Part of the Khronos Group

Jellypie Software Releases 3D Box Shot Pro

Categories: Applications |

Apr 14, 2011

Jellypie Software have released 3D Box Shot Pro. Using hardware accelerated OpenGL Shaders for reflections, shadows and lighting 3D Box Shot Pro raises the bar significantly in virtual packaging design. With 3D models displaying an amazing level of detail, 3D Box Shot Pro can create stunning DVD cases and software boxes for print or the web.

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OpenGLBook.com Chapter 2 Released

Categories: Developers |

Apr 14, 2011

One more chapter has been released to OpenGLBook.com, dealing with setting up a first Vertex Buffer Object to draw some simple geometry.

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Mars500 Project Gains Reliable Research Data With DiSTI’s GL Studio

Categories: Applications |

Apr 12, 2011

The DiSTI Corporation supplied the award‐winning GL Studio software toolkit to enhance simulated research within the Mars500 project. GL Studio empowered the Human Machine Interface (HMI) design and control for the manned transportation rover simulation, creating the rover’s sophisticated graphical cockpits and depicting the complex behaviors that drive the actual Martian terrain vehicle. Mars500 is a $15 million joint experiment run by the European Space Agency (ESA), Russia, and China, to study and bring feasible solutions to the complex psychological and technical challenges for long spaceflights.

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TessMark 0.3.0 OpenGL 4 Tessellation Benchmark

Categories: Developers |

Apr 08, 2011

TessMark is an OpenGL 4 benchmark and tech-demo that uses the new hardware tessellation features exposed by the OpenGL API and available on the latest graphics cards like the NVIDIA GeForce GTX 400 / GTX 500 or AMD Radeon HD 5000 / HD 6000. Several options allow to change the rendering: tessellation levels (X8, X16, X32 and X64), map sets (displacement mapping) as well as post processing effets including FXAA.

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New German Windows OpenGL 3 tutorial update

Categories: Applications |

Apr 08, 2011

Several new Windows OpenGL 3 tutorials are available online. The new tutorials cover the following topics:

  • Deferred Water Rendering / Screen Space Water
  • Deferred Particle Rendering
  • Deferred Lighting
  • Volumetric Light Scattering
  • HDR-Rendering

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Drishti - OpenGL based volume exploration and presentation tool updated

Categories: Developers |

Apr 08, 2011

An update for Drishti is available for download at the google code site. Drishti works on GPUs having OpenGL 2.0 capability. This update includes many newer additions such as 64-bit windows executable, clearview, crosseye stereo, maskvolume/saveopacityvolume for RGB/A volumes and much more. Drishti allows scientists to visualize, explore and present volumetric datasets.

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Linderdaum Engine 0.5.99c

Categories: Developers | Applications |

Apr 08, 2011

Linderdaum Engine 0.5.99c adds support for OpenGL ES 2.0, async textures and meshes loading and introduces the .NET wrapper that can be used to write interactive 3D applications using Linderdaum Engine in your favorite .NET language.

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Grome 3.0, the OpenGL Based Scene Editor, Launched!

Categories: Applications |

Apr 07, 2011

Quad Software announced today the release of Grome 3 application. Grome is a game level authoring tool used by professional game developers and companies from 3D simulation industry. Continuous development on the existing proven functionality brings new features like road networks editing, decal texturing system, support for advanced per pixel shading effects. OpenGL rendering is used for immediate feedback and real-time rendering using fast vertex processing and OpenGL Shading Language for complex per-pixel lighting terrain layering, water and vegetation simulation, texture decaling and rendering of large population of objects. Commercially available for over 4 years, Grome modeler is used for AAA game titles for latest generation consoles and for PC by companies like Ubisoft and Eidos, for mobiles platforms by Gameloft and for professional simulation applications by Boeing and Saab among various other companies. Grome is also used by several universities for graphical courses and multimedia projects.

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VMD (Visual Molecular Dynamics) Version 1.9 Released

Categories: Applications |

Apr 07, 2011

VMD 1.9 adds support for several new stereoscopic display modes, new GLSL shaders and material properties for angle-modulated transparency, and many improvements to ray tracing and movie making features. The new release supports export of molecular scenes to X3D and X3DOM for interactive display of molecules in WebGL capable browsers, and for interchange with other 3-D visualization applications. VMD 1.9 also improves export of molecular scenes to Wavefront OBJ format, for use in external animation and rendering tools such as Autodesk Maya. The latest version also adds support for multi-GPU CUDA acceleration of quantum chemistry molecular orbital display, and initial support for OpenCL GPU acceleration, and MPI parallel analysis of molecular dynamics trajectories. Many new and improved structure building and analysis plugins are also included in the new version.

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Online OpenGL Book up and running

Categories: Developers |

Apr 06, 2011

Eddy Luten has started what looks like a great OpenGL resource. OpenGLBook.com is a free OpenGL programming resource in online book format. Currently online is the Preface and Chapter 1: Getting Started.

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AntTweakBar 1.14 released

Categories: Developers |

Apr 04, 2011

After almost two years without update, a new version of AntTweakBar is released. AntTweakBar is a small and easy-to-use C/C++ library that allows programmers to quickly add a light and intuitive GUI into OpenGL based graphic programs to interactively tweak parameters on-screen. It works with Windows, Linux and OSX, and can be easily integrated with custom windowing system or existing toolkits (GLUT, SDL, GLFW,...). Among other improvements, this release includes 64-bit version of the library, it now supports multiple window applications, has a better support of Mac OSX, has updated wrappers for SDL 1.3, GLFW 2.7 and a new wrapper for integration with SFML 1.6.

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FL-Studio 10 with OpenGL visualizer released

Categories: Applications |

Mar 31, 2011

The new version of music creation software FL-Studio contains a brand new OpenGL powered music visualizer called “ZGameEditor Visualizer” based on the free open source ZGameEditor engine. It comes with over 40 built-in effects that can respond to the music in various ways and it also allows you to create your own effects and share with others. Other features include using video to texture 3d-objects and publish your videos to YouTube.

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EasyViz 3.2 Released - Includes New OpenGL Volume Rendering Engine

Categories: Applications |

Mar 29, 2011

Medical Insight announces a new release of their Picture Archive and Communication System (PACS) system called EasyViz. The new release contains a new optimized industrial-strength volume rendering engine based on GPU ray marching. The engine uses an octree structure for dynamic empty-space leaping, occlusion culling, and early Z-culling. As a result, the overall 3D pipeline delivers cutting-edge performance with superior image quality. The engine supports out-of-core rendering of large volumetric datasets (Up to 1024³ voxels) at interactive frame-rates. Furthermore, the new engine adds support for rendering of segmented/tagged volume data well-as support for instant per voxel clipping using a new mesh voxelization algorithm. The renderer is based on OpenGL and GLSL and supports off-the-shell graphics hardware. Clinicians – or radiologists working from home – can get instant secure access to the EasyViz’s advanced visualization tools via streaming through EasyViz Enterprise.

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Drop-in replacement noise() for GLSL

Categories: Developers |

Mar 17, 2011

Since its inception, GLSL has sadly lacked native support for noise(). A few GLSL implementations of Perlin noise have been presented over the years, but now it seems like we have a winner. Ian McEwan of Ashima Arts has come up with a very clever version of “simplex noise” that requires neither texture access nor arrays. It is compatible with WebGL, it is a set of self-contained GLSL functions with no external dependencies, and it runs fast. A demo with full source code has been posted to the GLSL developer’s forum.

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ARAY augmented reality xray based on Opengl rendering

Categories: Developers | Applications |

Mar 17, 2011

Demo video performing realtime augmented reality object tracking an Opengl RT rendering on an Nvidia 9400M notebook.

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Cassidian selects Presagis Seawind OpenGL Software driver and S3 Graphics 2300E GPU for digital maps

Categories: General | Applications |

Mar 16, 2011

Presagis™ announced that Cassidian, the defence and security division of aerospace group EADS, has purchased the Presagis SeaWind OpenGL Software Driver and S3 Graphics 2300E Graphics Processing Unit (2300E GPU) solution for their digital map application.

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Khronos Group expresses support and good wishes to Japan

Categories: General |

Mar 14, 2011

The Khronos Group would like to express support and good wishes to Japan and to all of our members and subcontractors in Japan as they recover from the earthquake. You are an important part of the Khronos Group family, and we will keep you close in our hearts and minds with wishes for a rapid recovery from this tragedy.

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GLK 0.3 released

Categories: Developers |

Mar 14, 2011

GLK is a simple cross platform C++ framework for creating basic OpenGL applications. Release Highlights:- Support for Lua-scriptable windows either from C++ programs or from Lua programs directly (using the new luaglk lua library).

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Khronos Group expresses support and good wishes to Japan

Categories: General |

Mar 14, 2011

The Khronos Group would like to express support and good wishes to Japan and to all of our members and subcontractors in Japan as they recover from the earthquake. You are an important part of the Khronos Group family, and we will keep you close in our hearts and minds with wishes for a fast recovery from this tragedy.

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jMonkeyEngine3 SDK Alpha-4 released

Categories: Developers | Applications |

Mar 14, 2011

The first jME3 release of 2011 is also our last alpha. The beta release of jME3 will finally be in “API freeze”, although most planned API changes have been incorporated already in alpha-4. Several major graphical enhancements on both the low and high ends made it in before the freeze. Post processing water combined with lighted terrain sets the scene for our most impressive display of GLSL graphics yet. Meanwhile, an initial implementation for OpenGL 1 is now available for testing on legacy hardware.

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OpenCL Studio 1.0 has been released!

Categories: Developers |

Mar 11, 2011

OpenCL Studio combines OpenCL and OpenGL into a single integrated development environment for high performance computing. The feature rich editor, interactive scripting language and extensible plug-in architecture support the rapid development of complex parallel algorithms and accompanying visualization. The first production version of OpenCL Studio including instructional videos and demo applications are available at www.opencldev.com.

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GDC 2011 OpenGL slide presentations now online

Categories: Developers |

Mar 11, 2011

The Khronos Group has posted the OpenGL slide presentations from GDC 2011 online for your viewing pleasure.

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ThreeDify Designer v5.0 adds hardware rendering mode using OpenGL VBO

Categories: Applications |

Mar 08, 2011

ThreeDify Designer 5.0 adds hardware rendering mode using OpenGL vertex buffer objects. Other notable features introduced include support for materials, multi-textures and shaders as well as true 3D perspective-correct zooming.

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GLC_Lib 2.1.0 released—a graphic library class based on the OpenGL API

Categories: Developers |

Mar 08, 2011

GLC_lib is a C++ library for high performance 3D application based on OpenGL and QT4 GUI. More over, GLC_lib 2.0 aimed to handle very large DMU (Digital mockup) to create fast free OpenGL multi platform 3D viewers. Optimizations used in this version : Pixel Culling, Frustum Culling (With fast OpenGL plane extraction), Level of detail. Some new Features : Enhance GLSL shading support, Add the possibility to render a cloud of points…

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ARB announces OpenGL Shading Language (GLSL) Man pages

Categories: 

Mar 07, 2011

The OpenGL ARB has announced the release of the GLSL man pages. You can find them online at OpenGL.org.

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Delphi/Pascal OpenGL Header 4.1 released

Categories: Developers |

Mar 07, 2011

The Delphi/Pascal OpenGL Headers of the (german) Delphi OpenGL Community have been updated to the latest 4.1 release of OpenGL. The headers include and support all versions up to 4.1 and can be used with Delphi and/or Free Pascal. For download and changelog visit the official header page on the DGL-wiki.

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CG_GL engine adds new features like portals, bokeh depth of field and particles

Categories: Developers |

Mar 07, 2011

CG_GL engine is OpenGL API-based open source engine for creating and managing effects. The newest version of the engine adds features like movable and scalable portals (like in the “Portal” game) working with NVidia PhysX, improved bokeh depth of field, more realistic fog, particles, fake raytrace using cube maps and many improvements. It now works both on Windows and Linux. There is also simple game created using the engine.

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The second part of in-depth OpenGL tutorial

Categories: Developers |

Mar 03, 2011

The second part of the in-depth serie of tutorials about OpenGL and OpenGL ES on DB-Interactively blog. This tutorial brings all the fundamental concepts of OpenGL ES 2.0 with illustrations and lots of examples, plus you can download an Objective-C project for iPhone which uses OpenGL ES 2.0. The third part is underway and will treat about the advanced knowledges.

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Khronos Group Releases Free COLLADA Conformance Test Suite

Categories: General | Developers |

Mar 03, 2011

The Khronos™ Group today announced that it is making the COLLADA™ 1.4 Conformance Test Suite available free of charge to all developers. COLLADA is an open, XML-based industry standard that enables assets to be freely interchanged between 3D authoring applications which can then be mixed and matched in powerful combinations.

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Khronos Releases WebGL 1.0 Specification to Bring Accelerated 3D Graphics to the Web without Plugins

Categories: General | Developers |

Mar 03, 2011

The Khronos™ Group today released the final WebGL™ 1.0 specification to enable hardware-accelerated 3D graphics in HTML5 Web browsers without the need for plug-ins.

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Visualization Library 2011.02.1133 Released!

Categories: Developers |

Feb 25, 2011

Visualization Library is a C++ middleware for high-performance 2D and 3D graphics applications based on the industry standard OpenGL 1.x-4.x, designed to develop portable applications for the Windows, Linux and Mac OS X operating systems. This new release includes GPU raycast volume rendering examples, MFC/MDI support, experimental tessellation shaders, enhanced framebuffer objects support and several other enhancements.

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FurMark 1.9.0 Released

Categories: Developers |

Feb 25, 2011

The new version of FurMark, the popular OpenGL stress test utility for graphics cards, is available. This new version comes with the support of latest cards (GTX 500 and HD 6000), a programmable GPU temperature alarm as well as an updated 3D rendering.

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PixelLight 0.9.5-R1 released

Categories: Developers | Applications |

Feb 24, 2011

The new version 0.9.5-R1 of the free open-source, cross-platform 3D application framework PixelLight has been released. OpenGL is used within the main renderer. Beside the usual bugfixing and feature completion, there are several migrations in this release. PixelLight is now using ‘nullptr’ introduced by C++0x, migrated from C style casts to C++ style casts and under MS Windows, Microsoft Visual Studio 2010 is now used as the main development IDE. There are also new features like the plugin SPARK_PL integrating the free open source particle engine SPARK. The SDK now includes two new demos, one of them shows how picking works.

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Cg Toolkit 3.0 February 2011 Release Available

Categories: General | Developers |

Feb 24, 2011

Cg is a cross-platform shading language with a complete effect system for OpenGL, Direct3D, and console shader development. The February 2011 release includes:

  • Improved DX11 tessellation support
  • Resolved an issue with nearly identical user defined types
  • Resolved an issue with default values from unreferenced uniform parameters
  • Support setting matrices beyond 96 float constants in the vp30 profile
  • Application supplied compilation options now override those set by cgGLSetOptimalOptions
  • Improved support for 'const' variables in the GLSL profiles
  • Added sampler state documentation

Updated Cg 3.0 reference documentation is available for browsing.

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Workstation hardware/software optimization panel discussion from Cadalyst

Categories: General | Developers |

Feb 16, 2011

Experts CAD users join technical experts form SolidWorks, AMD and Dell in an open panel webinar to discuss optimizing your hardware and software setup. Bring your questions to ask the panel (OpenGL, OpenCL and remote graphics questions encouraged): Thursday February 17, at 12:00pm EST/9:00am PST

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Khronos Invitation to GDC 2011

Categories: Developers |

Feb 10, 2011

Neil Trevett, president of The Khronos Group invites you to attend GDC 2011, and visit The Khronos Group booth #1444.

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OpenGL4.0グラフィックシステム

Categories: Developers |

Feb 10, 2011

Now available from Amazon is the OpenGL 4.0 Specification book in Japanese.

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2011 OpenGL Demo Challenge

Categories: Developers |

Feb 04, 2011

Proximal Studios is running an OpenGL Demo Challenge. The current challenge is to produce a demo featuring reflections for a platform of your choice. Advanced producers are encouraged to incorporate secondary technologies (such as a webcam) in order to facilitate viewer interaction. The demo is running from February 1st until February 28th. Complete rules and details of what are required for your submission are available on the Demo Chronicles website. The challenge is open to beginner and experienced OpenGL programmers alike.

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OpenGL Samples Pack and GLM now part of the OpenGL SDK

Categories: Developers |

Feb 04, 2011

G-Truc Creation has placed their OpenGL Samples Pack and OpenGL Mathematics (GLM) library into the official OpenGL SDK.

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GeeXLab 0.2.10 Released

Categories: Developers |

Feb 01, 2011

The new version of GeeXLab is available. GeeXLab is a tool for quick coding and prototyping of real time 3D scenes with Lua, Python and OpenGL shading language (GLSL). GeeXLab 0.2.10 brings bugfixes and minor features as well as new Lua demos. LuaGL is also supported in order to provide OpenGL API support from Lua.

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3D photorealistic Augmented Reality using OpenGL 3

Categories: General |

Feb 01, 2011

NeuroSystems released a new video showing 3D realtime photorealistic Augmented Reality and Computer Vision achieved with its technology Kort-X (artificial intelligence) and P.U.R.E. (rendering engine) featuring realtime Global Illumination rendering using OpenGL 3.0 (GPU used is ATI Radeon HD5970 Dual-GPU).

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AMD releases the FirePro 2270 GPU

Categories: Processors |

Jan 31, 2011

AMD just released two new FirePro GPUs. The FirePro 2270 using only 15W at full load fully supports OpenGL 4.1. Designed for professional use in CAD workstations and rendering systems, the budget-end FirePro 2270 card has a low-profile design, passive cooler, and is intended to replace the actively-cooled FirePro 2250.

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GLM 0.9.0.7 update released

Categories: Developers |

Jan 31, 2011

Two major changes in the latest version of GLM include GLSL 4.10 packing functions and == and != operators for all types.

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An in-depth introduction to OpenGL in three parts

Categories: Developers |

Jan 31, 2011

An in-depth introduction to OpenGL and OpenGL ES is underway on db Interactively blog. First up is coverage for the basic concepts of #D and OpenGL for beginners. Next up, though not online yet, will be OpenGL ES 2.0 in depth, with the promise of lots of code, followed by advanced OpenGL ES 2.0 and 3D.

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AMD releases the FirePro 2270 GPU

Categories: Processors |

Jan 31, 2011

AMD just released two new FirePro GPUs. The FirePro 2270 using only 15W at full load fully supports OpenGL 4.1. Designed for professional use in CAD workstations and rendering systems, the budget-end FirePro 2270 card has a low-profile design, passive cooler, and is intended to replace the actively-cooled FirePro 2250.

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AMD brings OpenGL 4.1 support to Windows

Categories: Developers | Applications | Processors |

Jan 25, 2011

AMD announced wide-ranging support of OpenGL 4.1 for Microsoft Windows 7, Windows Vista, Windows XP and Linux across select ATI FirePro”, ATI FireGL” and AMD Radeon” graphics cards. The new functionality is made possible with the release of the latest professional and consumer graphics drivers, ATI FirePro” and ATI FireGL” unified driver 8.801, and AMD Catalyst” 10.12, available on the AMD website.

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Laniatus obtains commercial developer license for Abyssal MMORPG Developer Package

Categories: Applications |

Jan 25, 2011

Laniatus LLC, a Hungarian based software developer, has recently obtained a commercial developer license to the Abyssal MMORPG Developer package to be used as a platform for development of future video game titles.

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New FirePro driver v8.801 offers full support for OpenGL 4.1 on Windows and Linux

Categories: Applications | Processors |

Jan 24, 2011

AMD has released the FirePro v8.801 driver with full compatibility with OpenGL 4.1 on Windows and Linux. The unified driver is available for the entire current FirePro workstation graphics line (V3800, V4800, V5800, V7800, V8800 and V9800).

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3D Fluid Simulation with GLSL

Categories: Developers |

Jan 24, 2011

The Little Grasshopper now has a demo showing how to perform Eulerian-based fluid simulation with 3D textures and OpenGL 3.1+.

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3D Shape generator using OpenGL3 and OpenCL

Categories: Developers |

Jan 21, 2011

The Belgian scientist Johan Gielis discovered a mathematical formula to describe many shapes existing in nature. This formula is called the “Super Formula”. To demonstrate GPGPU and to show that it can be used for many purposes including simply having some fun, we developed the “SuperShaper”. A tool that uses OpenCL to create very high-detail 3D models using the Super Formula.

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Drishti - OpenGL based volume exploration and presentation tool updated

Categories: Developers |

Jan 18, 2011

An update for Drishti is available for download at the google code site. Drishti works on GPUs having OpenGL 2.0 capability. The update includes many newer additions such as unlimited Undo/Redo facility, inbuilt help for various dialogs and panels, modulate color and opacity for one volume based on other volumes, reslicing volume at different orientation, color legends, thickness profile and much more. Drishti allows scientists visualize and explore volumetric datasets.

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Mesa supports more OpenGL 3.0 extensions

Categories: Developers |

Jan 18, 2011

Support for GL_ARB_draw_instanced, GL_ARB_instanced_arrays, GL_ARB_draw_buffers_blend and GL_EXT_texture_sRGB_decode has been added to Mesa. Much work is yet to be done!

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Equalizer 1.0-alpha delivers scalability and flexibility for OpenGL applications

Categories: Applications |

Jan 14, 2011

Equalizer is the standard framework to create and deploy parallel, scalable OpenGL applications. Collage is a cross-platform C++ library for building heterogenous, distributed applications, used as the cluster backend for the Equalizer. This release is intended for application developers to provide feedback and preview the Equalizer 1.0 release. Please check the release notes on the Equalizer website for a comprehensive list of new features, enhancements, optimizations and bug fixes.

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RTGU 3d technical demonstration released

Categories: Developers |

Jan 13, 2011

A technical demonstration showing an interactive virtual model of an hotel lobby, is available for download. RTGU is a realtime 3d rendering pipeline - composed of a set of tools, ranging from 3d content export/conversion to realtime 3d rendering using OpenGL. The model is completely designed using 3dsMax and V-Ray, then exported and lit using RTGU tools, and rendered using OpenGL 3.x features : rendering uses FBO to do HDR rendering in RGBA16F textures ; tone mapping relies on ARB_texture_multisample extension to resolve MSAA ; linear rendering is achieived by using sRGB textures and framebuffers ; lighting is stored in HDR textures (2D/3D) as lightmaps and spherical harmonics.

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OpenAL Audio Framework released under LGPL together with OpenGL-based Demo Progams

Categories: Developers |

Jan 11, 2011

A new OpenAL Audio Framework is available online under LGPL Licence together with OpenGL-based Demo Progams. Features of the Framework are 3D-Sounds, EFX Reverb Effects and audio streaming (music and voices).

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Crimild Engine 0.8 Documentation is online

Categories: Developers | Applications |

Jan 05, 2011

Crimild Engine is an open source 3D game engine, currently supporting OpenGL 2.1 and OpenGL ES 1.0/2.0 on iOS. A few days ago, we release the new documentation set for Crimild Engine v0.8. This new documentation has several articles and tutorials, specially targeted to those who are new to Crimild Engine and want to start using it in their projects. Go to http://crimild.sourceforge.net to find out more about Crimild Engine project.

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Linderdaum Engine 0.5.99b

Categories: 

Jan 03, 2011

The Linderdaum Engine is an open source purely object-oriented 3D gaming engine written in C++ with full support of OpenGL 3.2 Core Profile and OpenGL Shading Language. This release includes Asteroids demo, showing how to use the engine to build a game from scratch.

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Getting Started with the OpenGL Shading Language

Categories: Developers |

Jan 03, 2011

This article provides an introduction to the OpenGL Shading Language (GLSL). It includes sample C and GLSL code, and is accompanied by a diffuse/specular lighting demo with full source code. The code is available under an open source, BSD-style license and was designed to be as simple as possible, so that it can easily be used in other projects.

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Algoryx Simulation releases AGX Multiphysics based on OpenCL, OpenGL and COLLADA

Categories: Developers |

Dec 30, 2010

Algoryx Simulation announces that their physics simulation toolkit, AGX Multiphysics, is available for evalutation and licensing. AGX is designed to give the user control over modeling and precision, so that the same unified physics solution can be used both for visual interactive real time applications, as well as for high fidelity and high precision simulations in science and engineering. AGX has an advanced modern C++ based API and can be integrated in any graphics pipeline or end-user application running MS Windows, Apple OS X or Linux. AGX provides the user with a choice between fast and approximate iterative solvers, and high precision parallel direct solvers depending on the application context and required precision. Many solver kernels are implemented in OpenCL for heterogeneous parallel computing on multicore and graphics processors (GPU). The default pipeline is based on OpenSceneGraph and OpenGL, and has a Lua interface for scripting. AGX has a powerful scene description format and also supports the COLLADA format.

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PixelLight 0.9.4-R1 and new videos released

Categories: Developers |

Dec 30, 2010

The new version 0.9.4-R1 of the open-source, cross-platform 3D application framework PixelLight has been released. PixelLight is using OpenGL as it’s main renderer, and GLSL as the main shader language. This is primarily a maintenance release with focus on improving the general performance, realizing minor refactoring steps towards PixelLight version 1.0, performing the usual bugfixing as well as integrating user feedback. We also added new videos to the PixelLight’s YouTube channel, some even in HD quality. All videos, except the long dungeon demo one, were replaced by new versions with better quality.

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Complete guide to OpenSceneGraph—new book

Categories: Developers |

Dec 30, 2010

OpenSceneGraph 3.0: Beginner’s Guide is a new book from Packt that will help users to gain a comprehensive view of the structure and main functionalities of OpenSceneGraph. Written by Rui Wang and Xuelei Qian, this book is an ideal introduction for developing applications using OpenSceneGraph and to extend users’ own scene elements from the base interfaces of OpenSceneGraph.

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KlayGE 3.11.0 Released with OpenGL 4.1 support

Categories: Developers |

Dec 30, 2010

KlayGE is a cross-platform open source game engine with plugin-based architecture. In this new version 3.11.0, the OpenGL plugin is highly enhanced. It replaces the D3D9 plugin to become the primary rendering plugin under WinXP. Also, it now works well on both NVIDIA and AMD graphics cards, from OpenGL 2.0 to the latest 4.1.

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Virtual Grand Prix 3 in true (stereo) 3D

Categories: Applications |

Dec 21, 2010

VGP3, the OpenGL racecar simulator, is now available in true (stereoscopic) 3D! VGP3 uses the OpenGL Stereo 3D mode (quad-buffering), so an OpenGL Stereo 3D compliant graphics card (along with a 3D monitor/projector) is required. However, there is also an Anaglyph Red/Cyan postprocessor effect (obtained through FBOs) that can be used to re-create the 3D experience on any recent graphics card (in that case, cheap red/cyan glasses are the only requirement). As always, a free demo to give the 3D experience a try is available on the VGP3 website!

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German Windows OpenGL 3 tutorial update

Categories: Developers |

Dec 14, 2010

Several new Windows OpenGL 3 tutorials are available online. The new tutorials cover the following topics: geometry instancing and uniform buffer objects, using a custom 3d model format, bounding sphere collision models, model part animation, texture effects, dynamically loading and unloading of textures and meshes, particle rendering and animation using geometry instancing and uniform buffer objects, and managed instancing.

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AMD Fusion Developers Summit call for heterogeneous computing proposals

Categories: Developers |

Dec 14, 2010

In June 2011, developers, academics, industry leaders, and emerging innovators will convene in Bellevue, Washington at the inaugural AMD Fusion Developer Summit to learn about the AMD Fusion APU and the potential market opportunities it presents. AMD invites pioneers in heterogeneous computing to share their work and research findings in the form of presentations, technical papers, or reports with this influential community. Deadline for submissions is February 4th 2011.

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Khronos Group prepares for SIGGRAPH ASIA 2010 DevU

Categories: General | Developers |

Dec 14, 2010

The Khronos Group is hosting a Khronos Developer University co-located with SIGGRAPH Asia. Numerous Khronos members have joined together with each member taking a demonstration suite to create a large number of exciting demos in the Khronos Pavilion on the SIGGRAPH trade show floor. On December 17th Rightware is sponsoring a Beer and Demo Social. Complete dates, and schedules are available on the Khronos website. The Khronos Group has just wrapped up very successful events in Beijing and Tokyo.

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OpenGL Code Samples (December 2010) released

Categories: General |

Dec 14, 2010

Fourteen modern OpenGL code samples have been released. From Triangle to Volumetric Ray Casting all written using only non-deprecated functionality.

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ShaderToyMark 0.2.0 available with better SLI and CrossFire support

Categories: Developers |

Dec 10, 2010

ShaderToyMark is an OpenGL 2 benchmark based on hefty pixel shaders written by demomakers. ShaderToyMark is an application built with the GeeXlab demotool. This new version of ShaderToyMark fixes some mulithreading bugs and brings a better multi-GPU support (SLI and CrossFire). ShaderToyMark is perfect to benchmark the raw power compute of modern GPUs.

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OpenCL on the CPU and why it can be useful

Categories: Developers |

Dec 08, 2010

A few advantages to using OpenCL on the CPU are: results on the CPU for further processing, CPU-code can be mixed with OpenCL and specific algorithms can be processed faster because there is no PCIe-overhead. Streamcomputing has a closer look at at why you may find OpenCL on the CPU useful for your own work.

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gDEBugger is now free

Categories: Applications |

Dec 07, 2010

Looks like the folks at Graphic Remedy have modified their business model, and have made gDEBugger available at no cost. The official free version will be available later this month, and there is currently a modified license that allows you to use the current version right away.

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VR Juggler version 3 released with OpenGL 3 support

Categories: Developers | Applications |

Nov 29, 2010

VR Juggler 3 is now available. VR Juggler 3.0 has a totally redesigned cluster infrastructure based on a formal client/server model and support for OpenGL 3.0 contexts as well as many other fixes and updates. VR Juggler provides a platform for virtual reality application development allowing a user to run an application on almost any VR system.

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ATI launches two new OpenGL 4.1 / OpenCL 1.1 ready mobile Radeon series GPUs

Categories: Processors |

Nov 29, 2010

AMD just released Radeon HD 6000-series mobile model GPUs: the Radeon HD 6500M and Radeon HD 6300M. OpenGL 4.1 and OpenCL 1.1 support is included as well as DirectX compatibility.

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DMP announces two new OpenGL ES Programming Courses for January 2011

Categories: Developers |

Nov 26, 2010

DMP is proud to announce two all new OpenGL ES programming training courses. OpenGL ES programming training I and II will run January 13-14 and January 20-21 2010. Complete details are available online for the Training I and Training II courses in english, and in Japanese.

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VGP3 OpenGL racecar simulator

Categories: General | Applications |

Nov 26, 2010

VGP3 is an advanced racecar simulator with unique physics, advanced AI and both online/offline racing modes. VGP3 is one of the very few commercial sims not Windows-centric, available for Windows and OS X. The 3D engine is based on OpenGL and supports 2.x features such as GLSL, VBOs, FBOs and shadow maps. VGP3 is fully moddable and customizable, file formats are documented, including GLSL code and 3D object/physics config files. Tools such as 3D object converters and track editors are available as well. A demo—freely downloaded without any registration—is available from the VGP3 website!

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Image Processing with OpenGL and Shaders

Categories: Developers |

Nov 24, 2010

A quick how-to on image processing with OpenGL and GLUT. Taking you from video input to final output.

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jMonkeyEngine 3 SDK Alpha3 released - Terrain and Networking now in core

Categories: Developers |

Nov 23, 2010

Advanced OpenGL 2 engine jMonkeyEngine 3 has officially tagged a third ALPHA release ready for download. This release sees many additions like terrain and networking and also jMonkeyPlatform has been improved with many additions and fixes.

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OpenGL Samples Pack 4.1.3.3 released

Categories: Developers |

Nov 22, 2010

OpenGL Samples Pack 4.1.3.3 released with a major update of the CMake project, as well as some code cleaning, a couple of bug fixes and library updates.

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Simple Fluid Simulation

Categories: Developers |

Nov 22, 2010

Philip Rideout’s blog has a new write-up on simple 2D fluid simulation using modern OpenGL. Sample code in C is provided.

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Intel releases OpenCL SDK

Categories: General | Developers |

Nov 16, 2010

Intel® OpenCL SDK is an implementation of the OpenCL 1.1 standard optimized for Intel® CoreTMprocessors, running on Microsoft Windows 7 and Windows Vista operating systems. This Alpha software brings OpenCL for the CPU in support of OpenCL developers desiring CPU advantages found on many OpenCL workloads. OpenCL language and Application Programming Interface (API) enables you to seamlessly take advantage of the Intel® CoreTM processor benefits such as Intel® Streaming SIMD Extensions (Intel® SSE) utilization and Multi-Core scalability.

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GLK OpenGL Tool-kit, version 0.2 released

Categories: Developers |

Nov 15, 2010

GLK is a simple cross platform C++ framework for creating basic OpenGL applications. Release Highlights: - Support for desktop compositing (currently Linux only). - Mechanism for toggling fullscreen/windowed mode, and for toggling window decorations. - Mechanism for requesting a particular framebuffer configuration.

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Suggestions for OpenGL 4.2 and beyond

Categories: General | Developers |

Nov 15, 2010

“Suggestions for OpenGL 4.2 and beyond” is a well thought out look at where one developer would like to see OpenGL heading. The two main points covered are exposing more hardware capabilities and streamlining the API language.

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Leadwerks Offers Torque Developer Discount

Categories: Developers |

Nov 15, 2010

In response to last yesterday’s announcement by InstantAction, Leadwerks is offering a 50% discount for Torque developers who migrate to Leadwerks Engine. “It’s sad to see such a long-established brand come to an end,” said Josh Klint, CEO of Leadwerks. “They’ve always provided a unique pathway for indie game developers, and we have a long history of supporting Torque developers with our level editing tools. In addition to the Torque developer discount, we’re also in discussions with pureLIGHT Technologies to see how developers can migrate their license to pureLIGHT for Leadwerks. InstantAction may be gone, but indie game development must continue on.” To claim your discount, see the order form here.

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New GL3W release with support for dynamic linking

Categories: Developers |

Nov 15, 2010

gl3w offers an easy way to get your hands on the functionality offered by OpenGL 3/4 core profile specification. It consists of a simple Python 2.6 script that downloads the Khronos supported gl3.h header and generates gl3w.h and gl3w.c from it. Those files can then be added and linked (statically or dynamically) into your project.

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OpenGL Superbible Fifth Edition Review

Categories: 

Nov 12, 2010

A short review of the great OpenGL Superbible Fifth Edition book has been published on Icare3D blog. “The OpenGL SuperBible has been a reference book since the first release and this fifth edition is the first edition to be exclusively focused on modern, shader based, OpenGL programming. ...”

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ClanLib 2.2.5 Released

Categories: Developers |

Nov 12, 2010

ClanLib is a cross platform C++ toolkit library based around OpenGL. It’s primary focus is on games (free or commerical thanks to a BSD style license). Image, Sprite and Font drawing are optimised to give high frame rates by drawing in batches, reducing OpenGL state changes. If OpenGL v2.0 or above is not available, the library seamlessly provides OpenGL v1.3 or a high performance software renderer. Supports multiple windows with a full GUI framework for use in 2D or 3D applications. This latest version contains new examples demonstrating the ease of creating custom shaders. In addition, a HDR test has been updated to demonstrate using OpenGL floating point textures.

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Hardware Video Decode and OpenGL Video Texturing for Linux

Categories: Developers | Applications |

Nov 09, 2010

VDPAU (Video Decode and Presentation API for Unix) allows Linux systems to offload portions of video decode to the GPU. The resulting video can be post-processed with OpenGL, CUDA, or both. Watch Stephen Warren from NVIDIA explain VDPAU and demonstrate OpenGL texturing of hardware-decoded video frames. Slides (PDF) are also available.

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GPU Pro 3: Call for Authors

Categories: Developers |

Nov 09, 2010

After the success of the first seven entries to the ShaderX book series, of GPU Pro and the soon to be released GPU Pro 2, we are looking for authors for GPU Pro 3. The upcoming book will cover advanced rendering techniques that run on the DirectX or OpenGL run-times, or any other run-time with any language available. It will include topics on: Geometry Manipulation; Rendering Techniques; Handheld Devices Programming; Effects in Image Space; Shadows; 3D Engine Design; Graphics Related Tools; Environmental Effects and a dedicated section on General Purpose GPU Programming that will cover CUDA, DirectCompute and OpenCL examples. Proposals are due by March 17th, 2011. Contact details, an example proposal, writing guidelines and a FAQ can be downloaded from gpupro3.blogspot.com.

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Ubuntu’s Unity to move to OpenGL based Wayland

Categories: Applications |

Nov 07, 2010

Mark Shuttleworth announced that Unity would move to Wayland, the OpenGL based display management system. Is he crazy, or is this a bright new direction for Ubuntu.

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G-Truc update on OpenGL 4.1 driver status

Categories: Developers |

Nov 07, 2010

After receiving feedback from AMD, G-Truc has written a follow-up article to his original post on the current status of OpenGL 4.1 drivers.

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OpenGL Programming Guide for Mac OS X

Categories: Developers |

Nov 04, 2010

Apple has an excellent programming guide for OpenGL on Max OS X in their reference library. You can also download the guide in PDF format.

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Texture and buffer access performance with OpenGL

Categories: Developers | Processors |

Nov 03, 2010

Currently there are several ways to feed data to the GPU regardless of which API we use and type of application we develop. In the case of OpenGL we have uniform buffers, texture buffers, texture images, etc. The same is true for OpenCL and other compute APIs, which provide even more fine-grained memory management, taking advantage of the local data store (LDS) available on today’s hardware. This article presents memory access performance characteristics of AMD’s Evergreen-class GPUs, with a focus on what this all means from an OpenGL point of view. While most of the data is about the HD5870, the general principles and relative performance characteristics are valid for other GPUs.

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New OpenGL 3.3 and 4.0 examples on the nopper.tv website available

Categories: Developers |

Nov 01, 2010

The nopper.tv website now contains one more OpenGL 3.3 and one OpenGL 4.0 example. The OpenGL 4.0 example is a simple tesselation implementation. There are now 13 different OpenGL source code examples available.

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AMD and NVIDIA release OpenGL 4.1 drivers

Categories: Developers |

Oct 29, 2010

Only a few days since AMD released Catalyst 10.10a, they have released Catalyst 10.10c Hotfix with beta support for OpenGL 4.1. Among the slew of other changes are will see performance optimizations for AMD Radeon™ HD 6870 and AMD Radeon HD 6850 series of graphics products and OpenGL performance enhancements / gains can be seen in Prey, Quake Wars: Enemy Territories, and Heaven v2. Additional information can be found on G-Truc’s website.

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3D Anatomy software uses OpenGL for multiple model viewing windows

Categories: Applications |

Oct 28, 2010

3D Muscles Teacher, a training application for medical students and physio-therapists can display views of the model in an arbitrary number of interactive viewing windows. The application uses OpenGL for auto-colorization and display of auto-hiding muscle name labels. The offline program has internet bindings to retrieve further public information about the muscular system. A demo version can be downloaded from our website.

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GPU based dynamic geometry LOD using OpenGL 4.0

Categories: Developers |

Oct 28, 2010

Dynamic geometry level-of-detail (LOD) algorithms are very popular and powerful algorithms that provide a great level of rendering performance optimization while preserving detail by using less detailed geometry for objects that are far away, too small or otherwise less significant in the quality of the final rendering. Many of these are used since the very beginning of computer graphics technologies and are present in some form in current CAD softwares, video games and other graphics applications. While determining the appropriate geometry LOD was previously the task of the CPU, with todays hardware it is possible to also offload this to the GPU which excels at handling large amount of objects in parallel.

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OpenGL SuperBible 5th edition book review

Categories: Developers |

Oct 26, 2010

Not sure which OpenGL book to buy? Perhaps this OpenGL book review will help. Bottom line “...the OpenGL SuperBible in its fifth edition succeeds very well in keeping its promise to be the best introduction to OpenGL and 3D graphics programming.”

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PixelLight 0.9.3-R1 released

Categories: Developers | Applications |

Oct 25, 2010

The new version 0.9.3-R1 of the open-source, cross-platform 3D application framework PixelLight has been released. This version adds support for LATC2 and LATC1 high quality normal map and luminance map compression and full scene rendering and realtime compositing support for GLSL. The Cg shader language support is now an optional plugin instead of being mandatory. To further improve the support for modern input devices and to enable a universal mapping from input devices to actions, virtual input controllers are now used all over the place instead of accessing input devices directly.

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Hierarchical-Z map based occlusion culling with OpenGL 4.0 reference implementation

Categories: Developers |

Oct 21, 2010

Hierarchical-Z is a well known and standard feature of modern GPUs that allows them to speed up depth testing by rejecting large group of incoming fragments using a reduced and compressed version of the depth buffer that resides in on-chip memory. The technique presented in this article uses the same basic idea to allow batched occlusion culling for large amount of individual objects using a geometry shader without the need of any CPU intervention that is unavoidable using traditional occlusion queries. The article also provides a reference implementation in the form of the OpenGL 4.0 Mountains demo that uses the technique for culling thousands of object instances.

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Article: Dynamic fur on pure GPU

Categories: Developers |

Oct 21, 2010

New article about GPU-only dynamic fur modelling via particle systems and rendering using geometry shaders in OpenGL 3 context.

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SilverLining 2.02 Upgrades GPU Ray-Casted 3D Stratocumulus Clouds

Categories: Developers | Applications |

Oct 18, 2010

Sundog Software released an update to SilverLining, its C++ library for real-time physically-based rendering of the sky, 3D volumetric clouds, and weather effects. Version 2.02 of SilverLining provides visual and performance upgrades for its new Stratocumulus cloud layer type, which is rendered using GPU ray-casting under GLSL under OpenGL 1.4 or OpenGL 3.2+ contexts. Integration code for OpenSceneGraph, SceniX, Ogre, and other popular scene graphs is included.

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