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OpenGL News Archives

G3D open source 3D engine C++ library supports OpenGL 2.0

G3D is a BSD open source 3D engine that supports real-time rendering, off-line rendering, back-end game server management of 3D worlds, and use of graphics hardware for general purpose computing. V6.04 adds support for OpenGL 2.0, a new manual, Visual Studio .NET support, depth textures, AABSPTree Frustum Culling, easy-to-use access to programmable hardware, and new demos including a network game infrastructure.

Sep 30, 2004 | Read article... | Permalink

Nvidia GPU Jackpot October 21-22 for developers

The Nvidia GPU Jackpot event Oct 21-22 in Las Vegas is for content developers and artists. The programming track (limited to 80 attendees) includes: Performance and Features of GeForce 6 Series GPUs; Efficient Shadow Generation; Normal Map Compression & Quality; SLI (How to Take Advantage of Multiple GPUs) ; Advanced Performance Tools and Developer Tools and the NVIDIA SDK. The registration fee for the event is $80 and all attendees will receive a GeForce 6 Series GPU

Sep 30, 2004 | Read article... | Permalink

OpenGL API-based audio visualization with iTunes

VizKit is an OpenGL API-based visual plug-in for iTunes. It is published as an open source, cross-platform (Mac/Windows) seedwork.  The main features are: Unicode anti-aliased texture of the track title including custom font loading and CoverArt texture generation with QuickTime.

Sep 28, 2004 | Read article... | Permalink

Free DAZ|Studio uses the OpenGL API for digital art scenes

DAZ|Studio is a free application that allows you to easily create beautiful digital art. You can use this software to load in people, animals, vehicles, buildings, props, and accessories to create digital scenes and includes pre-configured 3D scenes, complete with a poseable character, accessories and environments. Thee scenes can easily be manipulated including character poses, shape morphs, model textures, and lighting. It supports OpenGL API rendering and the 3Delight Renderman compliant renderer.

Sep 28, 2004 | Read article... | Permalink

Smode Studio 1.2 “video jockey” application uses the OpenGL API for real-time rendering to music

Smode Studio uses the OpenGL API for real time rendering of visual compositions. It integrates 3D objects (mesh, curve and particle), video and still images and can be controlled via midi, keyboard or a sound analyzer module.

Sep 23, 2004 | Read article... | Permalink

Pixie photorealistic renderer using the OpenGL API for rasterizing

Pixie is a photorealistic renderer for MacOS X, Windows, and Linux
that uses a RenderMan-like interface. Features include programmable shading, motion blur, depth of field, raytracing, scan-line rendering, area-light sources, occlusion culling, global illumination, and caustics. Pixie uses the OpenGL API as a rasterizer.

Sep 23, 2004 | Read article... | Permalink

Fast correct soft shadows using OpenGL API with source

feature graphic

This classic shadow mapping approach to create correct soft shadows allows complex scenes to be shadowed realtime even on old hardware (83k triangles on GF4/4200 at 23fps). Includes source code. Implementation requires OpenGL 1.5 and nVidia GPU, GF3 or higher.

Sep 21, 2004 | Read article... | Permalink

Creating Mac OS X native Open Inventor/Coin applications

Sc21 is used to integrate the OpenGL API-based Coin Open Inventor work-alike library, with the Mac OS X user interface. In contrast to the SoGui libraries normally used to create Open Inventor applications, which focus on cross-platform compatibility, the main design goal of Sc21 is to make the integration with Mac OS X as close and intuitive as possible. Sc21 is designed to be used with the Coin Open Inventor work-alike, but it should also work with SGI’s or TGS’s Open Inventor (although this has not be tested yet).

Sep 21, 2004 | Read article... | Permalink

Modern dynamic shadowing techniques using the OpenGL API

The first demo shows how to implement omni-directional shadow mapping on hardware that supports Pixel Shaders 2.0 and float pixel buffers. The demo could have used a simple integer type PBuffer which is typically faster than the float type, but that would have killed the precision. (screenshot)  The second demo generates shadow volumes entirely on the GPU via special meshes made of degenerated quads inserted at every occluder edge.
It takes advantage of Nvidia two side stencil buffer and ATI separate stencil to write the shadows in one pass.(screenshot). To benchmark follow this thread.

Sep 21, 2004 | Read article... | Permalink

Virtual Hiker (pre-beta) uses Java and the OpenGL API to display 2D & 3D maps for hiking

Virtual Hiker is an OpenGL-API accelerated Java program that allows a user to easily and interactively use map data to plan hikes or explore new areas. It supports interactive 3D maps of the terrain rendered in real-time; the ability to trace trails across the terrain and get height verses distance profiles; and the ability to tile together adjacent maps to create seamless map areas. The new v0.0.2 adds an estimate and 2D/3D view of the offset from true north to what a magnetic compass would show, as well as quick 2D and 3D view cross referencing.

Sep 21, 2004 | Read article... | Permalink

APOCALYX OpenGL API-based 3D engine source code

The source code of the OpenGL API-based APOCALYX 3D engine v0.7.0 is downloadable as a single package containing code for: the engine, the LUA script interface, the GUN-TACTYX Game and all the demos. These sources are compiled using the “Borland C++ 5.5 free command line compiler”

Sep 21, 2004 | Read article... | Permalink

OpenGL ES 2.0 Survey Question on how to maintain compatibility

Should the OpenGL ES 2.0 API include the fixed functionality from OpenGL ES 1.X that can be cleanly replaced by programmable vertex and fragment shaders?

OpenGL ES 2.0 will provide vertex and fragment shader programmability using a close derivative of the desktop OpenGL Shading Language.  The desktop OpenGL 2.0 API retains full OpenGL 1.5 fixed functionality to provide full backwards compatibility within a single API. Desktop OpenGL 2.0 also enables fine-grained mixing of shaders with the original fixed-function pipeline to enable OpenGL 1.X programs to be incrementally upgraded with programmability.  The design goals for OpenGL ES 2.0 place a stronger emphasis on API simplicity and small driver footprint for embedded markets.  OpenGL ES 2.0 could eliminate the fixed functionality from OpenGL ES 1.X that can be cleanly replaced by programmable vertex and fragment shaders - resulting in a smaller, simpler API.  Platforms that need backwards compatibility with OpenGL ES 1.X applications could ship a separate OpenGL ES 1.X library.  The source code of shader programs that emulate the full OpenGL ES 1.X fixed pipeline could be provided to execute 1.X applications that wish to incrementally use programmability through modifying those shaders.  Just as with OpenGL ES 1.X , some software modifications would be necessary to port applications between desktop OpenGL 2.0 and embedded OpenGL ES 2.0.

Discussion and comments are welcome

Sep 17, 2004 | Read article... | Permalink

SharpConstruct (alpha) 3D modeler uses OpenGL vertex buffer objects

SharpConstruct is a 3D modeling program designed to let users paint depth to their models in real-time. Unlike traditional modeling programs, SharpConstruct makes it easy to quickly model organic shapes. V 0.04 switches from OpenGL’s immediate mode rendering to vertex buffer objects. The advantage is that mesh data can be stored in video or AGP memory, which has the potential to greatly improve the speed of larger models.

Sep 16, 2004 | Read article... | Permalink

Deferred Shading using the OpenGL API

This demo uses GL_ATI_draw_buffers to render information about the scene to multiple floating-point buffers (actually a pbuffer with three aux buffers). Phong lighting is then performed as a postprocess using these buffers as input.

Sep 16, 2004 | Read article... | Permalink

FIELD uses the OpenGL API for simulation without expensive FEA software

FIELD is a cross platform mathematical C++ library which supports new meshlees technology from the R-functions theory, advanced numerical computing, constructive solid geometry, 3D graphical plotting and animation. It uses the OpenGL API for interactive modeling and simulation of physical and mechanical fields and provides computation support for optimization problems with changing geometry and different physical parameters.  A demonstration programs (GLUT and .NET 2003 applications) are available for download, as well as source code.

Sep 16, 2004 | Read article... | Permalink

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