Part of the Khronos Group

Java3D source code released along with OpenGL API examples

Categories: Developers |

Jun 28, 2004

Sun has announced that the source code for the core Java 3D API, vecmath, the Java 3D core
utilities, and the Java 3D program examples have been released under the Java Research and BSD licenses.  Java3D supports OpenGL API-hardware acceleration.

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OpenGL-API accelerated Maya Unlimited coming to Mac OS X

Categories: Applications |

Jun 28, 2004

Maya Unlimited, the 3D animation and visual fx tool will come to Mac OS X by late summer 2004, including all tools that are available to artists with Maya Unlimited 6. Maya Unlimited requires an OpenGL API hardware accelerator.

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Apple announces “Core Image” for programmable OpenGL API GPUs

Categories: Developers |

Jun 28, 2004

Core Image allows developers to leverage OpenGL and GPU rendering for very fast image processing. Effects and transitions can be expressed with a few lines of code for real-time, interactive responsiveness as you select and apply filters.  Core Video will provide a modern foundation for video services in Mac OS X Tiger. It provides a bridge between QuickTime and the GPU for hardware-accelerated video processing. This highly-optimized pipeline for video presentation increases performance and reduces CPU load, freeing up resources for other operations.

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Making the Ultimate Map using OpenGL API-based Keyhole software

Categories: General |

Jun 28, 2004

Refering to the OpenGL API-based Keyhole software,  Newsweek magazine writes: “There it is, that good old pale blue dot in all its earthly glory, right there on your computer screen. It’s a familiar sight, even from a sky-high perspective experienced only by astronauts and angels. But hold on. By mousing around and clicking, you swoop like Superman, down, down, down, to a location on terra firma. Coastlines and rivers come into view, then cities, houses and even cars. And then, with another mouseclick, you can see the roads labeled, highlight the high-crime areas and locate the nearest Chinese restaurant”

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MeVisLab features GigaVoxelRenderer using the OpenGL API

Categories: Applications |

Jun 28, 2004

feature graphic

MeVisLab is a research and prototyping platform for medical image processing and visualization and is used to develop scientific methods for computer assistance in medicine in general and radiology in particular. The OpenGL API is used extensively for 2D and 3D visualization. The GigaVoxelRenderer is a scalable, octree based, hardware-accelerated volume renderer capable of displaying large volumes.  MeVisLab is free for non-commercial use, an SDK is also available. License restrictions apply.

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DevLib V1.4 OpenGL API-based multimedia library adds support for fog, stencil buffer, lighting and

Categories: Developers |

Jun 28, 2004

DevLib is designed to make multimedia productions (games, screen-savers, demos.) easier and more intuitive to write.  The new DevLib v1.4 is till compatible with DevCpp and VC7, using a better OpenGL abstraction, and released under LGPL license. This version also introduces support for fog, stencil buffer, lighting, device queries, log output, support for the OpenGL Extension Wrangler library and more.

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Soft Body 3.0 real-time soft body simulation using GLUT

Categories: Applications |

Jun 28, 2004

Soft Body 3.0 simulates real time soft body behavior using an original pressure model. The free sample application for Windows uses the OpenGL API and GLUT.

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Cedega runs off the shelf DirectX 9 games on Linux using OpenGL 1.5 wrapper

Categories: Applications |

Jun 24, 2004

Cedega (formerly known as WineX) allows Windows based games to run on
Linux, out-of-the-box, seamlessly and transparently.  The new Cedega
4.0
  supports DirectX 9.0 that works on top of the OpenGL 1.5 API,
including advanced Pixel and Vertex shaders. Cedega 4.0 also includes a
new advanced inter-process communication architecture that can double
the speed of games which make heavy use of Win32 kernel synchronization
primitives.

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Drome 3D engine supports OpenGL API shaders

Categories: Developers |

Jun 24, 2004

Drome Engine is a 3D game engine written in C++ and using the OpenGL API.  It currently supports dynamic lightmaps, stenciled shadow volumes, sky domes, shaders, particle effects, and TrueType fonts (using FreeType 2).  The new v0.2.8. includes a a first-person perspective demo and 3 maps/levels.

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Minions of Mirth OpenGL API-based massively single player RPG

Categories: Applications |

Jun 24, 2004

Minions of Mirth is a massively single player RPG which uses the OpenGL API for rendering.  It is being developed for both Mac OS X and Win32. The game is Open Source and based on the GPL Quake2 codebase.  The site features screenshots, features, and an 8 minute video.

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Shader Triathlon - Summer 2004 programming competition: call for OGLSL entries

Categories: Developers |

Jun 24, 2004

ShaderTech, Nvidia, Discrete, RTzen, and GDC are sponsoring a shader programming competition: the Shader Triathlon. $20k worth of prizes are available. The deadline is August 1st, 2004 so get those OpenGL Shading Language enteries in now.

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OpenGL Shading Language updates

Categories: Developers |

Jun 23, 2004

The ARB has approved minor updates (see the included revision histories) for the

OpenGL Shading Language Specification (version 1.10)

  and to the associated OpenGL extensions
ARB_shader_objects,
ARB_vertex_shader,
ARB_fragment_shader, and
ARB_shading_language_100.
  There is an updated version of the extension header file
glext.h
  corresponding to these changes, and some other registry updates
  including a new set of

naming conventions for Shading Language extensions
,
  an updated
extension-authoring template,
  and a very minor unrelated update to the
ARB_depth_texture
  extension.

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Fathammer to integrate OpenGL ES into X-Forge mobile game development system using Hybrid’s OpenGL E

Categories: Developers |

Jun 23, 2004

The X-Forge Game Development System for mobile gaming from Fathammer will incorporate OpenGL ES and M3G (JSR 184) using Hybrid’s OpenGL ES API Implementation Framework. OpenGL ES is based on strictly defined parts of the OpenGL standard and it enables the lightest possible interface between software and hardware based graphics acceleration.

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MegaCorps Online FPS Java and OpenGL API - based game with real-time shadows

Categories: Applications |

Jun 23, 2004

MegaCorps Online is a new tactical multiplayer first person shooter game that features real-time shadows, bump maps and dynamic lighting. The game is developed in Java and uses the OpenGL API. The first beta is available for download.

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EMotion FX v2.1 OpenGL-accelerated character system adds character factory

Categories: Developers |

Jun 23, 2004

EMotion FX s a realtime character animation system designed to be plugged into any 3D engine or game. It features facial animation, lipsynching, inverse kinematics, and support for OpenGL hardware shaders.  The new v2.1 adds assembly of characters from different body parts (and removal in explosions), improved and new inverse kinematics solvers, memory optimizations as well as an improved Look-AtӔ controller.

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Jun for Java class libraries using OpenGL API improves list handling

Categories: Developers |

Jun 22, 2004

Jun for Java is a Java class library with an OpenGL API interface for 3D graphics handling and a QuickTime interface for multimedia handling. The new vJun454 adds new list support and patched body support.

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Pre-compiled GLUT 3.7 DLL for Itanium2 for Windows 2003

Categories: Developers |

Jun 22, 2004

This is a GLUT 3.7 pre-compiled library for Windows 2003 on Itanium2. It was tested with a BULL Novascale 4040 4-ways system.

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FreeWorld3D v1.0.0 OpenGL-based terrain & level editor enhances shadowmaps and speed

Categories: Applications |

Jun 22, 2004

FreeWorld3D is a fully interactive 3D terrain editor and world creation tool,  for use in game development. It features OpenGL acceleration,  3D mesh transforms & editing, terrain shadowmaps, lighting, fog, water and skyboxes.  The new v1.0.0 release enahnces the water system and shadowmaps, creates a single texture map from terrain layers, and enhances performance.

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Night Lights OpenGL Screen Saver now available for Mac OS X

Categories: Applications |

Jun 18, 2004

Night Lights is an OpenGL screen saver (Windows or Mac OS X) that displays a stunning image of the earth’s night time urban illlumination patterns. Derived from real satellite imagery, it is a mesmerizing “night light” for your computer screen that takes advantage of OpenGL hardware acceleration.

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3D notebook without glasses for Linux using OpenGL API and GLUT

Categories: Processors |

Jun 18, 2004

The Sharp Actius RD3D notebook delivers 3D stereoscopic images without the need to wear special glasses using a Nvidia GeForce4 440 Go OpenGL accelerator. In the 3D mode, researchers can view molecules, medical imagery, and terrain maps in full 3D to gain a better understanding of their data. Right out of the box, you can hit the 3-D button next to the power button, and view, in 3D, the demo images that ship with the system. Sharp’s 3D SDK is available for Linux to create stereoscopic images using the OpenGL API and freeglut. See the technote for more information.

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Reflection/refraction demo using the OpenGL API

Categories: Developers |

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).

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Wildcat Realizm 800 supports PCI Express, OpenGL 1.5 and OpenGL Shading Language

Categories: Processors |

Jun 17, 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.

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Trial version of OpenGL API-based Aurora 3D Developer’s Toolkit

Categories: Developers |

Jun 17, 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.

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Indigo offers color-accurate digital 3D prototypes using the OpenGL API

Categories: Applications |

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.

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Ada95 NeHe OpenGL base code port

Categories: Developers |

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.

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Extglgen library lets you load and initialize all OpenGL extensions

Categories: Developers |

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.

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Aviatrix3D toolkit Beta 2 - retained-mode Java scene graph API on top of Java OpenGL-bindings

Categories: Developers |

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.

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OpenGL Shader Designer v1.5 adds new IDE

Categories: Developers |

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).

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OpenGL Shader Designer adds procedural 3D texture generator

Categories: Developers |

Jun 12, 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.)

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New ATI Catalyst drivers support OpenGL-hardware accelerated Rotation Mode

Categories: Processors |

Jun 12, 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.

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OpenGL-based graphics/physics engine v0.2

Categories: Developers |

Jun 10, 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.

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Geodesic Computations on 3D Meshes using the OpenGL API

Categories: Developers |

Jun 08, 2004

feature graphic

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.

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Glest v0.7 OpenGL-based game adds 3D texture support

Categories: Applications |

Jun 03, 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.

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