Part of the Khronos Group

Real-time Global Illumination with OpenGL 4.2

Categories: Developers |

May 31, 2012

What’s the future of video game realism? Real-time global illumination! Watch Cyril Crassin explain and demo octree-based voxelization for global illumination. This technique relies on atomics with OpenGL 4.2’s new image load/store functionality to build the voxelized octree.

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Siggraph 2012 offering five OpenGL related courses

Categories: General | Developers |

May 30, 2012

There will be five courses offered at Siggraph 2012 that relate to OpenGL either directly or indirectly. Starting on August 5th followed by one course each day, there will be “Introduction to Modern OpenGL”, “Virtual Texturing in Software and Hardware”, “Beyond Programmable Shading”, “GPU Shaders for OpenGL 4.x” and finally on August 9th “Graphics Programming for the Web (WebGL).” See all Khronos and OpenGL related events at Siggraph 2012 on the Khronos Group Siggraph event page.

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Khronos Group announces 5 BOFs at Siggraph 2012 in Los Angeles

Categories: General | Developers |

May 29, 2012

The Khronos Group will be holding five BOF events this year at Siggraph 2012 in Los Angeles. On Wednesday August 8th, starting at 2pm, there will be the following Birds of a Feather events: COLLADA, OpenCL, WebGL, OpenGL ES and Mobile and OpenGL. As well, OpenGL will be celebrating its 20th anniversary with a post BOF party from 7pm-9pm! Khronos has lots in store for this momentous occasion. You will not want to miss this!

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Do you remember Space Invaders?

Categories: Applications |

May 29, 2012

Space Invaders OpenGL is a 2D/3D game based on the old arcade classic in which you must destroy enemy ships by shooting them up. Warning…this is not your father’s Space Invaders!

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Introduction to Modern OpenGL - SIGGRAPH 2012 course

Categories: Developers |

May 29, 2012

Introduction to Modern OpenGL is an introductory course which offers an overview of the complete OpenGL pipeline, introducing all the latest shader stages. Other topics introduced are the shader-based pipeline, and a summary of key graphics concepts: the synthetic-camera model, transformations, viewing, and lighting. The instructors are Edward Angel, University of New Mexico and Dave Shreiner from ARM. Dave Shriener is co-author of the OpenGL® Programming Guide

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GTC Talks available, including NVIDIA OpenGL in 2012

Categories: Developers |

May 24, 2012

The recorded presentations from last week’s GPU Technology Conference (GTC) 2012 in San Jose are now available on-line. This includes the “NVIDIA OpenGL in 2012” session. Or you can review the slides.

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VR Bathroom Design Software joins VR Kitchen

Categories: Applications |

May 18, 2012

Following the successful launch of VR Kitchen (News Feb 07), VR Bathroom is now available. Professional bathroom designers can use the OpenGL capabilities of their PC to show customers a high quality walk-through presentation of their new bathroom. VR Bathroom Pro employs a simple drag and drop interface for adding items from an extensive library of bathroom products.

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Planetary engine Proland released in Open Source

Categories: Developers |

May 18, 2012

INRIA is pleased to announce that Proland has been released as Open Source. Proland is a C++/OpenGL library for the real-time realistic rendering of very large and detailed 3D natural scenes on GPU. It is capable of rendering entire planets from ground to space. Proland is released under a dual GPLv3/commercial license. You can try it by downloading the precompiled Windows demo.

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Wine 1.5.4 adds OpenGL support to DIB engine

Categories: Developers | Applications |

May 16, 2012

The Wine project development team has announced the arrival of version 1.5.4 of its Windows API implementation. Wine 1.5.4 adds a new resampler for Microsoft’s DirectSound software component and introduces support for OpenGL in the DIB (Device Independent Bitmaps) engine, part of the display subsystem.

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Cafu 12.05 3D game and graphics engine with OpenGL rendering

Categories: Developers | Applications |

May 11, 2012

Cafu 12.05 is now available for download. Cafu is an open-source 3D game and graphics engine with OpenGL rendering. The new version 12.05 culminates three years of exciting work into a new stable demo release: It marks the completion and first release of the new Cafu Model Editor and many structural enhancements for game developers. The highlight of the release is the new Cafu Model Editor and the new models program code. The Model Editor answers the question: “How do I get my models into Cafu?” It can import many file formats and provides a graphical user interface for making Cafu-specific settings and adjustments to the imported model. The related new model code implements advanced features like automatic resource sharing, skeletal animation, seamless blending of several animation sequences, animation channels, skins, level-of-detail, submodels, GUI fixtures, and a lot more.

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Slideshow to help bring developers up to speed with modern OpenGL

Categories: Developers |

May 11, 2012

The Little Grasshopper has released a small PDF presentation designed for those who haven’t used OpenGL in a few years and wish to come up to speed.

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Plumeria Smart Charts lets you create 3D applications in OpenGL

Categories: Developers | Applications |

May 11, 2012

Plumeria Smart Charts lets you create 3D applications in OpenGL for iPhone and Mac using flow charts. Plumeria Smart Charts was designed with three goals in mind - to make programming visual, expandable, and reusable. PlumeriaSC uses flow charts instead of a written programming language. This bridges the gap to allow beginners to use advanced techniques and features without the hassle of learning a computer code. The features include - an application simulator that launches instantly, only three flow chart symbols, WYSIWYG (what you see is what you get) no hidden programming inside the symbols, no data mining and analytics.

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Shikoba: OpenGL 3+ Font Library

Categories: Developers |

May 07, 2012

Shikoba is a C++ text library for OpenGL 3 and above using the FreeType 2 library. It fills a single GL_TEXTURE_RECTANGLE with a GL_R8 charmap and returns vertex and texture coordinate information for each requested glyph. The texture ID and glyph information never change and are valid until the destruction of the Library object.

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Cg Toolkit 3.1 now Available

Categories: Developers |

May 07, 2012

Cg is a cross-platform shading language with a complete effect system for OpenGL, Direct3D, and console shader development. The April 2012 release fixes bugs in Cg 3.1.

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ogldev: ‘Deferred Shading - Part 3’ tutorial published

Categories: Developers |

May 07, 2012

The 37th installment in a series of tutorials dedicated to promoting modern OpenGL development on Linux, with a focus on version 3.x and beyond. This tutorial is the third out of three tutorials that introduce the subject of deferred shading.

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NeoAxis Engine 1.2 Released

Categories: Developers |

May 07, 2012

NeoAxis Group is pleased to announce that new version of its all-purpose OpenGL-based 3D game engine NeoAxis 1.2 was released. New version features numerous enhancements in different areas, including new tools in Map Editor and Resource Editor, extended localization support, ability to directly import new 3D file formats, full support for Intel HD Graphics integrated videocards, new post-processing effects (Depth of Field, God Rays and other), performance optimizations, bug fixes and more.

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