OpenGL News Archives
FinalTouch 2k and FinalTouch HD are real-time tools for professional colorists to color-correct and fine-tune movies using OpenGL API-based 32-bit per channel imaging. Using ATI 850 xt cards or similar high-end graphics cards which support OpenGL API shaders, include large amounts of onboard memory and can perform accelerated, advanced 2D imaging functions, allows for very fast and often realtime operation during primary color and tone manipulation. The HD version recently won the DV magazine Excellence Award. Runs on Mac OS X.
Google Earth is an integration of Google Maps with 3D (an enhanced version of Keyhole’s 3D satellite imagery product). It uses the OpenGL API and hardware acceleration to let you fly around a 3D globe to many locations on the planet using overhead satellite photos, tilted 45-degree photos, 3D rendered buildings, and overlays that display local area search, map directions, terrain, and everything from roads to hotels to bike routes. A $20/year subscription offer higher res and GPS support. It requires an OpenGL API hardware accelerator. Currently available only for Windows. But Mac and Linux (and possibly handhelds through OpenGL ES) on the way.
The development of cross-platform software has been a long-standing challenge for programmers because each system has its own requirements and peculiarities. However without portable code the programmer can’t expand the availability of their software to a broader market. (Windows, Mac, Linux, Mobile Phones, Handhelds, or across processors) Programmers often pick up the idioms, tricks and methodologies for developing cross-platform software through sheer trial and error, as they encounter the same mistakes and patterns of code over time. If you’re an intermediate-to advanced-level programmer who’d rather cut to the chase, “Write Portable Code” contains the lessons, patterns and knowledge you’ll need for developing cross-platform software. Written by Brian Hook of id software (Doom and Quake) fame.
Mercury Cluster Edition for Open Inventor enables scalability of OpenGL API-based Open Inventor and VolumeViz LDM (large data management) for increased resolution, quality, and performance in applications that display large volumes of data. Based on a distributed scene graph, Open Inventor Cluster Edition allows an application to run unchanged on a master computer, with its scene graph optimally distributed to slave cluster nodes. It supports OpenGL 1.5 and programmable OpenGL Shading Language shaders.
CGW has a story on the making of the low budget, high-quality Kaze, Ghost Warrior 3D film. Facial animation was paramount to the story, so the filmmaker developed TAFA using the OpenGL API to display real-time sub-patching of UV textured models at interaction rates of over 100 frames per second. Dragging and dropping phonetic morphs from the OpenGL API-based Morph File onto an exposure sheet and scrubbing achieved the synchronization between the audio and the animation.
One of the techniques used to accelerate rendering of 3D images is visibility culling, the process where the invisible is removed from the graphics pipeline at early stage. This can be implemented by using the method of Potentially Visible Sets (PVS), that pretabulates the visibility information, enabling rapid culling at run-time. The Visor SDK enables the PVS method to be used with high complexity 3D models. The PVS computation is implemented as a four-stage automatable pipeline and can be controlled via an OpenGL API-based GUI.
Poser lets you design human figures, or 3D renderings that can be animated. Recent versions included features such as realistic hair and cloth dynamics. The latest version adds image-based lighting, ambient occlusion, render shadows separately from objects, subsurface scattering of light to translucent objects, enahnced lighting and full support for the OpenGL API for accelerated real-time previews and export of an OpenGL API-based animation preview.
VDrift is a driving simulation made with drift racing in mind. It’s powered by the Vamos physics engine and uses the OpenGL and OpenAL APIs. The latest release enhances performances, adds an analog clutch, and adds an in-car view.
Lush is an object-oriented Lisp interpreter and compiler with a seamless interface to C, a vector, matrix, and tensor engine, a huge numerical library, a GUI toolkit, and bindings to GSL, SDL, OpenGL, V4l, and others. It offers an alternative to Matlab, Python, and Scheme. The latest v1.1 adds 64-bit and enhanced OS X support, fast SVM library, and SVG output.
GameDev.net has acquired the excellent NeHe Productions OpenGL API tutorial and coding website. GameDev will continue to make NeHe’s tutorials and other information freely available and will also expand the current site.
Iupiter is a Java-based 3D engine, using JDK 1.4, JVM, and Lightweight Java Game Library (LWJGL). The new v0.4 adds improved memory management, better support of the OpenGL Shading Language, new bump mapping and cartoon materials implemented via OpenGL Shading Language shaders and fixed pipeline, new configuration application developed in SWT, DevIL library for texture loading, great performance improvement with stencil shadows (support for two sided stencil buffer, OpenGL Shading Language vertex shader hardware accelerated extrusion and near-clip volumes optimization to determine whether caps are necessary), directional light and support for LWJGL v0.97a.
SXML is a GUI package should be compatible with any OpenGL API code written in C++. A GLUT example is provided to show how to setup and integrate the GUI package in existing applications with minimal code
Ultratron is a retro-futuristic Java-based shooter with 40 levels, populated by 70 different kinds of robots, each with unique capabilities and looks. It uses the OpenGL and OpenAL APIs through the Lightweight Java Game Library. Available for Windows, Mac and Linux.
Shadow maps are a very efficient means to add shadows to arbitrary scenes. This paper introduces Translucent Shadow Maps, an extension to shadow maps which allows very efficient rendering of sub-surface scattering (where photons are enter into some medium (e.g., skin or marble), bounces around inside the media, and then exits at some point other than the entry point). Translucent Shadow Maps contain depth and incident light information. The paper describes optimizations Translucent Shadow Maps using OpenGL’s 1.5+ programmable vertex and fragment processing to render complex translucent objects with varying light and material properties in real-time.
With the recent release of NVIDIA’s Release 75 drivers with OpenGL 2.0 support, these NVIDIA OpenGL 2.0 release explain for developers the functionality and API introduced by OpenGL 2.0 and how OpenGL 2.0 is supported on various NVIDIA GPU generations.