Part of the Khronos Group

GPU raycasting tutorial using the OpenGL API

Categories: Developers |

Jan 31, 2007

GPU raycasting is a technique that can be used to render volumetric effects in real time. GPU raycasting is well suited for modern graphics cards, different optimizations and visual enhancements are easy to implement. This tutorial explains how to implement a simple GPU raycaster using the OpenGL API with vertex-fragment shaders and Nvidia’s CG. Includes demo with source.

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GLCaml Objective Caml interface to OpenGL API

Categories: Developers |

Jan 29, 2007

GLCaml is an Objective Caml (general-purpose programming language) interface for OpenGL versions 1.1, through 2.1, plus extensions. It is intended as a compact drop-in direct, dynamic binding to the OpenGL API. An OCaml SDL binding is provided as well, along with texture-map scaling functions, texture mip-map generators, and a bitmapped font library.

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jslibs native libraries and OpenGL API wrapper for the SpiderMonkey Javascript engine

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Jan 29, 2007

jslibs is a set of general-purpose native libraries for the SpiderMonkey Javascript engine (Mozilla’s C implementation of JavaScript). Some of these modules are simple wrappers to familiar libraries including the OpenGL API. Other modules provide tools for Javascript programming. Modules can be used in any project that embeds SpiderMonkey.

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BigWake OpenGL API-based alarm clock

Categories: Applications |

Jan 29, 2007

BigWake is an OpenGL API-based alarm clock that is easy to use, and is rendered like an elegant analog clock.

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Tao Framework v2.0 RC1 offers .Net and Mono bindings to OpenGL 2.1

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Jan 28, 2007

The Tao Framework provides .NET and Mono bindings to various native libraries, including OpenGL, SDL, Cg, DevIL, ODE, OpenAL, Lua, and more. The new v2.0 RC1 includes bindings for OpenGL 2.1, FreeGLUT, OpenAL GLFW, CG 1.4, and SDL. The Tao.OpenGl binding has been completely rewritten with native bindings to OpenGL 2.1.

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GLEX OpenGL API extension specification parser

Categories: Developers |

Jan 28, 2007

GLEX is an Open Source project that implements an OpenGL extension specification parser in PHP that can be used both online (using the OpenGL Extension Registry) or from the command line. It reads the specification text file either from a file or URL and outputs a minimal set of compact C source files that can be easily added to existing projects to initialize the desired extension. It is intended to be used when only a small number of extensions are required and code size should be minimized and to complement existing extension initialization libraries like GLEW or GLee. This makes it a good tool to test new extensions for which a specification is available but which are not yet included in any of the above libraries.  (also available at mirror site)

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Soft shadows dynamic branching benchmark v1.5.4 using OpenGL 2.0

Categories: Developers |

Jan 22, 2007

This benchmark stresses the pixel pipelines by rendering a scene with soft shadows using a 7x7 kernel filter. The benchmark uses an OpenGL 2.0 codepath as well as OpenGL Shading Language shaders to render the soft shadows. You can enable or disable dynamic branching in the pixel shader in order to see the impact on the performances. Very handy to quickly benchmark a graphics card.

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Antiryad Gx 3d game engine v1.6 adds support for OpenGL 2.0

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Jan 22, 2007

Antiryad Gx is a cross platform 3d game creator. It includes an embedded BASIC language and is very modular. The new v1.6 adds OpenGL 2.0 support using the OpenGL Shading Language, rendering optimization, new audio and video codec, and more.

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FOX (Free Objects for Crystallography) displays crystal structures using the OpenGL API

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Jan 22, 2007

FOX (Free Objects for Crystallography)  in an open source program for determining crystal structure ab initio from diffraction data (mostly powder diffraction). It is built on an object-oriented crystallographic computing library called ObjCryst++. FOX features a graphical interface, including a 3D OpenGL API-based display of the crystal structure.

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Crystal Space v1.0 OpenGL API-based 3D engine framework

Categories: Developers |

Jan 17, 2007

After nearly 10 years of development Crystal Space v1.0 is released. Crystal Space is an Open Source and portable 3D engine framework that runs on GNU/Linux, Windows, and MacOS/X. It fully supports the OpenGL API including vertex and fragment shaders, along with CG shaders and much more.

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Piecewise Smooth Subdivision demo using the OpenGL API

Categories: Developers |

Jan 15, 2007

This OpenGL API-based demo implements the method for piecewise smooth surface representations based on subdivision described in the paper ‘Piecewise Smooth Surface Reconstruction’.  The demo is written in plain C. The zip file contains source that can be built with VStudio 2005 or gcc, and also includes a pre-compiled binary for win32.

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OpenGL API-based MP3 jukebox

Categories: Applications |

Jan 15, 2007

Jukebox is a free MP3 Jukebox program written in C++ using the OpenGL API. It’s meant for a touch-screen but it works great without one. It has a slick OpenGL API-based UI, plays MP3s, and does internet radio. Includes source.

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io OpenGL API-based 3D side scroller game for Mac and PC

Categories: Applications |

Jan 14, 2007

io is a stealth 3D side scroller action game in development for the Mac and PC. It uses the OpenGL API for real-time per-pixel dynamic point and directional lights, stencil buffered shadows, framebuffer effects like heat shimmers, night and thermal vision, particle system FX and more.

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GRIFINOR 3D virtual globe in Java using the OpenGL API for rendering

Categories: Developers |

Jan 13, 2007

GRIFINOR is an open source 3D virtual globe platform, written in Java. It lets you publish a geo-referenced 3D model on the Internet and render the scene using the OpenGL API. You can explore the model itself but also associate parts of the model with data stored in databases,  analytical functions or resources available on the Web.  The model itself can be built collaboratively in a decentralized manner. See the video for an example.

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Video podcast - Dazzling pyrotechnics and FX on a handheld 3D budget

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Jan 10, 2007

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If you haven’t already thought about how your desktop OpenGL API coding skills are applicable to handheld development, you might want to check out this video podcast for OpenGL ES 1.1 performance coding techniques. The podcast is fast-paced, and visually compelling, presenting tips on matrix management, vertex lighting, visibility determination, and how to generate convincing volumetric explosions using OpenGL ES 1.1. It brings all the tips together by showing a 64-spaceship battle scene with dynamic lighting and explosions running at 30 fps on a mobile phone.

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Horde3D v0.8 OpenGL 2.0-based crowd rendering engine ehances shadowing

Categories: Developers |

Jan 09, 2007

Horde3D is a small open source OpenGL 2.0-based 3D rendering engine particularly suitable for rendering large crowds of animated characters The new v0.8 adds an improved shadow implementation which is more than twice as fast as the previous one while quality is better when viewing shadows from near distance; joints are part of the scene graph now and new functions were introduced which give access to the vertex data for collision detection or integration of a physics engine; many functions were added to retrieve object states and Horde3D can now be used for AR applications thanks to a dynamic texture update function, and enhanced COLLADA compatibility.

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GLM mathematics library v0.5 updates core features to match OpenGL Shading Language 1.2

Categories: Developers |

Jan 07, 2007

GLM (OpenGL Mathematics)  is a mathematics library for 3D applications based on OpenGL Shading Language that adapts the specification to C++. It provides the same programming friendliness on the CPU side that the OpenGL Shading Language provides on the GPU side. This new v0.5 updates features to match OpenGL Shading Language 1.2. It also adds read and write support of swizzle operators.

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Tutorial on implementing Marching Cubes algorithm using OpenGL API Geometry Shaders extension

Categories: Developers |

Jan 05, 2007

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The NVIDIA GeForce 8 series introduced GPU Shaders model 4 and the new Geometry Shader. For the first time, on-GPU dynamic generation of geometric primitives becomes possible.  This simple tutorial show how to use OpenGL API-based Geometry Shaders (EXT_geometry_shader4 and EXT_gpu_shader4) and the new integer texture formats (EXT_texture_integer) extensions to implement the Marching Cubes algorithm entirely on the GPU. Includes C++ source and uses GLUT and GLEW extension loader library.

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GabrielStudio OpenGL API-based real-time exploration of biological structures in computational neuroscience

Categories: Applications |

Jan 04, 2007

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GabrielStudio is an OpenGL API-based application for real-time visualization of biological structures with a specialization in simulations of neurons.  It supports hardware shaders, 3D stereo rendering, and hi-res movie output.  It is used in the Blue Brain Project for modeling the mammalian brain. Available for Windows, Linux and Mac platforms.

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Coverage Sampling Anti-Aliasing (CSAA) using NVIDIA’s GL_NV_framebuffer_multisample_coverage extention

Categories: Developers |

Jan 04, 2007

Coverage Sampling Anti-Aliasing (CSAA) produces antialiased images that rival the quality of 8x or 16x MSAA, while introducing only a minimal performance hit over standard (typically 4x) MSAA. It works by introducing the concept of a new sample type: a sample that represents coverage. This differs from previous AA techniques where coverage was always inherently tied to another sample type. CSAA reduces bandwidth and storage costs. Implementing CSAA on the new GeForce 8 series is done through a new NVIDIA OpenGL API extension: GL_NV_framebuffer_multisample_coverage.

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