OpenGL News Archives
In this episode of Adventures in OpenCL tutorials, we cover OpenCL context sharing with OpenGL. We make a simple particle system to demonstrate this feature. One of the most important aspects of this feature is the time we can save by doing rendering and calculations on the same memory in the GPU, this means we don’t need to copy data back and forth!
Boris FX announced that Boris Continuum Complete 7 AVX (BCC 7 AVX) is now available. This update introduces highly sought-after lens blur effects as well as a new OpenGL particle engine. The new BCC Pin Art 3D and BCC Particle Array 3D filters integrate a new particle engine that is OpenGL-accelerated. All BCC 7 AVX filters take advantage of either multi-processing or OpenGL hardware acceleration to deliver an interactive effects design experience.
Less than half year after the revolutionary appearance of OpenGL 4 we now have OpenGL 4.1.The new update concentrates on Shader Model 5.0 class GPUs and extensions and the desktop version of the specification is now downward compatible with its embedded brother OpenGL ES. In this article I would like to present the features introduced with the latest revision of the OpenGL 4.1 specification.
PixelLight is an open-source, cross-platform 3D application framework written in C++. It currently supports Windows and Linux, and a mobile port for Maemo 5 is on the way. PixelLight has a highly plugin driven architecture with plugins for many third-party middleware such as sound and physics engines, input devices etc. It has a modern deferred shader renderer and currently supports both OpenGL and OpenGL ES 2.0.
The OpenGL Samples Pack is a collection of as simple as possible OpenGL samples to show how to use the OpenGL API. The OpenGL Samples Pack have been updated with 7 samples for a total of 68 samples.
TessMark is a small OpenGL 4 benchmark focused on the new tessellation features available on GeForce GTX 400 and Radeon HD 5000. Several options like tessellation levels, different vertex displacement map sets, or wireframe rendering allow to play with GPU tessellation.
A series of OpenGL 3 articles from beginning to advanced is available online. These articles are presented in German.
The glloader, a subproject of Klay Game Engine, is an OpenGL extension loading library. It supports OpenGL core 1.0 to 4.1, OpenGL ES core 1.0 to 2.0, as well as WGL, GLX, EGL and other GL/GLES extensions. The glloader also includes a datebase of all entries, tokens and typedefs in GL/GLES in XML format.
The 5th edition of the OpenGL SuperBible is out, and covers the OpenGL 3.3 Core Profile. A complete rewrite of the previous editions, the OpenGL SuperBible is the first OpenGL book to discontinue coverage of deprecated OpenGL features. A sample chapter is available at Informit, or you can purchase the book on Amazon.
AMD announced the release of the ATI Stream v2.2 SDK with full OpenCL 1.1 support using both CPU and GPU. The new SDK release also delivers expanded support for operating systems, compilers, and additional hardware. OpenCL will be integral to the forthcoming AMD Fusion family of APUs. The ATI Stream SDK v2.2 product is based on a published Khronos Specification, and is expected to pass the Khronos Conformance Testing Process. Current conformance status can be found at www.khronos.org/conformance.
The new release of the Voreen 2.5 volume rendering engine contains several new features. It is now possible to create and edit animations, which can be exported as videos. Furthermore, Voreen now contains a GPU-based multi-volume renderer, allows aggregation of subnetworks and supports iterative processing by exploiting loops in the network graph, and contains support for OpenCL used for some processors.
Another game engine has added Mac support. “Due to increased popularity of Mac and iPhone platforms, Esenthel Engine has added support for Mac using OpenGL as the graphics API. Support for iPhone platform will be added soon.” says Esenthel. You can download the SDK today from the Esenthel website.
Seac02 released a free plugin for 3ds max. The plugin allows the export of 3D models and animations for realitme augmented reality software LinceoVR. The plugin features a realtime OpenGL preview of the scene to be exported and shortens the pipeline to create desk or web Augmented reality applications via LinceoVR, without writing any code.
The new NVIDIA Quadro Plex 7000 array, and Quadro 6000, Quadro 5000 and Quadro 4000 GPUs feature the new NVIDIA(R) Scalable Geometry Engines and leverage NVIDIA Application Acceleration Engines (AXE) to enable the world’s fastest performance across a broad range of CAD, DCC and visualization applications. Rated at 1.3 billion triangles per second in raw performance, the Quadro 6000 enables users to interactively work with models and scenes that are five times more complex than ever before. All of the new GPUs are built on the latest industry standards such including OpenCL 1.1, OpenGL 4.1, DirectX 11 and DirectCompute. Jon Peddie has posted an indepth review of the new Quadro 5000.
Not only did Jon Peddie speak at the OpenGL BOF at SIGGRAPH, he also gave a short and concise review of OpenGL 4.1 in his bi-monthly TechWatch. “Khronos is methodically building their vision for pervasive developer access to crossplatform graphics, media and compute acceleration. The continued rapidfire OpenGL evolution feeds high end graphics innovation into that strategy. Just as significant as OpenGL 4.1’s new 3D functionality are the ever closer links with OpenCL and OpenGL ES 2.0—another significant step in strengthening the Khronos API ecosystem.”