OpenGL News Archives
Only a few days since AMD released Catalyst 10.10a, they have released Catalyst 10.10c Hotfix with beta support for OpenGL 4.1. Among the slew of other changes are will see performance optimizations for AMD Radeon™ HD 6870 and AMD Radeon HD 6850 series of graphics products and OpenGL performance enhancements / gains can be seen in Prey, Quake Wars: Enemy Territories, and Heaven v2. Additional information can be found on G-Truc’s website.
3D Muscles Teacher, a training application for medical students and physio-therapists can display views of the model in an arbitrary number of interactive viewing windows. The application uses OpenGL for auto-colorization and display of auto-hiding muscle name labels. The offline program has internet bindings to retrieve further public information about the muscular system. A demo version can be downloaded from our website.
Dynamic geometry level-of-detail (LOD) algorithms are very popular and powerful algorithms that provide a great level of rendering performance optimization while preserving detail by using less detailed geometry for objects that are far away, too small or otherwise less significant in the quality of the final rendering. Many of these are used since the very beginning of computer graphics technologies and are present in some form in current CAD softwares, video games and other graphics applications. While determining the appropriate geometry LOD was previously the task of the CPU, with todays hardware it is possible to also offload this to the GPU which excels at handling large amount of objects in parallel.
Not sure which OpenGL book to buy? Perhaps this OpenGL book review will help. Bottom line “...the OpenGL SuperBible in its fifth edition succeeds very well in keeping its promise to be the best introduction to OpenGL and 3D graphics programming.”
The new version 0.9.3-R1 of the open-source, cross-platform 3D application framework PixelLight has been released. This version adds support for LATC2 and LATC1 high quality normal map and luminance map compression and full scene rendering and realtime compositing support for GLSL. The Cg shader language support is now an optional plugin instead of being mandatory. To further improve the support for modern input devices and to enable a universal mapping from input devices to actions, virtual input controllers are now used all over the place instead of accessing input devices directly.
Hierarchical-Z is a well known and standard feature of modern GPUs that allows them to speed up depth testing by rejecting large group of incoming fragments using a reduced and compressed version of the depth buffer that resides in on-chip memory. The technique presented in this article uses the same basic idea to allow batched occlusion culling for large amount of individual objects using a geometry shader without the need of any CPU intervention that is unavoidable using traditional occlusion queries. The article also provides a reference implementation in the form of the OpenGL 4.0 Mountains demo that uses the technique for culling thousands of object instances.
New article about GPU-only dynamic fur modelling via particle systems and rendering using geometry shaders in OpenGL 3 context.
Sundog Software released an update to SilverLining, its C++ library for real-time physically-based rendering of the sky, 3D volumetric clouds, and weather effects. Version 2.02 of SilverLining provides visual and performance upgrades for its new Stratocumulus cloud layer type, which is rendered using GPU ray-casting under GLSL under OpenGL 1.4 or OpenGL 3.2+ contexts. Integration code for OpenSceneGraph, SceniX, Ogre, and other popular scene graphs is included.
OpenGL 3.0 capable GPUs introduced a level of processing power and programming flexibility that isn’t comparable with any earlier generations. After that, OpenGL 4.0 and the hardware supporting it even further pushed the limits of what previously seemed to be impossible. Thanks to these features nowadays more and more possibilities are available for the graphics developers to implement GPU based scene management and culling algorithms. The Mountains demo showcases some of these rendering techniques that, as far as I know, were never implemented so far using OpenGL. In this article I will present the key features of the demo that will be discussed in more detail in subsequent articles. Demo binaries with full source code are also available.
Proximal Studios is running an OpenGL Demo Challenge. The current challenge is to produce an Autumn themed demo for a platform of your choice. The challenge is running from Oct 1st until Oct 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 experienced OpenGL programmers alike.
The NeoAxis Group Ltd has releases a new version of it’s NeoAxis Game Engine. The NeoAxis Game Engine is a complete integrated development environment for creating interactive 3D graphics including 3D virtual worlds, AAA games, and realistic simulations. The NeoAxis Game Engine uses OpenGL or Direct3D for rendering. Major changes since last release: Parallel-Split Shadow Map, Full support of point light shadows, Binaries for 64-bit systems, Visual Studio 2010 and .NET 4.0 support, COLLADA mesh format support. For a full list of changes and improvements please take a look at our change log.
Nvidia announced two new Quadro models which are based on Fermi architecture. The GF106 powered Quadro 2000 and the GF108 powered Quadro 600. The two two cards feature support for DirectX 11, OpenGl 4.1, OpenCL, a 30-bit color fidelity (10-bits per color).
GLI is a simple C++ image library for OpenGL. It allows to load and store texture object content. This new version support DDS10 files, including all OpenGL 3 and 4 hardware compressed texture formats: RGTC1(BC4), RGTC2(BC5), BP_FLOAT(BC6H) and BP(BC7).