Part of the Khronos Group

UberFlow GPU-based particle engine using OpenGL memory objects

Categories: Developers |

Aug 06, 2004

UberFlow is a particle engine using GPU computations for real-time animation of large particle sets using OpenGL memory objects to create, manipulate, and render geometry without read-back, including inter-particle collision and visibility sorting. The paper is a available as a PDF and will also be presented at Siggraph.

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Fast and reliable collision culling using GPUs and OpenGL occlusion query

Categories: Developers |

Aug 06, 2004

This paper presents a fast and reliable collision culling algorithm using OpenGL API occlusion query and vertex arrays, on graphics processors for handling complex objects with tens of thousands of polygons, including objects undergoing deformation and non-rigid motion. The new algorithm overcomes a major limitation of earlier GPU-based collision detection algorithms and is able to perform reliable interference queries. It improve the rendering throughput by using vertex arrays and use GL_NV_occlusion_query to perform the visibility queries.

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DevMaster game and graphics OpenGL API engine database

Categories: Developers |

Aug 06, 2004

DevMaster’s Game and Graphics Engines Database is committed to providing the most accurate and up-to-date information for current OpenGL API 3D engines around the web. Each engine contains a brief description as well as a list of supported features and general info (platform, API, etc.). In addition, you will find reviews/ratings from DevMaster.net staff or community members to help you decide which engine is right for you

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OpenGL API Shader Designer V1.5.5 enhances perlin noise generator plugin

Categories: Developers |

Aug 05, 2004

The OpenGL API-based Shader Designer is an IDE for developing fragment and vertex shaders in the OpenGL shading language. The latest update v1.5.5 enhances the 3D Texture Noise plugin performance and application stability. It also includes an interactive AVI export feature, letting you choose the resolution, fps, codec, and the usual mesh manipulation.

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Unity game engine for Mac OS X supports scriptable OpenGL API shaders

Categories: Developers |

Aug 04, 2004

The upcoming Unity game development engine for Mac OS X features OpenGL 1.5 Vertex & Fragment programming using a custom scripting language as well as Cg shaders. This includes full per-pixel projected lights with bumpmapping,  shader LODs, and fallback shaders to target every graphics card profile from fragment programs down to unextended OpenGL 1.0. Unity also support 3D positional audio, physics, and collisions. It is a simple-to use application and will create games for both PC and Mac.

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OpenWorlds OpenGL API-based 3D simulation engine for sale

Categories: Developers |

Aug 04, 2004

After 8 years of providing developer products for the OpenGL API 3D simulation community, OpenWorlds Inc. has announced it is seeking a
company or organization to acquire the source code and IP rights to its
OpenWorlds’ OpenGL API-based 3D simulation engine. It provides an X3D network 3D rendering engine which supports real-time shadows, mirrors, reflection mapping, movie textures, speech synthesis, and bump mapping.

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Endorphin V1.6 OpenGL API-based 3D animation software optimizes character simulation

Categories: Applications |

Aug 04, 2004

endorphin lets you create high-quality character motions in real-time using an OpenGL API renderer. You direct your charaters’ actions by choosing from a list of adaptive AI behaviours that lets them interact all in real-time. When you’re happy with your animation, export crisp clean animation data. The new V1.6 adds enhanced adaptive AI behaviors, optimized character simulation, camera import, video plane back projection and dotXSI support

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ATIs FireGL X3-256 offers stereo 3D with quad-buffering to AGP computers

Categories: Processors |

Aug 03, 2004

Expanding on the FireGL family of workstation graphics accelerators, the FireGL X3-256 gives AGP computer users dual DVI connectors, dual link support for 9 megapixel displays, OpenGL API-based stereo 3D with quad-buffered support, 12 pixel pipelines, six geometry engines, increased sub-pixel precision and 256MB of GDDR3 memory. MSRP of $1099US.

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Nvidia SDK 8.0

Categories: Developers |

Aug 03, 2004

The latest version of Nvidia’s software development kit includes support for the latest GeForce 6 Series GPUs. Hundreds of new effects and code samples cover areas such as Shader Model 3.0, High Dynamic Range Rendering, Deferred Shadring, Instancing, Multiple Render Targets, Vertex Texturing, Soft Shadows, Perspective Shadow Maps, and more. Be sure to also review the latest Nvidia OpenGL Extensions.

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ATI NVIDIA GET RAM shows VRAM usage and OpenGL API GPU statistics for Mac OS X

Categories: Applications |

Aug 03, 2004

Like the OpenGL Profiler, for OS X developers, the ATI NVIDIA GET RAM V058 shows some of your systems OpenGL API graphics card performance values. You do not need to install Apple’s Dev Tools.

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Andromeda Online RTS uses OpenGL API for rendering

Categories: Applications |

Aug 03, 2004

Andromeda Online is a strategic starship wargame where players design a command crew, pick a stock starship or design their own, and go into battle. The game uses OpenGL API hardware acceleration on all 2D and 3D images.

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OpenGL Volumizer 2.7 adds support for Windows

Categories: Developers |

Aug 02, 2004

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OpenGL Volumizer is a high-level volume rendering API for the energy, manufacturing, medical, and sciences markets and is designed for interactive, high quality, scalable visualization of large volumetric data sets. (Examples include diagnostic CT, MRI, and PET scans; seismic data; and unstructured meshes common in computational fluid dynamics analysis.)  OpenGL Volumizer provides a high-level interface to OpenGL hardware to allow application writers and researchers to visualize multiple gigabytes of volumetric data. The API uses OpenGL for volume rendering and hence allows standard graphics applications to treat volumetric and surface data in a similar fashion. OpenGL Volumizer 2.7 adds support for the Windows OS.

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Volocity uses OpenGL API acceleration for high performance biomedial 3D imaging

Categories: Applications |

Aug 02, 2004

Volocity for biomedical imaging uses new advanced algorithims and OpenGL API acceleration to provide high-speed, easy to use, interactive rendering of time resolved color 3D volumes. Volocity allows the user to visualize a 3D object and then observe and interact with it over time, providing scientists with a system to dynamically visualize both the structure and the purpose of biological structures.

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solidThinking DESIGN 6.0 and solidThinking VANTAGE 6.0 add OpenGL API-based non-photorealistic rende

Categories: Applications |

Aug 02, 2004

The new solidThinking DESIGN 6.0 offers parametric surface modeling for industrial designers with state-of-the-art photorealistic visualization. solidThinking VANTAGE 6.0 targets industrial designers with engineering needs. Both provide full OpenGL API acceleration for realtime modeling and feedback.  The new v6.0 adds artistic sketch rendering (cartoon, color wash, pencil and ink), keyframe animation, and G3 curvature continuous fillets.

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I Have No Tomatoes OpenGL API-based open source game

Categories: Applications |

Aug 02, 2004

“I Have No Tomatoes” features solid game play with beautiful OpenGL API driven isometric 3d graphics. It is free and open source for Linux and Windows.  Now, the question is, what to do when you have to waste ten minutes? The answer is, of course: squish as many tomatoes as you can! This game is just for that, but it is also a bit more. You may find it not to be complete waste of time after all…

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OpenGL API based 64k animation used for EVOKE 2004 meeting invitation

Categories: Applications |

Aug 01, 2004

This 64kb real-time animation featuring graphics and music is used as the official invitation to EVOKE 2004. It requires a video card with Opengl 1.1 or better support.

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GPU Gems II Call For Participation

Categories: General |

Jul 29, 2004

After the substantial success of the first “GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics” book, NVIDIA is going to put out a second volume in this series, tentatively titled “GPU Gems II: Techniques for Graphics and Compute Intensive Programming.” Nvidia is soliciting proposals from OpenGL API developers for articles for this volume.

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gDEBugger for analyzing and optimizing performance of OpenGL API-based applications

Categories: Developers |

Jul 27, 2004

gDEBugger is a debugger for analyzing and optimizing performance of OpenGL API-based applications. It traces application activity on top of the OpenGL API, providing application behavior information to find bugs and to optimize application performance. It supplies data such as OpenGL calls log, OpenGL state variables values and graphic system information and displays it in a small window that does not block the application graphic view. The program can be customized with definition of the menu sets, data and views appropriate for each debugging task. For Win 2000/XP.

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ATI Mobility Radeon 9800 supports OpenGL 1.5

Categories: Processors |

Jul 27, 2004

ATI introduced the Mobility Radeon 9800 for laptops based on the same core technology that powers ATI’s Radeon X800 line. It features eight pixel pipelines, a 256-bit wide memory interface and support for ATI’s Smartshader HD and 3Dc, and full support for OpenGL 1.5 and the OpenGL Shading Language, as well as OpenGL 2.0.

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GETIC 3D scene and model editor using the OpenGL API

Categories: Developers |

Jul 26, 2004

GETIC 3D is an interactive 3D editor for interior as well exterior scenes using OpenGL API rendering. Multiple CSG’s based on BSP trees makes possible complex model construction as well extreme terrain carving. It supports hidden surface removal, ready to run BSP trees with light maps, portals with Possible View Sets, and skyboxes with complex shapes layers and associated animations. It includes full set of demo C++ source code and tutorials.

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OpenFX V1.1 rendering, design and animation suite adds OpenGL API-based stereography support

Categories: Developers |

Jul 23, 2004

IGL is an OpenSource port of IrisGL library to Win32/X11 OpenGL.
Release 0.1.8 adds editable objects (display lists) and X11 menus.

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Stratagus open-source RTS engine project adds initial OpenGL API support

Categories: Developers |

Jul 23, 2004

Stratagus (formerly FreeCraft) is a free cross-platform real-time strategy gaming engine. It is configurable and includes support for playing over the internet/LAN, or playing a computer opponent. The latest v2.1 adds initial OpenGL API support to move it into 3D. The game engine was recently described on Linux Dev Center.

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Stella multi-platform Atari 2600 emulator v1.4 adds OpenGL API rendering

Categories: Applications |

Jul 23, 2004

Stella is a multi-platform Atari 2600 VCS emulator. The new v1.4 for Linux, Mac OSX and Windows adds OpenGL API rendering and SDL support, a refined game GUI, and enhanced input support. There is also a KDE front end.

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Free GLSurveyer offers run-time instrumentation of OpenGL API-based applications

Categories: Developers |

Jul 22, 2004

In the spirit of GLTrace comes GLSurveyor, a new interceptor library providing run-time instrumentation of OpenGL API usage for windows applications.  When running your application with the GLSurveyor dll,  you can capture log files of all OpenGL API method invocations (continuous or single frame snapshots), see a frame rate counter displayed over the application 3D window, and control the behavior of many aspects of your applications use of the OpenGL.  The free version everything a typical developer would ever need in a diagnostic library, but the commercial version allows even more robust instrumentation, such as logging OpenGL state changes as each method is invoked, etc.

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3D Touch Developer Challenge to bring the dimension of touch to OpenGL API applications

Categories: Developers |

Jul 21, 2004

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The 3D Touch Developer Challenge is intended to create commercially-oriented applications that take advantage of the OpenHaptic toolkit and PHANTOM Omni haptic device, which add the dimension of touch and true 3D navigation to a wide variety of OpenGL API applications, from design to games and entertainment to simulation and visualization.  The OpenHaptics toolkit is patterned after the OpenGL API, making it familiar to graphics programmers and facilitating integration with new or existing OpenGL applications. The competition will begin on August 9, 2004 and will conclude with the submission of applications on December 31, 2004. Winners will be chosen by a panel of industry experts and will be announced in early 2005. A total of $22,500 in prize money will be awarded.

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Falanx Mali100 silicon IP core offers OpenGL ES API hardware acceleration for mobile gaming devices

Categories: Processors |

Jul 21, 2004

Falanx Microsystems new Mali100 silicon IP core supports OpenGL ES hardware acceleration as well as 2D graphics and video encoding/decoding capabilities. The Mali graphics product line is scalable, targeting different price, performance and power consumption levels - making it a good match for mobile gaming enabled devices from the mid-range to the high-end of the market.  The Mali100 is now undergoing the OpenGL ES Conformance testing and approval process .  Falanx willl be showing their solution at SIGGRAPH booth #2134.

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MORE mesh analysis SDK uses OpenGL API for display of optimized models

Categories: Applications |

Jul 21, 2004

When 3D models are stored as object surface meshes in a list of points and triangles,  information about the object shape, orientation, width, height, depth,  symmetries and redundancies is lost. This prevent post-design optimization and modification. The MORE SDK (Mesh Object Recognition Engine) is an OpenGL API-accelerated software component which recovers geometric information from 3D object surface meshes. It can be integrated into Windows 3D applications.

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OpenGL API- based Aquarium screensaver and wallpaper

Categories: Applications |

Jul 21, 2004

The new Amazing 3D Aquarium screensaver and animated desktop wallpaper uses the OpenGL API and supports multitexturing, dynamic sorting of transparent objects, particle system, and skeletal animation.  Free trial version available for Win32.

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MathInt lets you use the OpenGL API from within Mathematica

Categories: Applications |

Jul 21, 2004

MathInt makes the full OpenGL API instruction set available to Mathematica 5.0. Mathematica comunicates with MathInt using shared memory (when both application are running on the same computer) or through TCP/IP protocol.  The software makes it possible for a non-programmer tp use OpenGL from within Mathematica.

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VectorWorks 11 enhances rendering with OpenGL API interactive shaders

Categories: Applications |

Jul 20, 2004

With earlier versions of VectorWorks, you could only view shaders if you rendered in one of the RenderWorks rendering modes. With the new OpenGL API rendering support in v11, you can see shaders and render transparent objects like glass, crystal, and plastic directly in VectorWorks interactive OpenGL rendering mode.

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OpenML digital content creation and playback environment whitepaper

Categories: Developers |

Jul 20, 2004

Excerpted from the whitepaper: OpenML is designed to:

  • Foster a cross-platform, cross-OS development environment, and enable seamless interoperability of content creation and playback software across a variety of platforms and devices.
  • Enable integration and synchronization of video, audio and 2D/3D graphics to deliver compelling content through media-rich interactive applications.
  • Enable hardware and software providers to produce a larger number of standardized, transportable and compelling media products that can be brought to market in a timely manner.

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AgentFX 2 Platform beta 1 - Java and OpenGL API - based 3D engine

Categories: Developers |

Jul 20, 2004

AgentFX 2 Platform is a powerful 3D-engine, for games and high-end 3D applications, developed in pure Java using the OpenGL API. The engine offers a clean interface for developers and comes with a large variety of features such as real-time shadows (experimental in beta 1), dynamic lighting, octree spatial subdivision, portal system and a state-of-the-art character animation system with skeleton-based animations. The first beta is available for testing, download and purchase.

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Logical Stones puzzle game using the OpenGL API

Categories: Applications |

Jul 20, 2004

The aim of this OpenGL API-based game is to push all the stones to the level’s exit points as fast as You can. The level is won if you take all the stones to the exit points.

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Xj3D Toolkit vM9 adds native OpenGL API renderer that is twice as fast as the Java3D version

Categories: Developers |

Jul 16, 2004

Xj3D is an open source API for developing an X3D and/or VRML 97 compliant browser. It is also the sample implementation and test bed for X3D.  The M9 release adds a native OpenGL API renderer that is twice as fast as the Java3D version, and consumes significantly less memory. It also supports the full X3D Immersive profile, has a more user-friendly interface, converts from VRML 97 to X3D encodings, and supports Java Webstart so you can embed Xj3D onto a webpage for auto-installation.

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OpenGL SuperBible 3rd Edition

Categories: Developers |

Jul 15, 2004

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The OpenGL SuperBible 3rd edition has a new co-author, and is TWICE the size of the 2nd edition! It includes coverage of all the latest OpenGL API features including the OpenGL Shading Language.  The first set of chapters are a good way to introduce yourself to 3D graphics programming with OpenGL and provide the conceptual foundation on which the more advanced capabilities are based. The second part provides specific information about using OpenGL on Windows, MacOS X, and Linux/UNIX. Finally, the third part contains the newest features not just of OpenGL, but of 3D graphics hardware in general today. The OpenGL Shading Language, in particular, is the principal feature of OpenGL 2.0, and it represents the biggest advance in computer graphics in many years.

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Jahshaka V1.9a8 OpenGL/OpenML API-based editing and effects software adds GPU support

Categories: Developers |

Jul 15, 2004

Jahshaka is a cross-platform, open source, real-time editing and effects system using the OpenML and OpenGL APIs. The new v1.9a8 adds support for real time image processing using both GPU and GPGPU algorithims, export of animation files., and a new Unicore technology which share one OpenGL API world space between all modules enabling Jahshaka to run on any workstation with only 16+mb of texture memory.

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Nvidia’s “6800 Leagues Under the Sea” developer presentations

Categories: Developers |

Jul 14, 2004

Nvidia presentations from their 6800 Leagues Under the Sea developer event are available as slides in PDF format, along with a brief description. Topics include: what deferred shading is and how to implement it; all about high dynamic range rendering, including high-quality filtering and post-processing; how to use new Shader Model 3.0 features effectively; new OpenGL extensions that take advantage of Shader Model 3.0 features, as well as floating point filtering and blending;  overview of the NVPerfHUD real-time performance tuning tool, and more.

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GLIntercept v0.3 OpenGL API function logger supports OpenGL Shading Language

Categories: Developers |

Jul 14, 2004

GLIntercept is an OpenGL API function call interceptor that saves and tracks all OpenGL function calls, display list commands, and textures. It is useful for optimizing OpenGL API-based applications and games. The new v0.3 add logging of ARB/NV/GLSL vertex and fragment programs/shaders, function timers and stencil frame buffer pre and post render calls.

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SketchUp 4 simplifies OpenGL API-based 3D sketching and modeling

Categories: Applications |

Jul 14, 2004

SketchUp is a deceptively simple,  OpenGL API accelerated,  tool for creating, viewing, and modifying 3D ideas quickly and easily on Windows and Mac OS X. The new SketchUp 4 adds Boolean modeling, texture stretching along any continuous surface, push or pull a surface along a path,  make 2D models of people and landscaping elements appear to be 3D and always face the direction of viewer regardless of the orientation of the model, and scripting support using the Ruby lisp-like language.

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Game Consoles (e.g PlayStation) moving to OpenGL ES

Categories: General |

Jul 13, 2004

Now that OpenGL ES has become established in the cell phone market, other industry sectors are showing interest including game consoles, which typically use proprietary APIs. A spokeswoman said Sony Computer Entertainment is investigating the use of OpenGL ES on its platforms. To date, Sony has used proprietary APIs that changed with each product generation, forcing developers to rewrite game code. The company’s next console will be its first to use the Cell processor will span multiple product generations so it will benefit from a common API.

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ORSA v0.6.1 fast and interactive celestial mechanics tool adds OpenGL API blending and texture supp

Categories: Applications |

Jul 12, 2004

ORSA is an interactive tool for scientific grade Celestial Mechanics computations. Asteroids, comets, artificial satellites, Solar, and extra-Solar planetary systems can be accurately reproduced, simulated, and analyzed. In the latest release, the OpenGL API support has been extensively rewritten, adding texture support, blending for orbits rendering, and user control on the clipping planes in perspective and orthographic projections. ORSA is written in C++, released under the GPL, and is available for Linux, Mac OS X and Windows.

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Aquarius OpenGL API screensaver displays web pages and movies in dynamic layouts

Categories: Applications |

Jul 12, 2004

Aquarius is an OpenGL API-based screensaver that uses a fast library with a small memory footprint, to support loading, streaming, transport control and rendering of different media types onto dynamic geometric schemes. Media types include Web pages, Windows Media, QuickTime, Flash, MPEG and many still image formats.

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An overview of bump mapping techniques using the OpenGL API

Categories: Developers |

Jul 07, 2004

Bump mapping is a lighting technique that perturbs the normal vector of a surface on a per-pixel basis, using a texture map as input to model the perturbations. By using the perturbed normal for the lighting calculations, the apparent detail of the surface is greatly enhanced, without having to add extra geometric detail to the mesh. This article on bumpmapping discusses the original technique as developed by Jim Blinn, as well as several realtime implementations. The article also provides links to additional background information, useful tools, and implementations of the various techniques using the OpenGL API. The goal of this article is to introduce novice bump mappers to the most important realtime techniques, to explain the buzzwords that surround realtime bump mapping, and maybe also to dispell a myth or two.

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Free download of texture mapping chapter from The OpenGL Programming Guide 4th Edition

Categories: Developers |

Jul 07, 2004

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Addison-Wesley has provided OpenGL.org with a sample chapter from The OpenGL Programming Guide 4th Edition (Redbook) for download (1.2MB PDF). This is the must-have book for every OpenGL programmer. The sample Chapter 9 covers texturing mapping. After reading this chapter you should be able to:

     
  • Specify texture images in compressed and uncompressed formats
  •  
  • Control how a texture image is filtered as it’s applied to a fragment
  •  
  • Create and manage texture images in texture objects and, if available,   control a high-performance working set of those texture objects
  •  
  • Specify how the color values in the image combine with those of the fragment   to which it’s being applied
  •  
  • Supply texture coordinates to indicate how the texture image should be   aligned with the objects in your scene
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  • Generate texture coordinates automatically to produce effects such as contour   maps and environment maps
  •  
  • Perform complex texture operations in a single pass with multitexturing   (sequential texture units)
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  • Use texture combiner functions to mathematically operate on texture, fragment,   and constant color values
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  • After texturing, process fragments with secondary colors
  •  
  • Perform transformations on texture coordinates using the texture matrix
  •  
  • Render shadowed objects, using depth textures

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Crystal Space: 0.98r002 enhances speed and support for OpenGL Shaders

Categories: Developers |

Jul 07, 2004

Crystal Space is an Open Source 3D Engine that uses the OpenGL API on Linux, Windows, and MacOS/X. v0.98r002 has much better support for advanced OpenGL features (shaders, vertex and fragment programs, stencil shadows, etc). In general Crystal Space has become faster and more mature. One important thing in this release is that the new renderer architecture is much more usable. It is still not enabled as default because some important parts are still missing but if you only need OpenGL and don’t depend on volumetric fog then it is strongly recommend to use the new renderer architecture. Other features include support for cal3d models (skeletal animation), a new terrain engine that supports splatting (combining multiple textures dynamically) and scattering,  and updated and enhanced documentation.

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OpenMAX and OpenVG to compliment OpenGL ES

Categories: General |

Jul 06, 2004

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Khronos has announced that it has created two new API initiatives as compliments to OpenGL ES and OpenML. The OpenVG API that will provide a low-level hardware acceleration interface for vector graphics libraries such as Flash and SVG on handheld devices. The OpenMAX API will standardize access to media processing primitives, used extensively in graphics libraries and video codecs such as OpenGL ES and MPEG-4, to rapidly and effectively make use of the full acceleration potential of new silicon.

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Tutorial - Cg Pixel Shaders in OpenGL

Categories: Developers |

Jul 06, 2004

This article provides an introduction to writing pixel shaders with the Cg shader programming language and using them in OpenGL with the ARB_fragment_program extension. It contains sample C and Cg code and is accompanied by a simple diffuse lighting demo with full source code.

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ACM Workshop on General Purpose Computing on Graphics Processors - Aug 7-8

Categories: General |

Jul 01, 2004

The GP2 workshop, to be held the Saturday and Sunday before SIGGRAPH 2004 at the SIGGRAPH headquarter hotel, will explore current issues in general-purpose computing using graphics hardware. These issues include:

  • Do GPUs have the potential of being a useful co-processor for a wide variety of applications? What are their algorithmic and architectural niches and can these be broadened?
  • What are the major issues in terms of programmability, language and compiler support and software environments for GPUs?
  • What are some of the future technology trends that can lead to more widespread use of GPUs?

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Free J-Ball OpenGL API-based game

Categories: Applications |

Jul 01, 2004

J-Ball builds on the classic game Jezzball. It uses an OpenGL API -based engine for rendering. Ths site features screenshots and more free OpenGL programs.

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Java3D source code released along with OpenGL API examples

Categories: Developers |

Jun 28, 2004

Sun has announced that the source code for the core Java 3D API, vecmath, the Java 3D core
utilities, and the Java 3D program examples have been released under the Java Research and BSD licenses.  Java3D supports OpenGL API-hardware acceleration.

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OpenGL-API accelerated Maya Unlimited coming to Mac OS X

Categories: Applications |

Jun 28, 2004

Maya Unlimited, the 3D animation and visual fx tool will come to Mac OS X by late summer 2004, including all tools that are available to artists with Maya Unlimited 6. Maya Unlimited requires an OpenGL API hardware accelerator.

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Apple announces “Core Image” for programmable OpenGL API GPUs

Categories: Developers |

Jun 28, 2004

Core Image allows developers to leverage OpenGL and GPU rendering for very fast image processing. Effects and transitions can be expressed with a few lines of code for real-time, interactive responsiveness as you select and apply filters.  Core Video will provide a modern foundation for video services in Mac OS X Tiger. It provides a bridge between QuickTime and the GPU for hardware-accelerated video processing. This highly-optimized pipeline for video presentation increases performance and reduces CPU load, freeing up resources for other operations.

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Making the Ultimate Map using OpenGL API-based Keyhole software

Categories: General |

Jun 28, 2004

Refering to the OpenGL API-based Keyhole software,  Newsweek magazine writes: “There it is, that good old pale blue dot in all its earthly glory, right there on your computer screen. It’s a familiar sight, even from a sky-high perspective experienced only by astronauts and angels. But hold on. By mousing around and clicking, you swoop like Superman, down, down, down, to a location on terra firma. Coastlines and rivers come into view, then cities, houses and even cars. And then, with another mouseclick, you can see the roads labeled, highlight the high-crime areas and locate the nearest Chinese restaurant”

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MeVisLab features GigaVoxelRenderer using the OpenGL API

Categories: Applications |

Jun 28, 2004

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MeVisLab is a research and prototyping platform for medical image processing and visualization and is used to develop scientific methods for computer assistance in medicine in general and radiology in particular. The OpenGL API is used extensively for 2D and 3D visualization. The GigaVoxelRenderer is a scalable, octree based, hardware-accelerated volume renderer capable of displaying large volumes.  MeVisLab is free for non-commercial use, an SDK is also available. License restrictions apply.

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DevLib V1.4 OpenGL API-based multimedia library adds support for fog, stencil buffer, lighting and

Categories: Developers |

Jun 28, 2004

DevLib is designed to make multimedia productions (games, screen-savers, demos.) easier and more intuitive to write.  The new DevLib v1.4 is till compatible with DevCpp and VC7, using a better OpenGL abstraction, and released under LGPL license. This version also introduces support for fog, stencil buffer, lighting, device queries, log output, support for the OpenGL Extension Wrangler library and more.

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Soft Body 3.0 real-time soft body simulation using GLUT

Categories: Applications |

Jun 28, 2004

Soft Body 3.0 simulates real time soft body behavior using an original pressure model. The free sample application for Windows uses the OpenGL API and GLUT.

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Cedega runs off the shelf DirectX 9 games on Linux using OpenGL 1.5 wrapper

Categories: Applications |

Jun 24, 2004

Cedega (formerly known as WineX) allows Windows based games to run on
Linux, out-of-the-box, seamlessly and transparently.  The new Cedega
4.0
  supports DirectX 9.0 that works on top of the OpenGL 1.5 API,
including advanced Pixel and Vertex shaders. Cedega 4.0 also includes a
new advanced inter-process communication architecture that can double
the speed of games which make heavy use of Win32 kernel synchronization
primitives.

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Drome 3D engine supports OpenGL API shaders

Categories: Developers |

Jun 24, 2004

Drome Engine is a 3D game engine written in C++ and using the OpenGL API.  It currently supports dynamic lightmaps, stenciled shadow volumes, sky domes, shaders, particle effects, and TrueType fonts (using FreeType 2).  The new v0.2.8. includes a a first-person perspective demo and 3 maps/levels.

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Minions of Mirth OpenGL API-based massively single player RPG

Categories: Applications |

Jun 24, 2004

Minions of Mirth is a massively single player RPG which uses the OpenGL API for rendering.  It is being developed for both Mac OS X and Win32. The game is Open Source and based on the GPL Quake2 codebase.  The site features screenshots, features, and an 8 minute video.

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Shader Triathlon - Summer 2004 programming competition: call for OGLSL entries

Categories: Developers |

Jun 23, 2004

ShaderTech, Nvidia, Discrete, RTzen, and GDC are sponsoring a shader programming competition: the Shader Triathlon. $20k worth of prizes are available. The deadline is August 1st, 2004 so get those OpenGL Shading Language enteries in now.

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OpenGL Shading Language updates

Categories: Developers |

Jun 23, 2004

The ARB has approved minor updates (see the included revision histories) for the

OpenGL Shading Language Specification (version 1.10)

  and to the associated OpenGL extensions
ARB_shader_objects,
ARB_vertex_shader,
ARB_fragment_shader, and
ARB_shading_language_100.
  There is an updated version of the extension header file
glext.h
  corresponding to these changes, and some other registry updates
  including a new set of

naming conventions for Shading Language extensions
,
  an updated
extension-authoring template,
  and a very minor unrelated update to the
ARB_depth_texture
  extension.

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Fathammer to integrate OpenGL ES into X-Forge mobile game development system using Hybrid’s OpenGL E

Categories: Developers |

Jun 23, 2004

The X-Forge Game Development System for mobile gaming from Fathammer will incorporate OpenGL ES and M3G (JSR 184) using Hybrid’s OpenGL ES API Implementation Framework. OpenGL ES is based on strictly defined parts of the OpenGL standard and it enables the lightest possible interface between software and hardware based graphics acceleration.

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MegaCorps Online FPS Java and OpenGL API - based game with real-time shadows

Categories: Applications |

Jun 23, 2004

MegaCorps Online is a new tactical multiplayer first person shooter game that features real-time shadows, bump maps and dynamic lighting. The game is developed in Java and uses the OpenGL API. The first beta is available for download.

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EMotion FX v2.1 OpenGL-accelerated character system adds character factory

Categories: Developers |

Jun 23, 2004

EMotion FX s a realtime character animation system designed to be plugged into any 3D engine or game. It features facial animation, lipsynching, inverse kinematics, and support for OpenGL hardware shaders.  The new v2.1 adds assembly of characters from different body parts (and removal in explosions), improved and new inverse kinematics solvers, memory optimizations as well as an improved Look-AtӔ controller.

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Jun for Java class libraries using OpenGL API improves list handling

Categories: Developers |

Jun 22, 2004

Jun for Java is a Java class library with an OpenGL API interface for 3D graphics handling and a QuickTime interface for multimedia handling. The new vJun454 adds new list support and patched body support.

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Pre-compiled GLUT 3.7 DLL for Itanium2 for Windows 2003

Categories: Developers |

Jun 22, 2004

This is a GLUT 3.7 pre-compiled library for Windows 2003 on Itanium2. It was tested with a BULL Novascale 4040 4-ways system.

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FreeWorld3D v1.0.0 OpenGL-based terrain & level editor enhances shadowmaps and speed

Categories: Applications |

Jun 22, 2004

FreeWorld3D is a fully interactive 3D terrain editor and world creation tool,  for use in game development. It features OpenGL acceleration,  3D mesh transforms & editing, terrain shadowmaps, lighting, fog, water and skyboxes.  The new v1.0.0 release enahnces the water system and shadowmaps, creates a single texture map from terrain layers, and enhances performance.

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Night Lights OpenGL Screen Saver now available for Mac OS X

Categories: Applications |

Jun 18, 2004

Night Lights is an OpenGL screen saver (Windows or Mac OS X) that displays a stunning image of the earth’s night time urban illlumination patterns. Derived from real satellite imagery, it is a mesmerizing “night light” for your computer screen that takes advantage of OpenGL hardware acceleration.

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3D notebook without glasses for Linux using OpenGL API and GLUT

Categories: Processors |

Jun 18, 2004

The Sharp Actius RD3D notebook delivers 3D stereoscopic images without the need to wear special glasses using a Nvidia GeForce4 440 Go OpenGL accelerator. In the 3D mode, researchers can view molecules, medical imagery, and terrain maps in full 3D to gain a better understanding of their data. Right out of the box, you can hit the 3-D button next to the power button, and view, in 3D, the demo images that ship with the system. Sharp’s 3D SDK is available for Linux to create stereoscopic images using the OpenGL API and freeglut. See the technote for more information.

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Reflection/refraction demo using the OpenGL API

Categories: Developers |

Jun 17, 2004

This OpenGL API-based demo renders an object with reflections and refractions. As an extra twist, the refractions are also blurred and tinted depending on the thickness of the object, resulting in an effect somewhat like frosted glass. You can see through it, but the thicker the object, the harder it gets to make out what’s on the other side. The thickness is estimated by subtracting front-face and back-face depths. The demo requires an NVidia card (GeForce FX or better).

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Wildcat Realizm 800 supports PCI Express, OpenGL 1.5 and OpenGL Shading Language

Categories: Processors |

Jun 16, 2004

The new 3Dlabs Wildcat Realizm 800 uses PCI Express, 640MBs GDDR3 memory, 250GBs of virtual memory, 8K x 8K textures, Resolutions of 3840 x 2400, and hardware accelerated buffers (depth-of-field, motion blur, shadow,and multi-pass rendering).  3Dlabs also released the lower end professional accelerators:Wildcat Realizm 100 and 200.  All accelerators feature Acuity drivers that deliver professional-level OpenGL 1.5 support, including an optimized OpenGL Shading Language compiler on both Windows and Linux.

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Trial version of OpenGL API-based Aurora 3D Developer’s Toolkit

Categories: Developers |

Jun 16, 2004

The Aurora 3D Developer’s Toolkit is an optimized mid-evel 3D rendering API written primarily using the OpenGL API for easy portability to various console platforms. The non-demo version provides high performance scene rendering with per pixel lighting, tangent space normal mapping, environment mapping, gloss mapping, glow mapping, and hardware shadow mapping. It uses Cg pixel shaders for real time graphics.  A trial version is now available along with tutorials.

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Indigo offers color-accurate digital 3D prototypes using the OpenGL API

Categories: Applications |

Jun 15, 2004

Indigo simplifies the process of color communication through 3D real-time virtual prototyping. Using the OpenGL API, it combines real-time color, texture and gloss in on-screen simulations associated with CAD/CAM objects. Colors are specified accurately to your suppliers and communicated to your customers without manufacturing physical samples. Special effects such as interference or nacreous pigments and additives can be simulated under different viewing conditions in real-time to improve accuracy and predict metarism.

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Ada95 NeHe OpenGL base code port

Categories: Developers |

Jun 15, 2004

This is a port of the Nehe OpenGL base code to the Ada95 programming language, using GNAT.  There are examples of the Ada95 port for rotation, display lists, and texture. The site also features a set of preliminary Ada/OpenGL packages available as a thin library.

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Extglgen library lets you load and initialize all OpenGL extensions

Categories: Developers |

Jun 14, 2004

Extglgen is a tool to generate an OpenGL library to load and use all OpenGL extension functions up to OpenGL 1.5 that are defined in the SGI glext.h header file.
You can specify which extensions you need to support and then generate the appropriate C source and header files only for those. The updated version now allows one to initialize all extensions at the beginning and to query the availability of extension functions by simply looking at the values of variables like EGL_HAS_GL_VERSION_1_5.

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Aviatrix3D toolkit Beta 2 - retained-mode Java scene graph API on top of Java OpenGL-bindings

Categories: Developers |

Jun 14, 2004

Aviatrix3D Toolkit is a pure retained-mode Java scene graph API built on top of Java OpenGL bindings (currently JOGL, but will move to the formal JSR 231 bindings when released). Scene graphs, as high-level code structures need to be optimized for a particular field of graphics. While there are quite a number of gaming-oriented scene graphs already available, this toolkit is specifically focused on the needs of the data visualisation market - starting from a PC and working upwards to rendering clusters, CAVEs, Domes, HMDs etc. The beta 2 is stable and contains all the core features that will be part of the 1.0 release.

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OpenGL Shader Designer v1.5 adds new IDE

Categories: Developers |

Jun 14, 2004

OpenGL Shader Designer 1.5 has a new IDE, with docking panels, floating and resizable windows (included preview window, uniform widgets (no more handcoding the values!), one new texture unit preview into the main form, and a lot of new things.  (See Screenshot).

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OpenGL Shader Designer adds procedural 3D texture generator

Categories: Developers |

Jun 11, 2004

The OpenGL Shader Designer is an IDE for developing fragment and vertex shaders in the OpenGL shading language. The latest update v1.4.4 adds stability fixes as well as a new procedural 3d texture generator plugin that lets you generate 3D RGBA textures with custom formulas (for 3D perlin noise, lightmaps 3D, etc.)

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New ATI Catalyst drivers support OpenGL-hardware accelerated Rotation Mode

Categories: Processors |

Jun 11, 2004

ATI released their new 4.6 CATALYST drivers for many ATI accelerators. The release enhances shader performance, OpenGL performance for games, and adds OpenGL-accelerated rotation.

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OpenGL-based graphics/physics engine v0.2

Categories: Developers |

Jun 09, 2004

This OpenGL based engine supports: text preprocessor with easy interpreter for configs with for/if/else, console, bsp trees, portal rendering, triangle strips, skinned mesh, particle systems, real shadows from all objects, volumetric fog (based on convex meshes), mirrors, horizon self shadowing and offset bumpmapping, ARBtec1.0 “shaders” (ARB_texture_env_combine+dot3 parser).  post screen processing, collisions, rigid-body physics with joints and ragdoll. It should work on all cards beginning from GeForce2.

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Geodesic Computations on 3D Meshes using the OpenGL API

Categories: Developers |

Jun 07, 2004

feature graphic

These real time Win32 OpenGL demos demonstrate front propagation on 3D
meshes and its application to 3D model remeshing.
Triangle meshes are the most common type of 3D surface but it is often necessary to improve the quality of a given 3D mesh (for example obtained from a 3D medical image or artist model)using a remeshing
algorithm. The geodesic remeshing methods are
both fast (thanks to the Fast Marching algorithm) and robust (using e.g.
higher order approximations) and handle large meshes with poor triangulation quality. This project is the product of academic research and provides open source code. A PDF reviews the steps.

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Glest v0.7 OpenGL-based game adds 3D texture support

Categories: Applications |

Jun 02, 2004

Glest v0.7 fully customizable 3D freeware RTS game using OpenGL is a major upgrade to the game, adding 3D textures, improved shadow maps, and reworked 3D models.

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OpenGL ARB March ‘04 meeting notes review proposed OpenGL 2.0 feature set for release at SIGGRAPH 20

Categories: Developers |

May 29, 2004

The March ARB meeting notes discuss OpenGL 2.0 feature options for release at SIGGRAPH 2004. The proposed feature set will include the OpenGL Shading Language, Floating point buffer extensions, Pixel buffer objects, ARB_point_sprite, ARB_texture_non_power_of_two, Indexed texture access via new fragment shader operations, EXT_blend_equation_separate, SUN_slice_accum, ATI_draw_buffers, ARB_extension_query, and Two-sided stencil.

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JDK 1.5-beta2 includes OpenGL-accelerated Java 2D Pipeline on Linux, Solaris and Win32

Categories: Developers |

May 27, 2004

feature graphic

Sun Microsystems has released JDK 1.5-beta2 (codenamed “Tiger”). This release includes an OpenGL-accelerated pipeline for the Java 2D API. The pipeline was only available on Linux and Solaris for the 1.5-beta release, but is now also available on Windows as of the 1.5-beta2 release. The OpenGL-based pipeline accelerates many simple primitives such as fills, draws, and text. However, the real benefits are seen for complex operations like compositing, shape clips, image transforms (both nearest neighbor and bilinear), GradientPaint, TexturePaint, antialiased shapes, etc. Please download this latest release and send Sun your feedback so they can make JDK 1.5 as stable as possible! Now imagine an OpenGL-accelerated Swing GUI!

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Gameversity offers a free seminar on OpenGL Shading Language programming - June 2, 2004

Categories: Developers |

May 27, 2004

Gameversity, an online education website for game developers, is offering two free online seminars. 1) Chat Session on Fourier Transforms by Volker Nachmann (2 hours), and a 2-Day Seminar: “Implementing Parallax Mapping and the Cook-Torrance Reflection model with OpenGL Shading Language” by Jesse Laeuchli and Wolfgang Engel.

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FreeWorld3D v0.1.0 Terrain and Level Editor uses the OpenGL API for rendering

Categories: Applications |

May 27, 2004

FreeWorld3D is a fully interactive 3D world creation tool, specifically designed for use in game development. The rendering technology is based on the OpenGL API. FreeWorld3D is being designed to be completely game independent for use with any project.

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.NET OpenGL API-based 3D Space Invaders game

Categories: Developers |

May 27, 2004

A cool 3D version of Space Invaders - just like the original but in fantastic OpenGL-accelerated 3D. It is built in C# and uses the .Net framework v1.1 and the Tao OpenGL & OpenAL wrapper library. Inlcudes source and Win binaries.

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Cube open source OpenGL-accelerated game enhances animation performance

Categories: Applications |

May 24, 2004

Cube is an open source multiplayer and singleplayer first person shooter game built on a landscape-style engine which combines very high precision dynamic occlusion culling with a form of geometric mipmapping on the whole world for dynamic LOD for configurable fps and graphic detail. It uses the OpenGL API and SDL. The latest release adds SP & DM maps, new textures, mapmodels, a completely new soundtrack yet again, and a variety of code improvements such as better animation. Includes source & binaries for Win32, Mac OS X, Linux, FreeBSD.

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“Programmable Hardware Shading in Applications” paper from LightWork Design

Categories: Developers |

May 21, 2004

This PDF document provides an overview of the challenges facing application developers trying to use the newest programmable graphic hardware features in their applications. It also contains a suggested approach to solving those problems and describes how they have been solved in the LightWorks Real-time product

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Harry Potter OpenGL 3D Screensaver

Categories: Applications |

May 21, 2004

Watch in amazement as Harry Potter weaves his magic in this mind blowing, FREE 3D screensaver! As he wanders around he waves his wand magically making images appear from the upcoming movie Harry Potter and the Prisoner of Azkaban. But this is no ordinary boring slideshow screensaver, it’s one you have to see to believe! It includes particle and lighting effects, aswell as skeleton animation and heaps of other nifty stuff, and it’s all thanks to extra chewy OpenGL API

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Vincent open source project for implementation of OpenGL ES API

Categories: Developers |

May 20, 2004

Vincent is an open source project for developing a compliant software implementation of the OpenGL ES API for mobile devices. The initial target platform are Pocket PCs and Smartphones operating under Windows Mobile 2003. A unique aspect of Vincent is a runtime compilation infrastructure that creates optimized rasterizer code for the current graphics context settings using a JIT compiler. This runtime compilation approach, which is otherwise only available in commercial products, distinguishes the current project significantly from other similar open source projects that aim for providing implementations of the OpenGL API. All code created by this project is released under a liberal BSD-style license, which allows for the creation of commercial derivatives and commercial distributions. The project is registered as an official adopter of the OpenGL ES API and has access to the conformance test suite. A beta version of this library is available for download.

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GPUMesh offers cross-platform OpenGL mesh management for GPUs

Categories: Developers |

May 18, 2004

GPUmesh offers developers a simple way to send geometry to the GPU. The user chooses which type of mesh storage is desired (display list, vertex buffer, indexed vertex buffer, ...) and GPUmesh automatically performs the required conversions. The same mesh specification mechanism is used for Direct3D and OpenGL, thus simplifying the task of writing mesh loaders. GPUmesh relies on a mechanism similar to the begin/end approach of standard OpenGL which has proven to be easy to use and very convenient. A complete vertex format specification mechanism is also provided to manage vertex attributes. GPUmesh is free. Full source code and examples are included in the package.

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Gizmo3D scene graph V1.2 adds suppport for OpenGL Shading Language

Categories: Developers |

May 18, 2004

The v1.2 of the Gizmo3D scene graph adds full support for hierarhical OpenGL Shading Language shaders with fallback to ARB vp/fp or fixed function pipeline, physics integration with Meqon physics library, improved window integration with Mac OS X, QT, X11, Win32, wxWindows, and real time distributed network graphic objects. The Gizmo3D is now part of a larger framework called GizmoSDK wich is free for non commercial applications.

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OpenGL 3D visualization with Lua script

Categories: Developers |

May 17, 2004

feature graphic

zeGraph is an object rendering system designed for scientific data visualization and yet can be used to create 3D arts in a broad scope. It is small, fast, and easy to use. The OpenGL API is used as the rendering engine. This distribution is a binding of zeGraph to Lua, a platform independent, light weighted, simple, and powerful script language.

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breve v1.9 OpenGL-based behavior simulation environment enhances rendering

Categories: Developers |

May 17, 2004

breve is an OpenGL-based simulation environment which allows users to define the behaviors and interactions of different types of agents in a simulated 3D world and observe the emergent behaviors. This new v1.9 features MPEG movie and PNG image export on all platforms; a fullscreen mode for Linux and Windows; improvements to shadows and reflections; and general improvements and optimizations in the OpenGL-based rendering engine.

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SGL 3D Scene Graph Library V 0.7.0 adds OpenGL Shading Language support

Categories: Developers |

May 13, 2004

SGL is a mature and robust cross-platform OpenGL-based 3D Scene Graph API, written in C++. SGL supports a number of 3D file formats (obj, 3ds, TXP, OpenFlight 15.7, VRML 2.0, MD3), and a variety of image file formats. SGL provides build environments for Linux, Solaris, IRIX, Windows (VC++ and cygwin), VxWorks, and MAC OSX. The latest v0.7.0 release adds support for OpenGL Shading Language, Image Caching, Qt improvements, Nvidia’s Cg, Shadow Mapping, multisampling, various ARB extensions, new build platforms, and bug fixes and improvements. (check the downloads link for this new build).

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SuperSpriteSurface v1.0 2D OpenGL-Accelerated Game Engine for REALbasic

Categories: Developers |

May 11, 2004

SuperSpriteSurface is a middleware solution for REALbasic developers that allows REALbasic developers to create Macintosh games that utilize the OpenGL API, advanced collision detection and time-based animation.

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VRizer Linux library to create stereoscopic output for any OpenGL-based game or software

Categories: Developers |

May 11, 2004

VRizer takes conventional OpenGL-based games or software for virtual reality and creates a library that, when preloaded, intercepts the proper OpenGL/SDL calls to create 2 stereoscopic views out of 1 single frame stream. The original software is not altered in any way but the output is stereoscopic.

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Real-time atmospheric scattering using the OpenGL API

Categories: Developers |

May 06, 2004

This paper and OpenGL API demo with source shows how to to real-time atmospheric scattering. It is based on the SIGGRAPH93 publication: “Display of The Earth Taking into Account Atmospheric Scattering”, which is a mathematically-heavy non-realtime algorithm. The demo focuses on optimizations that allow the algorithm to run in real-time without creating large lookup buffers, which allows almost all of the scattering coefficients to be changed quickly at run-time.

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Crystal Space is looking for engine/OpenGL programmers to work on their new Shader-savvy renderer

Categories: Developers |

May 06, 2004

Crystal Space is an Open Source 3D engine that runs on Linux, Windows, and MacOS/X. The new in-development renders supports OpenGL 1.5 features like shaders (CG, vertex and fragment shaders), stencil shadows, etc. The renderer design is working and most important things are done. However, there are still a lot of missing features and there is a lot of testing, performance tweaking, and bug hunting that needs to be done.

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