OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Loading

OpenGL News Archives

ogldev: Screen Space Ambient Occlusion tutorial published

The 45th installment in a series of tutorials dedicated to promoting modern OpenGL development, with a focus on version 3.x and beyond. This tutorial demonstrates how to implement the SSAO technique to improve the visual quality of a scene.

Apr 07, 2015 | Read article... | Permalink

NVIDIA releases NV_command_list extension for OpenGL

With the recent release of 347.88 drivers, NVIDIA adds official support for the NV_command_list extension. This extension has already been disclosed at last year’s SIGGRAPH ASIA and just days ago at the GPU Technology Conference 2015. The GTC presentation highlights the various benefits of the extension and the new possibilities it allows. Its primary goal is to allow current OpenGL applications to leverage the hardware to its full degree by providing the quickest possible path through the driver and benefit from future graphics API trends today. When adopting new concepts such as pipeline state objects and command buffers in current OpenGL applications, developers can also familiarize themselves with these modern software approaches and the implications and possibilities they have on their software architecture. The latest presentation slides from GTC 2015 can be found online.

Mar 20, 2015 | Read article... | Permalink

Introduction to OpenGL: A Quick Tutorial

This article explains how to write a very simple application to render 3D models using OpenGL. The article uses Qt/Qt Creator to implement the UI, making it easy to compile and run the application on multiple platforms. The source code of the prototype built is available on GitHub. The goal of this simple application is to generate 3D models, save them to a file with a simple format, and to open and render them on screen. The 3D model in the rendered scene will be rotatable and zoomable, to give a better sense of depth and dimension.

Mar 12, 2015 | Read article... | Permalink

Khronos Group full Vulkan Session with Q&A now on Youtube

The complete Khronos Vulkan session is now on youtube. This is from the live stream this afternoon. A proper video will be posted online in a few days along with the slides from the presentation.

Mar 05, 2015 | Read article... | Permalink

Vulkan session will be Live Streamed

Please join us at 2PM pacific time for a Live Stream of the second and last Vulkan session at GDC. There will be better quality video and slides available in the next few days.

Mar 05, 2015 | Read article... | Permalink

Khronos Releases OpenCL 2.1 Provisional Specification for Public Review

The Khronos Group today announced the ratification and public release of the OpenCL 2.1 provisional specification. OpenCL 2.1 is a significant evolution of the open, royalty-free standard for heterogeneous parallel programming that defines a new kernel language based on a subset of C++ for significantly enhanced programmer productivity, and support for the new Khronos SPIR-V cross-API shader program intermediate language now used by both OpenCL and the new Vulkan graphics API.

Mar 03, 2015 | Read article... | Permalink

Khronos Reveals Vulkan API for High-efficiency Graphics and Compute on GPUs

The Khronos Group announced the availability of technical previews of the new Vulkan™ open standard API for high-efficiency access to graphics and compute on modern GPUs used in a wide variety of devices. This ground-up design, previously referred to as the Next Generation OpenGL Initiative, provides applications direct control over GPU acceleration for maximized performance and predictability, and uses Khronos’ new SPIR-V™ specification for shading language flexibility. Vulkan initial specifications and implementations are expected later this year and any company may participate in Vulkan’s ongoing development by joining Khronos.

Mar 03, 2015 | Read article... | Permalink

GDC 2015: Khronos Group sessions for Next Generation of Graphics and OpenCL

Are you going to GDC? Be sure to reserve your spot for glNext and OpenCL sessions happening off-site at GDC. The OpenCL sessions are almost full, as is the noon glNext session. You may register on the Khronos Group event page.

Mar 02, 2015 | Read article... | Permalink

OpenGL hardware database with new features and now open source

The OpenGL hardware database goes open source, with the client side application to generate and upload OpenGL hardware reports ported to C++ (using Qt as the UI framework). The client side application has been ported over from pascal to C++ for a broader audience and has been made open source, available on github. In addition to the move to C++, the application also adds lots of new information for OpenGL hardware reports, like added capabilities (reports now contain up to almost 200 implementation capabilities) compressed texture formats and a preview for displaying information gathered from gl_arb_internalformat_query2, making it an even more handy tool for OpenGL developers. Binaries are currently available for windows, Linux and Mac OS can be compiled from the sources with binary distributions to follow. Alongside with the move to open source, the web front end also got lots of new functionality, including new report layouts, advanced search and filter options and better ways to compare different OpenGL reports.

Mar 02, 2015 | Read article... | Permalink

Qt3D 2.0 The FrameGraph

KDAB are rewriting the Qt3D module of Qt 5 to provide an easy but flexible API for easily getting 3D content into your Qt applications using either C++ or QML. After reading this 4th article in the series, you will understand the difference between the Scenegraph and the Framegraph and see their respective uses. For the more adventurous amongst you, pick up a pre-release version of Qt3D and start experimenting to see what the Framegraph can do for you.

Feb 20, 2015 | Read article... | Permalink

Tutorial: Persistent Mapped Buffers in OpenGL

Summary of techniques to stream data from CPU to GPU in OpenGL with focusing on new method called persistent mapped buffers.

Feb 17, 2015 | Read article... | Permalink

GDC 2015: Khronos Group sessions and the Next Generation of Graphics and Compute API

The Khronos Group will be holding a number of sessions off-site during GDC week. There will be two sessions dedicated to discussing the Next Generation of Graphics and Compute API, as well as an OpenCL and WebGL meetup. These sessions will be taking place at SF Green Space (EEFG) just a few minutes walking distance from the Moscone center on Wednesday and Thursday. Registration is highly advised for the off-site sessions as space is limited and a good crowd is expected. Complete details are available on the Khronos GDC 2015 event page.

Feb 12, 2015 | Read article... | Permalink

Substance 3D OpenGL rendering software is now free to use

Substance 3D is a windows based application for rendering 3D photo realistic art using OpenGL. There are five OpenGL realtime visualization modes: Point clouds + skeleton, Soft (velvet-like), Dispersive (chromatic dispersion), Plaster (Ambient occlusion) and Specular (Global illumination). For optimal efficiency, Substance 3D uses multiple CPU-cores (if available) for GUI management, Shapes modeling calculations and Photorealistic rendering. As well, Substance 3D uses High Dynamic Range images (probes) as realtime lighting environment and can import up to 32 probes in its library.

Feb 02, 2015 | Read article... | Permalink

3D Box Shot Pro V4 Release

Jellypie Software has release 3D Box Shot Pro V4, an OpenGL powered 3D rendering tool. The new version now feature 128 models per scene, collision detection between models, stacking models and copy and paste functionality. It’s now possible to build complex scenes quickly and easily. 3D Box Shot Pro V4 features an all new OpenGL rendering engine that can render 67mega pixel images in seconds.

Jan 28, 2015 | Read article... | Permalink

OpenGL works in biicode, a C/C++ dependency manager

OpenGL can now be used with biicode (a C/C++ deps manager, just like Maven and Maven Central for Java) in any C and C++ project from source code. Other people have been using it with pretty good results.

Jan 28, 2015 | Read article... | Permalink

Page 9 of 192 pages ‹ First  < 7 8 9 10 11 >  Last ›