OpenGL News Archives
Learn and share ideas at the Brisbane GPU Users group. Founded to bring together GPU users from all fields and experience levels from southeast Queensland. Topics of discussion include general GPU computing, GPGPU, CUDA, OpenCL, OpenGL, DirectCompute, DirectX and related technologies. The next meetup is tentatively scheduled for June 23rd at GP Library (V Block) Room V714 Queensland University of Technology, from 6pm - 9pm.
GLM is a C++ math library based on a subset of GLSL specifications and conventions which can be used with OpenGL to replace deprecated transformations or inside an OpenGL renderer but also various graphics context: raytracing, image processing, physics, etc. This new version adds features based on GLSL 4.00 specification: floating-point pack and unpack, integer functions and an extended common function set. The library has a simplify API, support Visual Studio from VC2005 and GCC from 3.4 including a support for Objective-C++.
The Heaven benchmark 2.1 release adds support for OpenGL 4.0 which includes many of the DirectX 11 components, such as tessellation. Another major addition is the ability to enable stereo 3D in several modes: anaglyph, separate images, 3D Vision and iZ3D. The Heaven Benchmark has three modes:
Moderate–tests an adapter’s ability to provide reasonable performance;
Normal–shows optimal quality-to-performance ratio;
Extreme–provides a challenge for even the strongest, next-generation DirectX 11 hardware.
Unigine Heaven 2.1 benchmark is available today from this fast mirror.
NVIDIA announced the first release from their new Release 256* family of drivers, bringing full OpenGL 4.0 support to NVDIA’s unified consumer drivers. GeForce GTX 400 series customers can take advantage of the tessellation support in OpenGL 4.0 by downloading Unigine’s latest release of their Heaven benchmark, version 2.1, which adds support for OpenGL 4.0 tessellation and 3D Vision technology.
Immaginaria Ltd. is proud to announce the release of a major update to TNGViewer, featuring robust support for keyframe and bone/skinning animation in Autodesk FBX, COLLADA DAE, LightWave LWS, DirectX X and many more formats. Weight maps are automatically optimized for dynamic OpenGL VBOs. The application has also been upgraded to the latest Open Asset Import Library and FreeType versions. Furthermore, several issues were fixed with the Open Recent and Top Scenes features. Finally, the fallback DirectD 9 renderer now supports dynamic shading (e.g. reflections, shadows). Upgrading is strongly encouraged to all users.
Proximal Studios is running an OpenGL Demo Challenge. The current challenge is to produce a 3D tunnel for a platform of your choice. The demo is running from May 1st until May 31st. Complete rules and details of what is required for your submission are available on the Demo Chronicles website. The challenge is open to beginners and experience OpenGL programmers alike.
Approximately a year into development, jMonkeyEngine 3.0 SDK Alpha1 is publicly released. jME v2.0 has long since established itself as the most popular Java engine for 3D game development. jME v3.0 is a complete re-design, made to harvest the power of the newest generation of hardware. Another important aspect of jMonkeyEngine 3.0 is increased accessibility, with all essential game features built in and accompanied by the user-friendly jMonkeyPlatform to appeal to the less technical game developer. This is jME 3.0’s first official release in what is expected to be a bi-monthly point release schedule from here on. The jMonkeyEngine SDK comes bundled with the jMonkeyPlatform.
Objects and scenarios in 3D with OpenGL, using color, lighting and textures. This hands on OpenGL tutorial will be held this weekend on May 22 in São Paulo Brazil. This one day event is targeted at developers who have an interest in learning OpenGL to create 3D applications. Knowledge of C and an understanding of the concept of vectors, matrices and analytic geometry is required.
Using OpenCL to manipulate OpenGL objects has important advantages: the GPU is usually faster and data transfer from Host memory to Device memory is kept to a minimum. CMSoft OpenCL/GL interop tutorial shows detailed implementation of circular wave interference simulation using CL/GL interop, including commented source code available for download.
After the tremendous success of the first seven entries to the ShaderX book series, and the upcoming success of the GPU Pro book, we are looking for authors for GPU Pro 2. The upcoming book will cover advanced rendering techniques that run on the DirectX and/or OpenGL run-time or any other run-time with any language available. It will include topics on: Geometry Manipulation; Rendering Techniques; Handheld Devices Programming; Effects in Image Space; Shadows; 3D Engine Design; Graphics Related Tools; Environmental Effects and a dedicated section on mathematics used in graphics programming. Proposals are due by May 17th, 2010. Contact information, an example proposal, writing guidelines and a FAQ can be downloaded here.
The GPU based rendering method for curves having large number of bends (100) has been accepted for publication to IV 2010. Tulip is an information visualization framework dedicated to the analysis and visualization of relational data.
BlendELF is a work in progress, OpenGL graphics powered, compact open source 3d game engine aimed towards independent game developers for quick prototyping and game/virtual environment creation. It supports a standard set of features, like skeletal animation, post processing, windows and linux support, LUA/C++/.NET programming, physics powered by Bullet Physics, GUI and 2D/3D Audio. BlendELF binaries and code are provided free of charge without restrictions.
AMD announced the ATI Stream v2.1 SDK, AMD’s OpenCL computing implementation to accelerate application performance using both the CPU and GPU resources in a systems. The new release adds OpenCL / OpenGL interoperability, OpenCL byte addressable stores, and extension support for multi-media operations in OpenCL.
The ATI FirePro RG220 combines AMD’s graphics performance and Teradici’s PC-over-IP remoting protocol to provide a simple and efficient solution for secure, high performance graphics over the net. In other words, it is a solution for workstation graphics cloud computing–including support for OpenGL 4. & DX11. It also offers direct support for multiple virtual machines with multiple FirePro RG220 cards from a single system.