methods are
both fast (thanks to the Fast Marching algorithm) and robust (using e.g.
higher order approximations) and handle large meshes with poor triangulation quality. This project is the product of academic research and provides open source code. A PDF reviews the steps.
Category: Developers • (0) Trackbacks • Permalink
Glest v0.7 OpenGL-based game adds 3D texture support
Jun 02, 2004
Glest v0.7 fully customizable 3D freeware RTS game using OpenGL is a major upgrade to the game, adding 3D textures, improved shadow maps, and reworked 3D models.
Category: Applications • (0) Trackbacks • Permalink
OpenGL ARB March ‘04 meeting notes review proposed OpenGL 2.0 feature set for release at SIGGRAPH 20
May 29, 2004
The March ARB meeting notes discuss OpenGL 2.0 feature options for release at SIGGRAPH 2004. The proposed feature set will include the OpenGL Shading Language, Floating point buffer extensions, Pixel buffer objects, ARB_point_sprite, ARB_texture_non_power_of_two, Indexed texture access via new fragment shader operations, EXT_blend_equation_separate, SUN_slice_accum, ATI_draw_buffers, ARB_extension_query, and Two-sided stencil.
Category: Developers • (0) Trackbacks • Permalink
JDK 1.5-beta2 includes OpenGL-accelerated Java 2D Pipeline on Linux, Solaris and Win32
May 27, 2004
Sun Microsystems has released JDK 1.5-beta2 (codenamed “Tiger”). This release includes an OpenGL-accelerated pipeline for the Java 2D API. The pipeline was only available on Linux and Solaris for the 1.5-beta release, but is now also available on Windows as of the 1.5-beta2 release. The OpenGL-based pipeline accelerates many simple primitives such as fills, draws, and text. However, the real benefits are seen for complex operations like compositing, shape clips, image transforms (both nearest neighbor and bilinear), GradientPaint, TexturePaint, antialiased shapes, etc. Please download this latest release and send Sun your feedback so they can make JDK 1.5 as stable as possible! Now imagine an OpenGL-accelerated Swing GUI!
Category: Developers • (0) Trackbacks • Permalink
