Part of the Khronos Group

G3D open source 3D engine C++ library supports OpenGL 2.0

Categories: Developers |

Sep 30, 2004

G3D is a BSD open source 3D engine that supports real-time rendering, off-line rendering, back-end game server management of 3D worlds, and use of graphics hardware for general purpose computing. V6.04 adds support for OpenGL 2.0, a new manual, Visual Studio .NET support, depth textures, AABSPTree Frustum Culling, easy-to-use access to programmable hardware, and new demos including a network game infrastructure.

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Nvidia GPU Jackpot October 21-22 for developers

Categories: Developers |

Sep 30, 2004

The Nvidia GPU Jackpot event Oct 21-22 in Las Vegas is for content developers and artists. The programming track (limited to 80 attendees) includes: Performance and Features of GeForce 6 Series GPUs; Efficient Shadow Generation; Normal Map Compression & Quality; SLI (How to Take Advantage of Multiple GPUs) ; Advanced Performance Tools and Developer Tools and the NVIDIA SDK. The registration fee for the event is $80 and all attendees will receive a GeForce 6 Series GPU

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OpenGL API-based audio visualization with iTunes

Categories: Applications |

Sep 28, 2004

VizKit is an OpenGL API-based visual plug-in for iTunes. It is published as an open source, cross-platform (Mac/Windows) seedwork.  The main features are: Unicode anti-aliased texture of the track title including custom font loading and CoverArt texture generation with QuickTime.

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Free DAZ|Studio uses the OpenGL API for digital art scenes

Categories: Applications |

Sep 28, 2004

DAZ|Studio is a free application that allows you to easily create beautiful digital art. You can use this software to load in people, animals, vehicles, buildings, props, and accessories to create digital scenes and includes pre-configured 3D scenes, complete with a poseable character, accessories and environments. Thee scenes can easily be manipulated including character poses, shape morphs, model textures, and lighting. It supports OpenGL API rendering and the 3Delight Renderman compliant renderer.

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Smode Studio 1.2 “video jockey” application uses the OpenGL API for real-time rendering to music

Categories: Applications |

Sep 23, 2004

Smode Studio uses the OpenGL API for real time rendering of visual compositions. It integrates 3D objects (mesh, curve and particle), video and still images and can be controlled via midi, keyboard or a sound analyzer module.

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Pixie photorealistic renderer using the OpenGL API for rasterizing

Categories: Applications |

Sep 23, 2004

Pixie is a photorealistic renderer for MacOS X, Windows, and Linux
that uses a RenderMan-like interface. Features include programmable shading, motion blur, depth of field, raytracing, scan-line rendering, area-light sources, occlusion culling, global illumination, and caustics. Pixie uses the OpenGL API as a rasterizer.

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Fast correct soft shadows using OpenGL API with source

Categories: Developers |

Sep 21, 2004

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This classic shadow mapping approach to create correct soft shadows allows complex scenes to be shadowed realtime even on old hardware (83k triangles on GF4/4200 at 23fps). Includes source code. Implementation requires OpenGL 1.5 and nVidia GPU, GF3 or higher.

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Creating Mac OS X native Open Inventor/Coin applications

Categories: Developers |

Sep 21, 2004

Sc21 is used to integrate the OpenGL API-based Coin Open Inventor work-alike library, with the Mac OS X user interface. In contrast to the SoGui libraries normally used to create Open Inventor applications, which focus on cross-platform compatibility, the main design goal of Sc21 is to make the integration with Mac OS X as close and intuitive as possible. Sc21 is designed to be used with the Coin Open Inventor work-alike, but it should also work with SGI’s or TGS’s Open Inventor (although this has not be tested yet).

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Modern dynamic shadowing techniques using the OpenGL API

Categories: Developers |

Sep 21, 2004

The first demo shows how to implement omni-directional shadow mapping on hardware that supports Pixel Shaders 2.0 and float pixel buffers. The demo could have used a simple integer type PBuffer which is typically faster than the float type, but that would have killed the precision. (screenshot)  The second demo generates shadow volumes entirely on the GPU via special meshes made of degenerated quads inserted at every occluder edge.
It takes advantage of Nvidia two side stencil buffer and ATI separate stencil to write the shadows in one pass.(screenshot). To benchmark follow this thread.

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Virtual Hiker (pre-beta) uses Java and the OpenGL API to display 2D & 3D maps for hiking

Categories: Applications |

Sep 21, 2004

Virtual Hiker is an OpenGL-API accelerated Java program that allows a user to easily and interactively use map data to plan hikes or explore new areas. It supports interactive 3D maps of the terrain rendered in real-time; the ability to trace trails across the terrain and get height verses distance profiles; and the ability to tile together adjacent maps to create seamless map areas. The new v0.0.2 adds an estimate and 2D/3D view of the offset from true north to what a magnetic compass would show, as well as quick 2D and 3D view cross referencing.

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APOCALYX OpenGL API-based 3D engine source code

Categories: Developers |

Sep 21, 2004

The source code of the OpenGL API-based APOCALYX 3D engine v0.7.0 is downloadable as a single package containing code for: the engine, the LUA script interface, the GUN-TACTYX Game and all the demos. These sources are compiled using the “Borland C++ 5.5 free command line compiler”

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OpenGL ES 2.0 Survey Question on how to maintain compatibility

Categories: Developers |

Sep 17, 2004

Should the OpenGL ES 2.0 API include the fixed functionality from OpenGL ES 1.X that can be cleanly replaced by programmable vertex and fragment shaders?

OpenGL ES 2.0 will provide vertex and fragment shader programmability using a close derivative of the desktop OpenGL Shading Language.  The desktop OpenGL 2.0 API retains full OpenGL 1.5 fixed functionality to provide full backwards compatibility within a single API. Desktop OpenGL 2.0 also enables fine-grained mixing of shaders with the original fixed-function pipeline to enable OpenGL 1.X programs to be incrementally upgraded with programmability.  The design goals for OpenGL ES 2.0 place a stronger emphasis on API simplicity and small driver footprint for embedded markets.  OpenGL ES 2.0 could eliminate the fixed functionality from OpenGL ES 1.X that can be cleanly replaced by programmable vertex and fragment shaders - resulting in a smaller, simpler API.  Platforms that need backwards compatibility with OpenGL ES 1.X applications could ship a separate OpenGL ES 1.X library.  The source code of shader programs that emulate the full OpenGL ES 1.X fixed pipeline could be provided to execute 1.X applications that wish to incrementally use programmability through modifying those shaders.  Just as with OpenGL ES 1.X , some software modifications would be necessary to port applications between desktop OpenGL 2.0 and embedded OpenGL ES 2.0.

Discussion and comments are welcome

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SharpConstruct (alpha) 3D modeler uses OpenGL vertex buffer objects

Categories: Applications |

Sep 16, 2004

SharpConstruct is a 3D modeling program designed to let users paint depth to their models in real-time. Unlike traditional modeling programs, SharpConstruct makes it easy to quickly model organic shapes. V 0.04 switches from OpenGL’s immediate mode rendering to vertex buffer objects. The advantage is that mesh data can be stored in video or AGP memory, which has the potential to greatly improve the speed of larger models.

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Deferred Shading using the OpenGL API

Categories: Developers |

Sep 16, 2004

This demo uses GL_ATI_draw_buffers to render information about the scene to multiple floating-point buffers (actually a pbuffer with three aux buffers). Phong lighting is then performed as a postprocess using these buffers as input.

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FIELD uses the OpenGL API for simulation without expensive FEA software

Categories: Applications |

Sep 16, 2004

FIELD is a cross platform mathematical C++ library which supports new meshlees technology from the R-functions theory, advanced numerical computing, constructive solid geometry, 3D graphical plotting and animation. It uses the OpenGL API for interactive modeling and simulation of physical and mechanical fields and provides computation support for optimization problems with changing geometry and different physical parameters.  A demonstration programs (GLUT and .NET 2003 applications) are available for download, as well as source code.

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VirtuaLight V1.4.0 supports HDR image-based lighting using the OpenGL API for previews

Categories: Applications |

Sep 16, 2004

VirtuaLight Global Illumination Renderer V1.4.0 for Windows add HDRI support (input and output), ambient occlusion, new set of primitives, several new irradiance distribution functions, and new sets of pixel filters. It uses the OpenGL API Framebuffer for display.

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Nividia OpenGL API and graphics presentations from several conferences

Categories: Developers |

Sep 16, 2004

NVIDIA has posted presentations from several recent conferences:
Eurographics
European Developer Forum
Iron Developer (Japan)
Perfect Kitchen Art (China)
GPU BBQ (Korea)

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Non-intrusive hardware-accelerated thin client OpenGL API framework

Categories: Developers |

Sep 15, 2004

VirtualGL is an open source software package which provides true thin client access to OpenGL/GLX applications running on a Unix server (currently Linux x86/x86-64)  It works by intercepting display-specific GLX calls in-process and re-routing them to the server’s hardware-accelerated display.  Rendering contexts are also re-routed into Pbuffers on the root display.  Other calls, such as glXSwapBuffers() and glFlush(), are monitored to determine when a frame has finished rendering, so that its contents can be read back, compressed, and sent to the client.  The rest of the GUI (2D) is delivered to the client using standard X11, and the compressed OpenGL pixels are decompressed by a client daemon and recomposited into the appropriate X-Window.  This method is currently producing performance of greater than 20 frames/sec with visually lossless image quality using current x86 hardware, and only modest amounts of bandwidth.
The authors are seeking help testing VirtualGL against a variety of OpenGL applications and platforms, to add new features, and to develop supporting middleware that can be used in conjunction with VirtualGL (fast image compressors, for instance.)

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pmSystems simulates logic systems in heavy transport aircraft using OpenGL API-based graphics

Categories: Applications |

Sep 14, 2004

Project Magenta has a history of providing resources for professional and amateur aircraft cockpit builder. The new pmSystems module offers the ability to simulate the complex system logics found in heavy transport aircraft. It can be used both as a pure software interface and / or to provide logics for custom hardware. It uses OpenGL API-based vector graphics and high-res bitmaps for best quality.

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Wik & The Fable of Souls uses the OpenGL API to broaden the appeal of downloadable games

Categories: Applications |

Sep 14, 2004

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Wik & The Fable of Souls is a unique downloadable game that features high quality artwork and boasts never before seen game play in which the main character, Wik, deftly moves himself about by swinging from his frog-like tongue. “Almost every PC sold today has a 3D accelerator with OpenGL drivers installed as standard, and in our view the downloadable market space is ready for more polished and bigger feeling games that take advantage of that combination” says Simon Hallam, Producer and Lead Programmer.

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Shader Designer V1.5.6 adds enhanced mesh editing

Categories: Developers |

Sep 14, 2004

The OpenGL Shader Designer is an IDE for developing fragment and vertex shaders in the OpenGL Shading Language. It has all the features you’d expect from a shader development environment with a simple yet powerfull GUI. This new v1.5.6 solves stability issues, adds new meshes, and a system for handling meshes more easily.

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Mei’s OpenGL API-based Cube Puzzles

Categories: Applications |

Sep 14, 2004

Not only is it a game that uses the OpenGL API, it’s also a game written *by a girl*! The 3X3X3 Cube Puzzles are challenging and a first of their kind to be available on a computer.

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Shockwave 3D demos using OpenGL API acceleration

Categories: Applications |

Sep 14, 2004

These 3D interactive demos use Shockwave 3D and OpenGL API acceleration to display an art gallery and several interactive Web3D projects

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Realistic natural effect rendering of water using the OpenGL API and Cg

Categories: Developers |

Sep 09, 2004

This article on rendering water using a planar reflection technique is the first in a series on realistic natural phenomena rendering for the intermediate to experienced graphics programmer. Source snippets and pseudo code are provided for many important functions, and the amount of math is kept to the relevant minimum. Concrete examples are written according to the OpenGL API.  Many of the effects presented are very shader heavy, mostly targeting current generation 3D chipsets. All shader code is written in the Cg language, but porting it to to the OpenGL Shading Language should be straightforward.

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OpenGL 2.0 specification available for download

Categories: General |

Sep 08, 2004

The 2nd Khronos Developer University Lecture Series is being held Sept 17 2004 in Helsinki.  This event is also the start of the OpenGL ES 1.1 Coding Challenge. The focus of the Lecture Series Event is on OpenGL ES. Sessions include:

  • OpenGL ES for everybody: A walk through the API
  • The challenge of migration going from desktop to handheld
  • Coping with fixed point: Staying grounded in a float free world
  • Harnessing the horsepower of OpenGL ES hardware acceleration
  • 10 habits of highly efficient developers: Tips & tricks with OpenGL ES

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German language OpenGL API Wiki

Categories: Developers |

Sep 08, 2004

The Delphi-OpenGL-Community started a German language Wiki that includes an OpenGL API function overview (like the GL Man pages, but also including GLU, WGL and GLX), and other categories about the OpenGL API and 3D-Realtime techniques. They currently have about 160 articles but still seek people that are interested in helping out (you don’t need to write new articles, you can also help to improve already written articles).

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Psychedelic OpenGL API demo with source

Categories: Developers |

Sep 07, 2004

This visually mesmerizing example demonstrates cubemap textures, easy light refraction, OpenGL Shading Language shaders and a simple graphics user interface.

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Introducción a OpenGL - OpenGL API tutorials in Spanish

Categories: Developers |

Sep 07, 2004

These tutorials are a good Spanish language introduction to the OpenGL API. Las entregas del curso se introducirán temas
como algunos conceptos básicos acerca de los gráficos en 3D, la creación de
animaciones, los objetos tridimensionales, transformaciones sobre
escenas,
etcétera…

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Tutorial on writing a game 3D engine using the OpenGL API

Categories: Developers |

Sep 07, 2004

This site features a good collection of OpenGL API tutorials and case studies. The newest releases include how to use NVIDIA’s CG vertex and pixel shaders with the OpenGL API and how to develop a cool 3D game engine.

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VisIt OpenGL API-based parallelized visualization tool for 2D & 3D meshes

Categories: Applications |

Sep 02, 2004

VisIt is an OpenGL API-based distributed, parallel visualization and graphical analysis tool for data defined on two- and three-dimensional meshes. The new public release supports the ability to visualize vector fields using streamlines, generalized query capability, stereo rendering, and beta keyframing.

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Molecule Viewer gives fast views of molecular structures using OpenGL API-rendering

Categories: Applications |

Sep 02, 2004

Molecule Viewer allows users to view molecular structures stored in a wide variety of file formats including Brookhaven
PDB, Alchemy, MDL, Gaussian, MOPAC, etc by simply right-clicking on the file in Windows Explorer and selecting the “Preview” command. It uses the OpenGL API for rendering and supports viewing structures using traditional ball and stick, viewing proteins as ribbons, cartoons, barrels and tubes, viewing of molecular orbitals and iso-density surfaces.

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Keyhole 2 enterprise suite uses grid networks for geospatial analysis using the OpenGL API for visua

Categories: Applications |

Sep 02, 2004

Keyhole uses the OpenGL API to create 3D representation of the entire earth comprised of terabytes of imagery and other data. You can log in from a standard PC and fluidly fly to any point on the earths surface viewing sub-meter imagery, elevation and map data. Then overlay GIS files, maps, or operational data. The Keyhole 2 enterprise suite introduces support for grid networks, enabling massive quantities of data to be processed across dozens of CPUҒs

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jME v0.7 Java scene graph API adds OpenGL API pixel shader support

Categories: Developers |

Sep 02, 2004

jME (jMonkey Engine) is a high performance scene graph API written in Java. It currently supports OpenGL API rendering using the Lightweight Java Game Library (LWJGL). The new v0.7 release improves documentation, model loading, adds a render que, and support pixel shaders.

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Cheetah3D V1.8 adds adaptive anti-aliasing and fog support with OpenGL API previews

Categories: Applications |

Sep 02, 2004

Cheetah3D is an OpenGL API-based lean, fast and elegant 3D modeler and renderer for Mac OS X with tools for polygon and spline editing, lathe, sweep, extrude, boolean and subdivision surfaces. Models are arranged in a scene graph. This v1.8 release adds adaptive antialiasing speed up rendering in scenes with high antialiasing, and fog support by attaching the new fog tag to your camera object.

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