OpenGL News Archives

SPEC Releases SPECviewperf 10

May 31, 2007 | Categories: Developers | Comments

SPEC’s OpenGL Performance Characterization (SPECopc) project group has released SPECviewperf 10, a new version of its benchmarking software that adds performance measurement for full-scene anti-aliasing and multithreading. SPECviewperf 10 is available initially for Windows XP and Vista, with versions for Linux and Mac OS expected in upcoming months. Major new features in SPECviewperf 10 focus on performance evaluation in areas that are of increasing interest to the workstation market: higher-quality imaging and multi-core systems. SPECviewperf now provides the ability to compare performance of systems running in higher-quality graphics modes that use full-scene anti-aliasing. It also measures how effectively graphics subsystems scale when running multithreaded graphics content.

OpenGL 2.x and 3.0 APIs arrive this year

May 25, 2007 | Categories: General | Comments

Longs Peak and Mount Evans represent major API upgrade. What is going on with OpenGL right now is very exciting. This year will see two new versions of this venerable API. The first version due in July 2007 is Longs Peak (OpenGL 2.x). This is a major clean-up of the code after almost a decade and a half. Approximately three months after that we will see the release of Mount Evans (OpenGL 3.0) which will run specifically on hardware born after November 8th, 2006. We are talking about DirectX 10-class hardware, bringing all the features of unified 3D architecture to the world of OpenGL. Mount Evans is compatible with Longs Peak, but you will require OpenGL 3.0 class hardware to run everything.

OpenGL 3.0 will offer features such as instanced rendering, stream out of vertex data to a buffer, texture buffer objects, numerous new texture formats and so on. Most importantly the Khronos Group is linking OpenGL and OpenGL ES, a mobile 3D graphics API via COLLADA and glFX, so what is supported in OpenGL 3.0 will see the light of the day in ES version as well.

OpenGL a growing concern

May 25, 2007 | Categories: General | Comments

In an interview with Nvidia’s Roy ‘The Boy’ ‘Terrific’ Taylor, SplashDamage, developers of the upcoming FPS Quake Wars, let on that they think DX10 will get a run for its money. Since the Khronos Group took over the running of the OpenGL Architecture Review Board last Autumn, they have managed to get chip-makers like Nvidia to open up DX10-esque hardware features in the OpenGL system. “The extension mechanism has also allowed manufacturers of high end cards to gracefully expose DirectX 10 features on Windows XP,” Splash said. “OpenGL is still the only viable 3D solution for cross-platform development on the PC,” we are told, and that includes XP, Vista, Linux and OSX.

gDEBugger V3.1 Adds Support for Windows Vista™

May 24, 2007 | Categories: General | Developers | Comments

gDEBugger, an OpenGL and OpenGL ES debugger and profiler, traces application activity on top of the OpenGL API, lets programmers see what is happening within the graphic system implementation to find bugs and optimize application performance. The new V3.1 Adds Support for debugging and profiling OpenGL applications on Windows Vista™. Also, gDEBugger OpenGL state variables Comparison Viewer now automatically compares all current state variables values to the OpenGL default render context values. This version also includes significant performance improvements.

OpenGL Performance: Perl vs Python, POGL vs SDL

May 23, 2007 | Categories: Developers | Comments

Following their recent C vs Perl benchmarks, Graphcomp has just posted OpenGL benchmarks comparing Perl OpenGL (POGL) with Python’s PyOpenGL, and POGL with SDL::OpenGL.
Summary: POGL is over 20% faster than PyOpenGL in rendering vertex arrays, and over 60% faster than SDL::OpenGL when using POGL’s OpenGL::Array objects.
Review test data and download benchmark source at http://graphcomp.com/opengl/bench.html

Unigine v0.4 demo with dual render: OpenGL/Direct3D

May 22, 2007 | Categories: Developers | Comments

A new demo, which is based on forthcoming Unigine v0.4 engine, is available. The demo shows a lot of modern visual effects: HDR rendering, parallax occlusion mapping, ambient occlusion mapping, translucence, volumetric light and fog, glow, advanced particle systems, postprocessing (motion blur, radial blur, DoF, color correction, Sobel filter, refraction, stereo mode). It works either on Windows and Linux. There is also a benchmark in the demo, which can be used to compare performance in Direct3D and OpenGL

AC3D introduces support for 3Dconnexion’s 3D mice and for Google Earth

May 18, 2007 | Categories: General | Applications | Comments

AC3D introduces support for 3Dconnexion’s 3D mice and for Google Earth Cambridge, England—May 2007—Inivis Limited today announces the release of AC3D 6.2, its affordable and intuitive 3D design software, used in 3D visualisation; gaming and simulation models; graphics and logos. AC3D is available for Windows, Mac OS X and Linux. AC3D 6.2 adds support for 3Dconnexion’s range of 3D navigation hardware, and the ability to export 3D models into Google Earth. “We’re delighted with the response we’ve had so far,” said Andy Colebourne, CEO of Inivis Limited. “Our support for 3Dconnexion’s range of 3D mice will really help improve our users’ workflow. And of course, 3D mice are superb when navigating Google Earth. We’ve listened to users’ feedback, and having fun with their 3D models comes high on their agenda!

NASA Ames Research Center releases early access version of World Wind Java

May 17, 2007 | Categories: Developers | Comments

NASA Ames Research Center has released the first early access version of World Wind Java, NASA’s leading-edge, open-source 3D planetary visualization system. World Wind Java lets you zoom from satellite altitude to any place on Earth. The new Java version utilizes OpenGL for its 3D rendering via JOGL, and runs on all major operating systems. Make sure to try the DiSTI Corporation’s F-16 flight simulator built using World Wind Java!

XSL transformation to convert a COLLADA file to a BVH (Biovision Hierarchy) file

May 10, 2007 | Categories: Developers | Applications | Comments

XSL transformation to convert a COLLADA file to a BVH (Biovision Hierarchy) file. COLLADA and BVH are both standard animation file formats. BVH is an older format used for motion capture data and COLLADA is a general 3D asset file format, a subset of which can be used for motion capture data. This transformation is not intended to handle all animations and poses possible in a COLLADA file as the COLLADA format is much more flexible than the BVH format.

GLFW 2.6 beta 1 released

May 10, 2007 | Categories: Developers | Comments

GLFW is a portable framework for OpenGL application development. It handles operating system specific tasks such OpenGL window management, resolution switching, keyboard, mouse and joystick input, timer input and threading. This is the first beta of version 2.6 and includes a slew of bug fixes, support for full screen anti-aliasing, better imaging API’s, updated D bindings, non-resizable windows and more.

MADLIX offers web-based COLLADA-OpenGL solution

May 07, 2007 | Categories: General | Applications | Comments

MADLIX lets users insert 3D-content in web pages, blogs, Google pages, community presentations and more. MADLIX is OpenGL-powered and runs smoothly inside all Java-enabled browsers, with no need for custom plug-ins or application installation. The on-line gallery at www.madlix.com features high-quality content ready for insertion. MADLIX is accompanied by the MADLIX exporter tool enabling 3D artists to directly export their 3D artwork from Autodesk Maya to the MADLIX gallery. The exporter features pre-view functionality as well as a standalone viewer, supporting the MADLIX file format and the open standard file format COLLADA.

DMP announces Advanced OpenGL ES Programming Training in Tokyo

May 07, 2007 | Categories: Developers | Comments

DMP announced one day of Advanced OpenGL ES Programming Training in Tokyo. This course demonstrates the more sophisticated techniques possible using the OpenGL ES 1.1. By explaining the techniques required to generate images of greater realism, the course provides deeper insights into OpenGL ES functionality. Also, this course refer to performance aspects of OpenGL ES application and basic concept of OpenGL ES 2.x. Participants must have programming knowledge (especially C), a good grasp of computer graphics concepts as well as a familiarity with the basic topics of the OpenGL ES 1.1. This course is held in Japanese.

DMP announces Beginners OpenGL ES Programming Course in Tokyo

May 07, 2007 | Categories:  Comments

DMP announced a two day OpenGL ES Programming Course for beginners in Tokyo. This course provides the knowledge that a novice OpenGL ES programmer needs to author interactive, 3D graphics applications using OpenGL ES. It covers fundamental topics such as overview of architecture, modeling, and lighting, and introduces advanced topics using extensions such as matrix palette skinning animation. Attendees should be able to read simple programs written in the C language. No previous experience with writing graphics programs is required. This course is held in Japanese.

Equalizer v0.3 scalable OpenGL API rendering framework now supports Windows XP

May 07, 2007 | Categories: Developers | Comments

new graphic

Equalizer v0.3 now also runs on Windows XP, extending the support to all major operating systems. Various new features and stability improvements make this release the fastest and most mature so far. The stability and performance of this release has been verified on a 16-node, 32-GPU cluster.

Drishti v0.1.6 released

May 07, 2007 | Categories: Developers | Applications | Comments

Drishti is a volume exploration and presentation tool using OpenGL Shading Language shaders and 3D textures. Drishti is designed to let users explore volumetric datasets as well as use in presentations. The software employs direct volume rendering approach for exploring scalar and vector volumetric data. 2D transfer functions are used for classification of scalar volumes. Volume can be rendered with soft shadows and subsurface scattering effects. Users can supply own glsl shaders for rendering and shadow generation. Streamlines can be creates and animates for vector volumes. Windows, Mac OSX, Linux executables and source code are available for download at http://sf.anu.edu.au/Vizlab/drishti

Page 1 of 2 pages  1 2 > 

 
Column Footer