OpenGL News Archives
Algoryx Simulation announces that their physics simulation toolkit, AGX Multiphysics, is available for evalutation and licensing. AGX is designed to give the user control over modeling and precision, so that the same unified physics solution can be used both for visual interactive real time applications, as well as for high fidelity and high precision simulations in science and engineering. AGX has an advanced modern C++ based API and can be integrated in any graphics pipeline or end-user application running MS Windows, Apple OS X or Linux. AGX provides the user with a choice between fast and approximate iterative solvers, and high precision parallel direct solvers depending on the application context and required precision. Many solver kernels are implemented in OpenCL for heterogeneous parallel computing on multicore and graphics processors (GPU). The default pipeline is based on OpenSceneGraph and OpenGL, and has a Lua interface for scripting. AGX has a powerful scene description format and also supports the COLLADA format.
The new version 0.9.4-R1 of the open-source, cross-platform 3D application framework PixelLight has been released. PixelLight is using OpenGL as it’s main renderer, and GLSL as the main shader language. This is primarily a maintenance release with focus on improving the general performance, realizing minor refactoring steps towards PixelLight version 1.0, performing the usual bugfixing as well as integrating user feedback. We also added new videos to the PixelLight’s YouTube channel, some even in HD quality. All videos, except the long dungeon demo one, were replaced by new versions with better quality.
OpenSceneGraph 3.0: Beginner’s Guide is a new book from Packt that will help users to gain a comprehensive view of the structure and main functionalities of OpenSceneGraph. Written by Rui Wang and Xuelei Qian, this book is an ideal introduction for developing applications using OpenSceneGraph and to extend users’ own scene elements from the base interfaces of OpenSceneGraph.
KlayGE is a cross-platform open source game engine with plugin-based architecture. In this new version 3.11.0, the OpenGL plugin is highly enhanced. It replaces the D3D9 plugin to become the primary rendering plugin under WinXP. Also, it now works well on both NVIDIA and AMD graphics cards, from OpenGL 2.0 to the latest 4.1.
VGP3, the OpenGL racecar simulator, is now available in true (stereoscopic) 3D! VGP3 uses the OpenGL Stereo 3D mode (quad-buffering), so an OpenGL Stereo 3D compliant graphics card (along with a 3D monitor/projector) is required. However, there is also an Anaglyph Red/Cyan postprocessor effect (obtained through FBOs) that can be used to re-create the 3D experience on any recent graphics card (in that case, cheap red/cyan glasses are the only requirement). As always, a free demo to give the 3D experience a try is available on the VGP3 website!
Several new Windows OpenGL 3 tutorials are available online. The new tutorials cover the following topics: geometry instancing and uniform buffer objects, using a custom 3d model format, bounding sphere collision models, model part animation, texture effects, dynamically loading and unloading of textures and meshes, particle rendering and animation using geometry instancing and uniform buffer objects, and managed instancing.
In June 2011, developers, academics, industry leaders, and emerging innovators will convene in Bellevue, Washington at the inaugural AMD Fusion Developer Summit to learn about the AMD Fusion APU and the potential market opportunities it presents. AMD invites pioneers in heterogeneous computing to share their work and research findings in the form of presentations, technical papers, or reports with this influential community. Deadline for submissions is February 4th 2011.
The Khronos Group is hosting a Khronos Developer University co-located with SIGGRAPH Asia. Numerous Khronos members have joined together with each member taking a demonstration suite to create a large number of exciting demos in the Khronos Pavilion on the SIGGRAPH trade show floor. On December 17th Rightware is sponsoring a Beer and Demo Social. Complete dates, and schedules are available on the Khronos website. The Khronos Group has just wrapped up very successful events in Beijing and Tokyo.
Fourteen modern OpenGL code samples have been released. From Triangle to Volumetric Ray Casting all written using only non-deprecated functionality.
ShaderToyMark is an OpenGL 2 benchmark based on hefty pixel shaders written by demomakers. ShaderToyMark is an application built with the GeeXlab demotool. This new version of ShaderToyMark fixes some mulithreading bugs and brings a better multi-GPU support (SLI and CrossFire). ShaderToyMark is perfect to benchmark the raw power compute of modern GPUs.
A few advantages to using OpenCL on the CPU are: results on the CPU for further processing, CPU-code can be mixed with OpenCL and specific algorithms can be processed faster because there is no PCIe-overhead. Streamcomputing has a closer look at at why you may find OpenCL on the CPU useful for your own work.
Looks like the folks at Graphic Remedy have modified their business model, and have made gDEBugger available at no cost. The official free version will be available later this month, and there is currently a modified license that allows you to use the current version right away.