OpenGL News Archives
HPCwire has posted a blog on the fast paced OpenCL efforts underway at the Khronos Group. Version 1.0 of OpenCL is currently scheduled to be released in early December at SIGGRAPH Asia 2008 in Singapore. “If they succeed, that’s got to be some kind of industry spec development record—basically from prototype to final in 6 months” wrote Michael Feldman, editor of HPCwire. Khronos will be presenting an OpenCL technical briefing and reception at SC08 on Monday, November 17. Anyone who is interested can attended at no charge. Appetizers and cold beer will be provided!
The new version of GLM has been released. GLM is a platform independent C++ mathematics library for 3D software based on the OpenGL Shading Language. Furthermore, GLM provides optional extended feature such as quaternion, transformations, matrix inverse, etc. This release has been developed against GLSL 1.3 specification.
OpenGL Shell is an open source and cross-platform OOP-based wrapper around OpenGL and NVIDIA Cg C-based APIs. The goal of wrapper is to provide abstraction over numerous GL calls, window-system differences and GLSL/Cg shaders. With wrapper it is possible to write managed code, using smart pointers to avoid memory leaks, which impossible with ‘pure’ OpenGL. Now library supports OS Windows XP/Vista and Linux as well.
The Cg Toolkit provides a free cross-platform shading language compiler and runtime API for programmable shading. Write your shader once and deploy it to any API or platform. Cg Toolkit compiles Cg shaders and CgFX effects to OpenGL assembly extensions, GLSL, DirectX 9 assembly, HLSL9, and DirectX 10’s HLSL10. Cg Toolkit supports Linux, Windows, Mac OS X, and Solaris.
The Voreen 1.5 volume rendering engine is now available as open source. Voreen exploits OpenGL as well as GLSL to allow easy and flexible high-performance volume ray-casting on the GPU. Results and programming tutorials available on the website. The goal of the Voreen project is to develop an open source volume rendering engine which allows interactive visualization of volumetric data sets by allowing high flexibility when integrating new visualization techniques.
NVIDIA has posted slides from the joint NVISION 2008 presentations on OpenGL, OpenGL 3.0, Cg, and CUDA. This four part set covers OpenGL and the Future, GeForce 8 Features for OpenGL, Cg 2.1 - “C for Graphics” for All 3D APIs and Platforms and finally OpenGL and CUDA. The presentation was made by Michael Gold, Mark Kilgard, and Barthold Lichtenbelt of NVIDIA.
The sequel of the cross-platform OpenGL based RTS game Tribal Trouble has been transformed into a game that launches directly from the browser. While taking advantage of the extensive possibilities of a browser for displaying all the quests, missions and expansions, the game doesn’t settle for traditional flash-style gaming integrated in the website, but launches a fully hardware accelerated 3D window using OpenGL, in fullscreen. A standard Java browser plugin is required as our implementation uses the Lightweight Java Game Library (LWJGL).
OpenCL is an open, royalty-free standard being created by the Khronos Group for programming heterogeneous parallel computing across GPUs and CPUs. OpenCL is being driven by industry-leading companies including AMD, Apple, ARM, Codeplay, Ericsson, Freescale, Imagination Technologies, IBM, Intel, Nokia, NVIDIA, Motorola, RapidMind and Texas Instruments. This informal gathering will provide one of the first opportunities for the HPC community to gain an insight into the architecture and direction of this exciting development. Please register early as seating is limited - we look forward to seeing you in Austin!
Ogre Technologies has announced Glux; The OpenGL Utility & Auxiliary Library. It aims to be a more up-to-date replacement for Glux. It is also written in C++, making it not accessible for C users, however. Ogre Technologies mentions that Glux is in a very early stage and only has support for Windows at this time, but will support other OS’ (such as Linux, Mac OS, Mac OS X, ...) in the future. Glux should take care of windowing in your OpenGL applications and also offers some extra functions.
IDF in Taipei showed first working demo of Intel’s and Yahoo’s efforts on the Widget Channel front. On display during the keynote was a set-top-box made by GIGABYTE. This box is capable of playing back both 720p and 1080p video with its onboard H.264, VC-1 and MPEG2 hardware decoder. Its GUI is based on OpenGL ES 2.0 technology.
NVIDIA released beta Linux drivers for OpenGL 3.0 today, as well as an update to the Windows OpenGL 3.0 drivers. These drivers have the following new features and improvements:
- Linux support - OpenGL 3.0 and GLSL 1.30 functionality support between the Linux and Windows releases are identical.
- Now allows rendering to a FBO with mixed-size attachments
- VAO bug fixes and performance improvements
- EXT_texture_swizzle support
- Transform feedback missing functionality is implemented
- Various other bug fixes
Ray tracing researchers David Luebke and Steven Parker discuss hybrid ray tracing and rasterization rendering techniques that combine CUDA and OpenGL. OpenGL is used for buffer and texture setup. CUDA does the ray tracing. And then OpenGL does post-processing and display.
ShiVa is an all-in-one development tool, dedicated to 3D games creation. The engine is cross platform, and uses OpenGL for rendering on Windows, Mac OS X, and Linux, and OpenGL ES on embedded devices. This new release introduces iPhone publishing
Ian Williams explains in this presentation how to drive ultra high-resolution displays. Ian discusses OpenGL quad-buffered stereo, the newly published WGL_NV_gpu_affinity extension for GPU affinity when driving multiple GPUs concurrently, and how to configure OpenGL swap groups to coordinate the buffer swaps of multiple GPUs with the NV_swap_group extension.
Graphic Remedy is proud to announce the release of the gDEBugger tutorial. The new gDEBugger Tutorial supplies all the information needed to start working with gDEBugger; installation and project creation, basic functionality and a great number of tasks that can be performed with gDEBugger. The tutorial explains, in clear and simple language illustrated by screenshots, how to make use of gDEBugger’s features to their full extent, whether the task is general as cleaning up OpenGL usage or more advanced as locating graphic pipeline bottlenecks or redundant state change function calls. The gDEBugger tutorial is available here. It will be included in future versions of gDEBugger.