OpenGL News Archives
iData 178 DO-178B Render Engine offers high-performance OpenGL API-based rendering for avionics disp
The IData 178’s DO-178B Render Engine offers avionics developers the full capabilities of IData’s extensible HMI modeling and rendering system to enable developers to produce fully-certifiable cursor-controlled applications that rival the sophistication of desktop applications. Because IData 178 offers the smallest OpenGL footprint and optimal driver compatibility available, IData 178 applications are assured compatibility with popular certifiable OpenGL subsets that developers commonly use including OpenGL ES Safety Critical profile defined by the Khronos Group and with OpenGL subsets offered by industry leading DO-178B OpenGL driver providers including Seaweed Systems and ALT Software as deployed in COTS certifiable RTOS environments such as LynxOS 178, Wind River VxWorks and Green Hills Integrity, as well as proprietary RTOS environments.
The free EarthComet screen saver uses the OpenGL API hardware acceleration built into Mac OS X to display a slowly rotating Earth with real-time cloud cover (internet connection required), the Moon, and a flaming comet orbiting the Earth.
Nvidia has integrated Hybrid’s high-level M3G (JSR 184) solution over the optimized OpenGL ES drivers for the GoForce family of GPUs for wireless handsets for a seamlessly optimized and supported 3D graphics platform. The GoForce line will also support OpenVG and support Java bindings for OpenGL ES and SVG.
modo is an OpenGL API-accelerated advanced subdivision surface modeling environment for games, films, TV, print, architecture and Web production. With the new modo 103’s UV unwrap tool,a designer can select the desired UV border edges on the 3D model and adjust the tool by dragging interactively in the viewport to unwrap the mesh into a smooth UV map.
RTFSS 1.1 adds real-time ray-traced refractions and caustics computed entirely on GPU using OpenGL A
RTFSS is a fast open source free surface fluid solver based on MAC grid using the OpenGL API for real-time visulization. The new v1.1 can simulate viscoelastic fluids (like gelatines, toothpaste,gels) and adds a wave equation solver for simulating shallow water equations. This feature is exposed through a “pool demo” which features refractions, raytraced refractions, 5.1 audio for water drops (through OpenAL, and is a good example of mixing OpenGL+OpenAL) and novel techniques like caustics mapping (similar to shadow mapping creates a caustics map and using EXT_framebuffer_object) done entirely on GPU which enables it to simulate underwater caustics in realtime.
OpenGL may be a beautiful API, but is it art? Digital artist Mark Napier uses OpenGL to create computer-driven “paintings” that respond to the interaction of the viewer. Using Java with the LWJGL OpenGL binding, Napier creates programs that generate animated forms, motion, color and textures in response to the actions of the user. Extensive use of alpha blending and pbuffers creates layerings of colors and textures. Combined with motion generated by physics algorithms, these effects result in delicate and subtle paintings that slowly evolve on the screen. His artwork will be on display in several venues. The basic foundation code is available online and other digital artists are encourage to create their own virtual canvas and brushes. His site features demos on the use of the LWJGL OpenGL binding for basic OpenGL API features.
Carrara is a robust suite of modeling, animation and rendering tools. But speed is everything in 3D, and the new OpenGL API rendering engine in Carrara 5 allows you to manipulate larger scenes faster. New features also include lightmaps and support for reflections, subsurface scattering, displacement mapping and ambient occlusion, volumetric clouds that realistically scatter the light of the atmosphere and an enhanced particle engine. (Press release.)
Agar v1.0 is a portable and window system independent graphics toolkit for SDL and the OpenGL API, as well as an advanced object system aimed at games, editors, and scientific applications. The distribution also includes a set of graphics-related libraries.
Amygdala is an open-source C++ spiking neural network library. (Spiking neural networks are a very specific sort of “artificial brain” useful for AI and pattern recognition.) It includes several neuron models, SMP support, and facilities for developing SNNs with genetic algorithms. An OpenGL API-based Visualizer allows you to watch the simulation as it runs. The recent v0.4 features a new public API which is more extensible and easier to use.
This article describes 3D volumetric cloud rendering using Harris’ method for lighting (approximate the scattering integral over the volume of the cloud using graphics hardware to speed up the process). The OpenGL API-based cloud rendering code is suitable for real-time applications requiring a realistic model for clouds which one can fly through.
DJV is an open source suite of tools for working with digital images, including image viewing and playback, command line image processing, and basic monitor calibration. It uses Qt 4, the OpenGL API, libtiff, libjpeg libraries.
Visibility culling removed hidden from the graphics pipeline at early stages. 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. The latest release supports culling of dynamic objects using runtime visibility oracles (the oracle tracks global visibility, and can be queried for the visibility status of a chosen object.)
Java Specification Request (JSR) 231, Java Bindings for OpenGL, aims to define a minimal, robust and cross-platform interface to the OpenGL API from the Java programming language which will become a standard extension to the Java platform. The first official publicly available draft of these forthcoming APIs, Early Draft Review, is now available. Please help make these APIs better by reviewing them and providing your feedback.
The OMG Cup is designed to help developers successfully release their games and to help the Mac game market evolve with innovative new game concepts. “This is an amazing opportunity for any OpenGL game developer,” states Carlos Camacho, Editor-in-Chief of iDevGames. “It is difficult for both independent and small developers to break into the world of high profile casual game development. We have pulled together an amazing sponsor, Freeverse Software, to make this dream accessible for any developer.” Entries are due by November 28, 2005.