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Canvas 3D: GL power, web-style in Firefox 3.0

Categories: Developers |

Nov 30, 2007

Vladimir in his blog has done a great write-up on using his Canvas 3D plugin for Firefox 3.0. Complete with installation instructions and how-to’s. There is enough here to get anyone with a little programming knowledge up and running.

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OpenSceneGraph announces new training courses in Washing ton DC

Categories: General |

Nov 29, 2007

OpenSceneGraph recently announced a new training course to be held in Washington DC. This training event is co-instructed by Bob Kuehne (Blue Newt Software) and Paul Martz (Skew Matrix Software). The training will be held in the heart of Washington DC with easy train, metro, and parking, all near the location. The three days are broken into two courses: January 22-23 will teach you everything you need to know in order to move from basic OSG usage to detailed and comprehensive library features. January 24 will cover creation and rendering of large terrain/urban databases in OSG. Registration is now on and space is limited, so don’t delay, sign up today.

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Version 0.6.0 of the Lightfeather 3D engine has been released

Categories: Applications |

Nov 26, 2007

The new version of Lightfeather 3D engine—an open source 3D Engine for Mac, Windows and Linux—supports geometry shaders, dynamic environment mapping and ngPlant models. A new tutorial shows the usage of the more advanced features of the included GUI. A generator for large terrains has been integrated into the terrain editor. Development of Lightfeather started in May 2005 and features Support for GLSL and Cg shaders, Support for HDR rendering, Support for MRT (multiple render targets), Various culling methods (Portals, Octtrees, Occlusion culling, PVS), Skeletal and Morphing Animation, Exporter for Blender to Lightfeather’s lfm format, Converter for some model formats to lfm format, Simple but powerful Post-Processing Framework, Paging terrain with splatting, Built-in GUI, Tools like Particle system-editor, terrain-editor, material-editor and tutorials.

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Hyperion Demo-System 1.16.0

Categories: Developers |

Nov 16, 2007

A new version of Hyperion Demo-System is available. This version adds new functionalities to the physics library. Hyperion is a tool designed to help developers and technical artists quickly create and prototype real time 3D solutions: demos, benchmarks, little applications or games using XML, LUA scripting and the OpenGL Shading Language for real time shaders.

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Inv3rsion Announces Conjurer Immersive VRML Viewer

Categories: Developers | Applications |

Nov 16, 2007

Now available for Windows & Linux via a free demo download, Conjurer is a highly-scalable immersive VRML 1 & 2 viewer based on Coin3D (an OpenGL-based toolkit) and VR Juggler. Conjurer is designed for multiple screens and visualization clusters, and it supports 6-DOF head & wand tracker input. It supports VRML features such as time-based animation, stored viewpoints and VRMLScript nodes.

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ActiveSolid Standard 2.5.6 freeware released

Categories: Developers |

Nov 16, 2007

This new version adds several GUI enhancements and automation methods, plus a much enhanced on-line demo. ActiveSolid Standard is a slightly scaled-down version of ActiveSolid Professional and is absolutely free for all users who are interested in 3D modeling, CAD, view markup and 3D digital communications.

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Google Andriod include 3D Graphics Acceleration with the OpenGL ES 1.0

Categories: General | Developers | Applications |

Nov 15, 2007

New Google Andriod software stack for mobile devices include 3D graphics based on the OpenGL ES 1.0 specification.

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Luuk van Venrooij announces the Genesis Device Engine

Categories: General | Developers |

Nov 15, 2007

Luuk van Venrooij announced today a beta release of the Genesis Device Engine. The Genesis Device Engine is a free (LGPL) 3d game engine written in Object Pascal for the Windows platform. Inspired by such games as Oblivion, Crysis, Enemy Territory Quake Wars and S.T.A.L.K.E.R, the goal is to create a simple and flexible game engine for creating First Person Shooter games that take place in very large worlds. Luuk has developed the Genesis Device Engine on his own, doing everything from coding to demo content.

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OpenGL-Based Eye-Sys v1.0 Visualization App Launched

Categories: General | Applications |

Nov 14, 2007

Eye-Sys®, a new OpenGL-based visualization application, has been launched today and is available for evaluation and licensing. Eye-Sys features an SDK that allows OpenGL programmers to extend its capabilities for creation of real-time, data-driven visualization systems. Movies, screenshots, case studies and an evaluation form are available on the Eye-Sys website.

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Mercury Computer Systems and NVIDIA provide Data Computation on the Fly with Open Inventor(TM) and OpenGL shaders

Categories: General | Developers |

Nov 14, 2007

Mercury will integrate NVIDIA’s Tesla(TM) GPU compute power inside the Open Inventor(TM) by Mercury Computer Systems 3D development toolkit for highly demanding computing tasks in the data analysis, interpretation, and simulation E&P workflows. Mercury’s visualization solution also includes advanced support of OpenGL shaders to further enhance the 3D visualization perception for the end user, while allowing strong interoperability with the NVIDIA CUDA toolkit for on-the-fly computing. Open Inventor(TM) by Mercury Computer Systems is an object-oriented, cross-platform 3D graphics toolkit for rapid prototyping and development of industrial-strength interactive 3D applications using C++, .NET or Java. It provides the power and functionality of OpenGL at an object-oriented level including advanced support of OpenGL shaders to further enhance the 3D visualization perception of the end user.

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OpenTK 0.3.13 brings Fonts and a Math toolkit

Categories: Developers |

Nov 13, 2007

OpenTK is a game development library for .Net/Mono. The latest release introduces cross-platform text rendering, Vector, Matrix and Quaternion classes and updates the OpenGL API to follow .Net naming conventions. It also improves Linux support, timing accuracy and reduces the size of the generated bindings to the OpenGL API.

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Official Horde3D Scene Editor released

Categories: Developers | Applications |

Nov 13, 2007

The University of Augsburg is happy to announce the release of the official scene editor for the OpenGL 2.0 based open source graphics engine Horde3D. Currently the tool acts as an intuitive interface for composing Horde3D scenes and a productive way of developing and previewing shaders. The key features include LUA scripting support for rapid prototying of small applications and a powerful plugin architecture for integration of game engine functionality and executing game code, physics, etc. directly in the editor. The tool is available for Windows and Linux under the GPL license.

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Horde3D 0.13 released

Categories: Developers |

Nov 09, 2007

The new version 0.13 of the OpenGL 2.0 based open source graphics engine Horde3D has just been released. Among the new features are support for HDR textures and ray intersection queries. An updated sample shows how to implement HDR lighting with the flexible rendering pipeline.

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A new version Geist3D has been released!

Categories: Developers |

Nov 09, 2007

Geist3D is a graphics engine and development studio based on OpenGL 2.0. A beta version is now ready for download at www.geist3d.com. New and improved features include planet-sized terrain rendering, skeletal character animation, rigid body physics, a Lua scripting interface, as well as graphical editors for Petri Nets and the OpenGL Shading Language. We are now inviting beta testers to evaluate Geist3D, and computer artists to participate in creating content for the platform.

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Cg 2.0 Beta Released

Categories: Developers | Applications |

Nov 07, 2007

NVIDIA announes release of Cg 2.0 beta. The Cg Toolkit provides a compiler for the Cg 2.0 language, runtime libraries for use with both leading graphics APIs, runtime libraries for CgFX, example applications, and extensive documentation. Cg 2.0 includes many new features, such as new OpenGL profiles for GeForce 8 extensions, geometry shader support, and support for Max OS X 10.5 (Leopard). Please refer to the beta page or the release notes for more information.

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Lightsmark, OpenGL 2.0 benchmark released

Categories: Developers | Applications |

Nov 07, 2007

Lightsmark is a new OpenGL 2.0 based benchmark with realtime global illumination in practical scenario: level from 2007 game (220000 triangles). Realistic lighting effects like color bleeding and penumbra shadows run in high resolutions (1680x1050) with average fps up to 400. Suports Geforce 5/6/7/8 and Radeon 9500-9800/X/X1/HD. New version 1.2 includes partial source code, compatibility improvements. Based on World of Padman graphics, IN-SIST music, Lightsprint engine.

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Marching Cubes on OpenGL 2.0 hardware

Categories: Developers |

Nov 05, 2007

Geometry shaders, a recent OpenGL extension, are not necessary to produce geometry on the GPU. With the HistoPyramid, a special mipmap-like data
structure, it is possible to implement geometry-shader like functionality on any OpenGL 2.0 capable hardware. As an example, gpu_marcher, a Linux OpenGL 2.0 prototype for NVidia GForce 6+ hardware, is capable of performing Marching Cubes at 30 fps on high resolution volume data (up to 256x256x256). On GForce 8 hardware, it currently outperforms geometry-shader based MC implementations by a factor of 4-5.

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Equalizergraphics.com releases Equalizer 0.4 with support for scalable volume rendering

Categories: Developers | Applications |

Nov 05, 2007

Equalizergraphics.com releases Equalizer 0.4 with support for scalable volume rendering. Equalizer is an open source programming interface and resource management system for scalable OpenGL applications. An Equalizer application can run unmodified on any visualization system, from a singlepipe workstation to large scale graphics clusters and multi-GPU workstations. Equalizer is built upon a parallel OpenGL-based programming interface solving problems that are common to any multipipe application. The API is minimally invasive, making application porting as easy as possible while delivering maximum performance.

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