Part of the Khronos Group

GPU Gems II Call For Participation

Categories: General |

Jul 30, 2004

After the substantial success of the first “GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics” book, NVIDIA is going to put out a second volume in this series, tentatively titled “GPU Gems II: Techniques for Graphics and Compute Intensive Programming.” Nvidia is soliciting proposals from OpenGL API developers for articles for this volume.

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gDEBugger for analyzing and optimizing performance of OpenGL API-based applications

Categories: Developers |

Jul 27, 2004

gDEBugger is a debugger for analyzing and optimizing performance of OpenGL API-based applications. It traces application activity on top of the OpenGL API, providing application behavior information to find bugs and to optimize application performance. It supplies data such as OpenGL calls log, OpenGL state variables values and graphic system information and displays it in a small window that does not block the application graphic view. The program can be customized with definition of the menu sets, data and views appropriate for each debugging task. For Win 2000/XP.

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ATI Mobility Radeon 9800 supports OpenGL 1.5

Categories: Processors |

Jul 27, 2004

ATI introduced the Mobility Radeon 9800 for laptops based on the same core technology that powers ATI’s Radeon X800 line. It features eight pixel pipelines, a 256-bit wide memory interface and support for ATI’s Smartshader HD and 3Dc, and full support for OpenGL 1.5 and the OpenGL Shading Language, as well as OpenGL 2.0.

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GETIC 3D scene and model editor using the OpenGL API

Categories: Developers |

Jul 26, 2004

GETIC 3D is an interactive 3D editor for interior as well exterior scenes using OpenGL API rendering. Multiple CSG’s based on BSP trees makes possible complex model construction as well extreme terrain carving. It supports hidden surface removal, ready to run BSP trees with light maps, portals with Possible View Sets, and skyboxes with complex shapes layers and associated animations. It includes full set of demo C++ source code and tutorials.

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OpenFX V1.1 rendering, design and animation suite adds OpenGL API-based stereography support

Categories: Developers |

Jul 23, 2004

IGL is an OpenSource port of IrisGL library to Win32/X11 OpenGL.
Release 0.1.8 adds editable objects (display lists) and X11 menus.

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Stratagus open-source RTS engine project adds initial OpenGL API support

Categories: Developers |

Jul 23, 2004

Stratagus (formerly FreeCraft) is a free cross-platform real-time strategy gaming engine. It is configurable and includes support for playing over the internet/LAN, or playing a computer opponent. The latest v2.1 adds initial OpenGL API support to move it into 3D. The game engine was recently described on Linux Dev Center.

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Stella multi-platform Atari 2600 emulator v1.4 adds OpenGL API rendering

Categories: Applications |

Jul 23, 2004

Stella is a multi-platform Atari 2600 VCS emulator. The new v1.4 for Linux, Mac OSX and Windows adds OpenGL API rendering and SDL support, a refined game GUI, and enhanced input support. There is also a KDE front end.

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Free GLSurveyer offers run-time instrumentation of OpenGL API-based applications

Categories: Developers |

Jul 22, 2004

In the spirit of GLTrace comes GLSurveyor, a new interceptor library providing run-time instrumentation of OpenGL API usage for windows applications.  When running your application with the GLSurveyor dll,  you can capture log files of all OpenGL API method invocations (continuous or single frame snapshots), see a frame rate counter displayed over the application 3D window, and control the behavior of many aspects of your applications use of the OpenGL.  The free version everything a typical developer would ever need in a diagnostic library, but the commercial version allows even more robust instrumentation, such as logging OpenGL state changes as each method is invoked, etc.

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3D Touch Developer Challenge to bring the dimension of touch to OpenGL API applications

Categories: Developers |

Jul 21, 2004

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The 3D Touch Developer Challenge is intended to create commercially-oriented applications that take advantage of the OpenHaptic toolkit and PHANTOM Omni haptic device, which add the dimension of touch and true 3D navigation to a wide variety of OpenGL API applications, from design to games and entertainment to simulation and visualization.  The OpenHaptics toolkit is patterned after the OpenGL API, making it familiar to graphics programmers and facilitating integration with new or existing OpenGL applications. The competition will begin on August 9, 2004 and will conclude with the submission of applications on December 31, 2004. Winners will be chosen by a panel of industry experts and will be announced in early 2005. A total of $22,500 in prize money will be awarded.

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Falanx Mali100 silicon IP core offers OpenGL ES API hardware acceleration for mobile gaming devices

Categories: Processors |

Jul 21, 2004

Falanx Microsystems new Mali100 silicon IP core supports OpenGL ES hardware acceleration as well as 2D graphics and video encoding/decoding capabilities. The Mali graphics product line is scalable, targeting different price, performance and power consumption levels - making it a good match for mobile gaming enabled devices from the mid-range to the high-end of the market.  The Mali100 is now undergoing the OpenGL ES Conformance testing and approval process .  Falanx willl be showing their solution at SIGGRAPH booth #2134.

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MORE mesh analysis SDK uses OpenGL API for display of optimized models

Categories: Applications |

Jul 21, 2004

When 3D models are stored as object surface meshes in a list of points and triangles,  information about the object shape, orientation, width, height, depth,  symmetries and redundancies is lost. This prevent post-design optimization and modification. The MORE SDK (Mesh Object Recognition Engine) is an OpenGL API-accelerated software component which recovers geometric information from 3D object surface meshes. It can be integrated into Windows 3D applications.

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OpenGL API- based Aquarium screensaver and wallpaper

Categories: Applications |

Jul 21, 2004

The new Amazing 3D Aquarium screensaver and animated desktop wallpaper uses the OpenGL API and supports multitexturing, dynamic sorting of transparent objects, particle system, and skeletal animation.  Free trial version available for Win32.

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MathInt lets you use the OpenGL API from within Mathematica

Categories: Applications |

Jul 21, 2004

MathInt makes the full OpenGL API instruction set available to Mathematica 5.0. Mathematica comunicates with MathInt using shared memory (when both application are running on the same computer) or through TCP/IP protocol.  The software makes it possible for a non-programmer tp use OpenGL from within Mathematica.

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VectorWorks 11 enhances rendering with OpenGL API interactive shaders

Categories: Applications |

Jul 20, 2004

With earlier versions of VectorWorks, you could only view shaders if you rendered in one of the RenderWorks rendering modes. With the new OpenGL API rendering support in v11, you can see shaders and render transparent objects like glass, crystal, and plastic directly in VectorWorks interactive OpenGL rendering mode.

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OpenML digital content creation and playback environment whitepaper

Categories: Developers |

Jul 20, 2004

Excerpted from the whitepaper: OpenML is designed to:

  • Foster a cross-platform, cross-OS development environment, and enable seamless interoperability of content creation and playback software across a variety of platforms and devices.
  • Enable integration and synchronization of video, audio and 2D/3D graphics to deliver compelling content through media-rich interactive applications.
  • Enable hardware and software providers to produce a larger number of standardized, transportable and compelling media products that can be brought to market in a timely manner.

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AgentFX 2 Platform beta 1 - Java and OpenGL API - based 3D engine

Categories: Developers |

Jul 20, 2004

AgentFX 2 Platform is a powerful 3D-engine, for games and high-end 3D applications, developed in pure Java using the OpenGL API. The engine offers a clean interface for developers and comes with a large variety of features such as real-time shadows (experimental in beta 1), dynamic lighting, octree spatial subdivision, portal system and a state-of-the-art character animation system with skeleton-based animations. The first beta is available for testing, download and purchase.

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Logical Stones puzzle game using the OpenGL API

Categories: Applications |

Jul 20, 2004

The aim of this OpenGL API-based game is to push all the stones to the level’s exit points as fast as You can. The level is won if you take all the stones to the exit points.

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Xj3D Toolkit vM9 adds native OpenGL API renderer that is twice as fast as the Java3D version

Categories: Developers |

Jul 16, 2004

Xj3D is an open source API for developing an X3D and/or VRML 97 compliant browser. It is also the sample implementation and test bed for X3D.  The M9 release adds a native OpenGL API renderer that is twice as fast as the Java3D version, and consumes significantly less memory. It also supports the full X3D Immersive profile, has a more user-friendly interface, converts from VRML 97 to X3D encodings, and supports Java Webstart so you can embed Xj3D onto a webpage for auto-installation.

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OpenGL SuperBible 3rd Edition

Categories: Developers |

Jul 15, 2004

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The OpenGL SuperBible 3rd edition has a new co-author, and is TWICE the size of the 2nd edition! It includes coverage of all the latest OpenGL API features including the OpenGL Shading Language.  The first set of chapters are a good way to introduce yourself to 3D graphics programming with OpenGL and provide the conceptual foundation on which the more advanced capabilities are based. The second part provides specific information about using OpenGL on Windows, MacOS X, and Linux/UNIX. Finally, the third part contains the newest features not just of OpenGL, but of 3D graphics hardware in general today. The OpenGL Shading Language, in particular, is the principal feature of OpenGL 2.0, and it represents the biggest advance in computer graphics in many years.

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Jahshaka V1.9a8 OpenGL/OpenML API-based editing and effects software adds GPU support

Categories: Developers |

Jul 15, 2004

Jahshaka is a cross-platform, open source, real-time editing and effects system using the OpenML and OpenGL APIs. The new v1.9a8 adds support for real time image processing using both GPU and GPGPU algorithims, export of animation files., and a new Unicore technology which share one OpenGL API world space between all modules enabling Jahshaka to run on any workstation with only 16+mb of texture memory.

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Nvidia’s “6800 Leagues Under the Sea” developer presentations

Categories: Developers |

Jul 14, 2004

Nvidia presentations from their 6800 Leagues Under the Sea developer event are available as slides in PDF format, along with a brief description. Topics include: what deferred shading is and how to implement it; all about high dynamic range rendering, including high-quality filtering and post-processing; how to use new Shader Model 3.0 features effectively; new OpenGL extensions that take advantage of Shader Model 3.0 features, as well as floating point filtering and blending;  overview of the NVPerfHUD real-time performance tuning tool, and more.

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GLIntercept v0.3 OpenGL API function logger supports OpenGL Shading Language

Categories: Developers |

Jul 14, 2004

GLIntercept is an OpenGL API function call interceptor that saves and tracks all OpenGL function calls, display list commands, and textures. It is useful for optimizing OpenGL API-based applications and games. The new v0.3 add logging of ARB/NV/GLSL vertex and fragment programs/shaders, function timers and stencil frame buffer pre and post render calls.

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SketchUp 4 simplifies OpenGL API-based 3D sketching and modeling

Categories: Applications |

Jul 14, 2004

SketchUp is a deceptively simple,  OpenGL API accelerated,  tool for creating, viewing, and modifying 3D ideas quickly and easily on Windows and Mac OS X. The new SketchUp 4 adds Boolean modeling, texture stretching along any continuous surface, push or pull a surface along a path,  make 2D models of people and landscaping elements appear to be 3D and always face the direction of viewer regardless of the orientation of the model, and scripting support using the Ruby lisp-like language.

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Game Consoles (e.g PlayStation) moving to OpenGL ES

Categories: General |

Jul 13, 2004

Now that OpenGL ES has become established in the cell phone market, other industry sectors are showing interest including game consoles, which typically use proprietary APIs. A spokeswoman said Sony Computer Entertainment is investigating the use of OpenGL ES on its platforms. To date, Sony has used proprietary APIs that changed with each product generation, forcing developers to rewrite game code. The company’s next console will be its first to use the Cell processor will span multiple product generations so it will benefit from a common API.

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ORSA v0.6.1 fast and interactive celestial mechanics tool adds OpenGL API blending and texture supp

Categories: Applications |

Jul 12, 2004

ORSA is an interactive tool for scientific grade Celestial Mechanics computations. Asteroids, comets, artificial satellites, Solar, and extra-Solar planetary systems can be accurately reproduced, simulated, and analyzed. In the latest release, the OpenGL API support has been extensively rewritten, adding texture support, blending for orbits rendering, and user control on the clipping planes in perspective and orthographic projections. ORSA is written in C++, released under the GPL, and is available for Linux, Mac OS X and Windows.

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Aquarius OpenGL API screensaver displays web pages and movies in dynamic layouts

Categories: Applications |

Jul 12, 2004

Aquarius is an OpenGL API-based screensaver that uses a fast library with a small memory footprint, to support loading, streaming, transport control and rendering of different media types onto dynamic geometric schemes. Media types include Web pages, Windows Media, QuickTime, Flash, MPEG and many still image formats.

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An overview of bump mapping techniques using the OpenGL API

Categories: Developers |

Jul 07, 2004

Bump mapping is a lighting technique that perturbs the normal vector of a surface on a per-pixel basis, using a texture map as input to model the perturbations. By using the perturbed normal for the lighting calculations, the apparent detail of the surface is greatly enhanced, without having to add extra geometric detail to the mesh. This article on bumpmapping discusses the original technique as developed by Jim Blinn, as well as several realtime implementations. The article also provides links to additional background information, useful tools, and implementations of the various techniques using the OpenGL API. The goal of this article is to introduce novice bump mappers to the most important realtime techniques, to explain the buzzwords that surround realtime bump mapping, and maybe also to dispell a myth or two.

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Free download of texture mapping chapter from The OpenGL Programming Guide 4th Edition

Categories: Developers |

Jul 07, 2004

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Addison-Wesley has provided OpenGL.org with a sample chapter from The OpenGL Programming Guide 4th Edition (Redbook) for download (1.2MB PDF). This is the must-have book for every OpenGL programmer. The sample Chapter 9 covers texturing mapping. After reading this chapter you should be able to:

     
  • Specify texture images in compressed and uncompressed formats
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  • Control how a texture image is filtered as it’s applied to a fragment
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  • Create and manage texture images in texture objects and, if available,   control a high-performance working set of those texture objects
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  • Specify how the color values in the image combine with those of the fragment   to which it’s being applied
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  • Supply texture coordinates to indicate how the texture image should be   aligned with the objects in your scene
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  • Generate texture coordinates automatically to produce effects such as contour   maps and environment maps
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  • Perform complex texture operations in a single pass with multitexturing   (sequential texture units)
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  • Use texture combiner functions to mathematically operate on texture, fragment,   and constant color values
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  • After texturing, process fragments with secondary colors
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  • Perform transformations on texture coordinates using the texture matrix
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  • Render shadowed objects, using depth textures

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Crystal Space: 0.98r002 enhances speed and support for OpenGL Shaders

Categories: Developers |

Jul 07, 2004

Crystal Space is an Open Source 3D Engine that uses the OpenGL API on Linux, Windows, and MacOS/X. v0.98r002 has much better support for advanced OpenGL features (shaders, vertex and fragment programs, stencil shadows, etc). In general Crystal Space has become faster and more mature. One important thing in this release is that the new renderer architecture is much more usable. It is still not enabled as default because some important parts are still missing but if you only need OpenGL and don’t depend on volumetric fog then it is strongly recommend to use the new renderer architecture. Other features include support for cal3d models (skeletal animation), a new terrain engine that supports splatting (combining multiple textures dynamically) and scattering,  and updated and enhanced documentation.

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OpenMAX and OpenVG to compliment OpenGL ES

Categories: General |

Jul 06, 2004

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Khronos has announced that it has created two new API initiatives as compliments to OpenGL ES and OpenML. The OpenVG API that will provide a low-level hardware acceleration interface for vector graphics libraries such as Flash and SVG on handheld devices. The OpenMAX API will standardize access to media processing primitives, used extensively in graphics libraries and video codecs such as OpenGL ES and MPEG-4, to rapidly and effectively make use of the full acceleration potential of new silicon.

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Tutorial - Cg Pixel Shaders in OpenGL

Categories: Developers |

Jul 06, 2004

This article provides an introduction to writing pixel shaders with the Cg shader programming language and using them in OpenGL with the ARB_fragment_program extension. It contains sample C and Cg code and is accompanied by a simple diffuse lighting demo with full source code.

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ACM Workshop on General Purpose Computing on Graphics Processors - Aug 7-8

Categories: General |

Jul 01, 2004

The GP2 workshop, to be held the Saturday and Sunday before SIGGRAPH 2004 at the SIGGRAPH headquarter hotel, will explore current issues in general-purpose computing using graphics hardware. These issues include:

  • Do GPUs have the potential of being a useful co-processor for a wide variety of applications? What are their algorithmic and architectural niches and can these be broadened?
  • What are the major issues in terms of programmability, language and compiler support and software environments for GPUs?
  • What are some of the future technology trends that can lead to more widespread use of GPUs?

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Free J-Ball OpenGL API-based game

Categories: Applications |

Jul 01, 2004

J-Ball builds on the classic game Jezzball. It uses an OpenGL API -based engine for rendering. Ths site features screenshots and more free OpenGL programs.

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