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OpenGL LOVE Engine architecture explained

Categories: Developers |

Jun 28, 2009

OpenGL veteran Eskil Steenberg in his latest blog explains the architecture and optimization strategies used for his upcoming non-photorealistic game LOVE. By using some radical OpenGL optimizations the engine is able to render beautiful images of dynamic environments at high frame rates and high resolution on inexpensive hardware. For screen shots and video visit this page.

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3D surgical simulator based on OpenGL

Categories: Applications |

Jun 25, 2009

The Visible Ear Simulator, is a beta-freeware drilling simulator developed by the Danish National Hospital and the Alexandra Institute. It will aid surgeons in developing their temporal bone drilling skills. The simulator is based on OpenGl and uses advanced shaders to accelrate the interactive volume rendering.

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AGI Releases Insight3D – an OpenGL Based Component for 3D Aerospace and GIS Visualization

Categories: Applications |

Jun 24, 2009

AGI announces Insight3D - a .NET control that lets developers add 3D visualization to their aerospace and GIS applications. Insight3D supports terrain, imagery, 3D models, satellite orbits, aircraft routes and more. Objects can be animated and also interacted with through picking and flexible camera control. GLSL is used to accurately position objects over globe and space distances, project video onto terrain, render text and markers, conform polygons to terrain, and more. Insight3D is free for development and non-commercial use.

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The Open Toolkit 0.9.9 brings OpenCL to .Net

Categories: Developers |

Jun 24, 2009

The Open Toolkit is a set of advanced, cross-platform bindings to OpenGL, OpenCL and OpenAL for Mono/.Net. The latest release adds support for the OpenCL ‘flat’ API and improves platform integration and speed.

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OpenSceneGraph Professional Services releases OpenGL based OpenSceneGraph 2.8.1

Categories: Developers | Applications |

Jun 23, 2009

OpenSceneGraph Professional Services announces the release of OpenSceneGraph 2.8.1. OpenSceneGraph 2.8 written entirely in Standard C++ and built upon OpenGL, offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modeling markets - a real-time visualization tool which eclipses commercial scene graph toolkits in functionality, stability and performance.

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Boris Continuum Complete 6 AVX adds new OpenGL accelerated filters

Categories: Applications |

Jun 23, 2009

Boris FX has released the full version of Boris Continuum Complete 6 AVX. The plug-in adds nearly 200 filters to video and film editing programs such as Final Cut Pro, Motion, and Adobe After Effects. Included in the almost 200 filters are OpenGL accelerated filters including Lightning and Title Mosaic and the 3D text generator.

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ALT Software to deliver DO-178B certifiable OpenGL drivers for the ATI Radeon™ E4690

Categories: Developers | Applications |

Jun 23, 2009

ALT Software, the leading provider of advanced graphics software for safety-critical embedded systems, today announced its commitment to deliver DO-178B certifiable OpenGL drivers for the ATI Radeon™ E4690, AMD’s newest high performance embedded graphics accelerator. As part of its commitment to AMD’s Embedded GPU roadmap, ALT Software will be delivering both OpenGL SC (Safety Critical) and OpenGL ES 2.0 support for the ATI Radeon E4690.

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GPU Developers Summit—tutorials, presentations on OpenCL, OpenGL, C++ and more

Categories: Developers |

Jun 19, 2009

The GPU Developers Summit will be a 3-day series of technical presentations, tutorials and panels aimed at developers of consumer, professional and high performance computing applications looking to exploit more of the GPU’s parallel processing power using industry-standard languages such as C/C++ and Fortran as well as APIs such as Direct3D, DirectX Compute, OpenCL™ and OpenGL.

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Use tessellation in OpenGL to render at 6-times the speed

Categories: Developers |

Jun 19, 2009

By using tessellation in OpenGL, the same level of detail can be rendered at 6-times the speed and save more than 50% of video memory, not to mention the bandwidth saved from uploading significantly less geometry. Very little work is needed to get tessellation running on a FirePro or Radeon card in any OpenGL app. Just enable tessellation state in OpenGL with the AMD_vertex_shader_tessellator and pick your tessellation factor based on how detailed you would like the geometry to be. The application vertex shaders can also be updated to correct texture coordinates based on the generated geometry.

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Modular and Procedural system for City generation using OpenGL

Categories: Applications |

Jun 19, 2009

Structure is a procedural system generating virtual cities including destroyable building interiors. For rendering of the massive city the system is using OpenGL hardware acceleration and ARB_occlusion_query.

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Grome 2 OpenGL Based Modeler Released

Categories: Applications |

Jun 18, 2009

Quad Software announced today the release of Grome 2 modeling application. Grome is an OpenGL outdoor modeling editor used by professional game developers and companies from 3D simulation industry. Based on positive feedback from professional users, the Grome editor was enhanced to a more complete outdoor modeling solution by adding support for water surfaces, vegetation, and new tools for its terrain generators. The editor is using OpenGL hardware acceleration to apply complex terrain, water and object materials using OpenGL Shading Language. OpenGL based GPGPU solutions are used for custom modules computations like road networks editing. More information on the product webpage.

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TNGViewer updates cross-platform OpenGL viewer

Categories: Applications |

Jun 18, 2009

Immaginaria Ltd. is happy to announce an update to TNGViewer, its interactive cross-platform OpenGL viewer, featuring vastly improved default lighting for simple 3D models/scenes that do not contain any lights. The new key/fill/back/ambient model features individually controllable lights. Also, TNGViewer now supports modifier+mouse shortcuts in icon navigation mode (besides user mode), for easy rotation, panning and zooming.

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Twenty Sided creates a procedural city with C++ and OpenGL

Categories: Applications |

Jun 16, 2009

Twenty Sided has created a fascinating 14 part in-depth look at how he created a Windows ScreenSaver using C++ and OpenGL. The complete code is available through SVN from here and a demo here.

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OSG Composer, OpenGL Interactive 3D scene editor, released

Categories: Applications |

Jun 15, 2009

Simulation Lab Software is proud to announce the release of OSG Composer, an OpenGL interactive application, to build advanced 3D scenes. OSG Composer allows the user to add models from different sources, place them using interactive draggers and snapping tools, specify materials, add texture coordinates, and pack the scenes to be shared on different machines. OSG Composer is available in two versions, OSG Composer Lite, which is free version even for commercial use, and OSG Composer CAD version, which is an inexpensive option to add support to CAD formats including Solidworks, IGES, STEP, Rhino, SketchUp, FBX, 3D XMAL, and more. OSG Composer is supported on Windows and Mac OSX

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Tribal Trouble released - OpenGL from the browser

Categories: Applications |

Jun 11, 2009

Tribal Trouble 2 is the 3D realtime strategy game played from your browser. In the browser you manage your Viking tribe and choose what quests to go on, and when it is time to fight, an OpenGL window is automatically launched with no plugin requirements other than the Java plugin.

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Everest Ultimate Edition is released-System Diagnostics and Benchmarking with OpenGL 3.0 support

Categories: Applications |

Jun 10, 2009

Everest Ultimate Edition—an industry leading system diagnostics and benchmarking solution for enthusiasts PC users—v5.0.2.1765 Beta is released. Included in this release is support for OpenGL 3.0 with OpenGL version compliancy test.

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Lightsprint global illumination breaks 1000fps-100% speedup via OpenGL in Windows

Categories: Developers |

Jun 10, 2009

Lightsprint announces 100% speedup in real-time global illumination rendered via OpenGL in Windows, Linux, x86, x64, powerpc. New technology is immediately available in Lightsprint SDK - lighting middleware that integrates with game engines or works on its own. When tested in Lightsmark, OpenGL realtime GI benchmark, gaming PC broke 1000fps barrier. This speed comes with completely dynamic lighting, including dynamic HDR skylight and dynamic emissive materials. Lightsprint SDK is used in range of games and architectural visualizations built on UE3, Gamebryo and other engines, newly also in NCsoft’s Metal Black Alternative and Airtight Games’ Dark Void.

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TNG 3D interactive cross-platform OpenGL viewer released

Categories: Applications |

Jun 10, 2009

Immaginaria Ltd. is proud to announce the release of TNGViewer, a free interactive OpenGL viewer for FBX, 3DS, OBJ, DXF, DAE, LWO and LWS files, featuring support for image and movie export using QuickTime. TNGViewer displays all scenes using dynamically-built OpenGL vertex/fragment programs, in a single rendering pass, including advanced effects. The application is available for download on Windows and Mac OS X: it is the display environment for TNG 3D interactive presentations, a service offered by Immaginaria Ltd. Several demo presentations are available here.

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3D Clouds & Sky SDK for OpenGL Adds Linux Support, 20% Speedup

Categories: Developers |

Jun 08, 2009

Sundog Software has released version 1.8 of SilverLining, its SDK for real-time 3D volumetric clouds, physically-based simulated skies, natural lighting, and precipitation effects. By supporting the new bindless graphics extensions, this new version runs 20% faster on OpenGL, with framerates exceeding 300 fps on consumer-grade hardware for scenes with volumetric cumulus clouds stretching to the horizon. Version 1.8 also introduces Linux support in addition to Windows. Visit our website at www.sundog-soft.com for an evaluation SDK, demos, movies, and screenshots of SilverLining in use for simulation, training, and games around the world. Royalty-free commercial licenses and academic licenses are available.

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gDEBugger iPhone - Beta Program

Categories: Developers |

Jun 04, 2009

Graphic Remedy is proud to announce the upcoming release of gDEBugger for the iPhone platform. gDEBugger iPhone will allow OpenGL ES based application developers to enjoy advanced debugging and profiling capabilities, helping them reduce development time, deliver high quality applications and significantly improve graphic rendering performance. More information and for joining the gDEBugger iPhone Free Beta Program, please visit our website.

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AMD Triples the Performance of ATI Embedded Graphics Chips-support OpenGL 3.0

Categories: Processors |

Jun 02, 2009

AMD) announced the ATI Radeon™ E4690 graphics processor unit (GPU) designed to enable a whole level of new reality for embedded graphics applications with more than triple (comparison of ATI Radeon E4600 to ATI Radeon E2400 using 3Dmark06 tests) the 3D graphics performance of prior AMD embedded products. Support for Microsoft® DirectX® 10.1 and OpenGL 3.0 included.

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The Open Toolkit 0.9.8 released

Categories: Developers | Applications |

Jun 01, 2009

The Open Toolkit is a set of advanced, cross-platform bindings to OpenGL and OpenAL for Mono/.Net. The latest version brings full OpenGL 3.1 support, improved stability and significantly better text rendering performance. The Open Toolkit is now looking for volunteers to help implement OpenCL support and improve available tutorials. If you are interested, please visit www.opentk.com/news/call-for-help and make a post.

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New version of Ca3D-Engine 3D OpenGL real-time graphics released

Categories: Developers | Applications |

Jun 01, 2009

Version 9.06 (June 2009) of the Ca3D-Engine has just been released. The Ca3D-Engine is a modern game engine and game development kit with 3D OpenGL real-time graphics and multi-player network support for Windows and Linux. The new version introduces a new GUI Editor: A convenient graphical editor for editing GUIs for use in Ca3DE. The resulting GUIs can be used both in 2D (e.g. for the console, player HUD or the main menu) as well as directly in the 3D worlds as game elements. See the GUI Gallery for some examples. Also a new Font Wizard was added to the editing tools that can be used for converting many font files for use in Ca3DE. Regarding physics, the Bullet Physics engine was integrated into the Ca3D-Engine, making it both more powerful and faster.

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