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OpenGL News Archives

GenHead and GenCrowd 3D face synthesis tools using real-time OpenGL API-based previews

Mar 18, 2005 | Categories: Applications | Comments

GenHead 2.0 creates 3D animated heads from 2D images with control over changes to age, gender and ethnicity, control over LOD of mark-up points, and integrated variable resolution mesh. GenCrowd 1.0 generates thousands of synthetic, copyright free, photo-realistic 3D animated heads by age, gender, and ethnicity. Both products use the OpenGL API for rendering and real-time interactiviy.

gDEBugger V1.3 adds commands for locating graphics performance bottlenecks

Mar 17, 2005 | Categories: Developers | Comments

gDEBugger, an OpenGL API debugger, traces application activity on top of the OpenGL API letting programmers see what is happening within the graphic system implementation. The new V1.3 includes a set of commands enabling you to turn off the graphic pipeline stages one after the other to pinpoint the exact location of application performance bottlenecks in the graphic pipeline. For example, you can turn off stages such as: Eliminate all OpenGL Draw Commands, Force Single Pixel View Port and Force 2x2 Stub Textures. By following application performance using the heads-on FPS display when turning off individual stages, you can determine the exact location of a bottleneck.

Parallax mapping using the OpenGL Shading Language

Mar 17, 2005 | Categories: Developers | Comments

This parallax mapping demo uses the OpenGL Shading Language on Win32.  This demo (on page 12 of the comprehensive list of OpenGL tutorials) comes with full source code to the application and the shaders. It builds off the previous OpenGL Shading Language Dot3 bump mapping tutorials.

Eyephedrine iTunes visualizer using the OpenGL API

Mar 17, 2005 | Categories: Applications | Comments

feature graphic

Eyephedrine is an OpenGL API-based 3D visualization plug in for iTunes (OS X version). It renders your music with 33+ different 3D visualization reacting to spectrum and waveform values and using the OpenGL API for motion blur, vertex programs, cubemapping, light blooms, and texture blending of the album’s cover art.

Next-Generation Rendering with OpenGL - NVIDIA’s presentations from GDC

Mar 17, 2005 | Categories: Developers | Comments

NVIDIA’s presentations from the recent Game Developers Conference are now available online.  These include the talks from the full-day OpenGL tutorial on Tuesday and cover: the OpenGL Framebuffer Object Extension, Image Processing Tricks in OpenGL, OpenGL 2.0 and New Extensions, Programming for SLI in OpenGL, OpenGL Performance Tools, and GPGPU: General-Purpose Computation on GPUs.  NVIDIA sponsored session are also available.

EaseWrapper library lets you use DirectX 9 or the OpenGL API thorugh one wrapper

Mar 15, 2005 | Categories: Developers | Comments

EaseWrapper library lets you use DirectX 9.0 or the OpenGL API through a consistent interface. The library is easy to include in a project and supports: renderstates (matrices, texture stages, blending, alpha, zbuffer, stencil), static and dynamic vertex-buffers, with an internal memory management, index buffers with automatic face stripping, window management, fullscreen / windowed / border configuration, callbacks on system events (mouse, keyboard), shader support with an unified interface for HLSL and Cg, and materials, textures and lights.

gameswf uses the OpenGL API for parsing and rendering SWF movies

Mar 15, 2005 | Categories: Developers | Comments

gameswfis an open source library for parsing and rendering SWF movies, using OpenGL API 3D hardware for rendering. It is designed to be used as a UI library for computer and console games. It is written in C++, and compiles under Windows, Mac OSX and Linux, using GCC and MSVC. It includes code for rendering with the OpenGL API.

PangeaVR (with source) uses OpenGL API acceleration for QuickTime VR panoramic movies (150 to 350 fp

Mar 14, 2005 | Categories: Applications | Comments

PangeaVR is a new, free, Web browser plug-in for Mac OS X that brings OpenGL API acceleration to Quicktime VR movies. Interactive panoramic photography has made huge leaps in realism and ubiquity. However the standard panoramic renderer in Quicktime does its drawing in software, so navigating a large full-screen panorama can be slow. The PangeaVR plug-in solves this problem by rendering Quicktime VR panoramas with OpenGL API acceleration to achieve smooth animation. With it you can view full-screen panoramas at frame rates typically in the 150 to 350 fps range. The source code is now available and the author seeks ports to Windows and Linux.

Torque 2D game development engine uses the OpenGL API for real-time performance

Mar 09, 2005 | Categories: Developers | Comments

The Torque 2D game engine (early adopter release) provides a complete cross platform 2D game development solution with built in rigid-body dynamic physics, particle effects editor, sprite based animations, TorqueScript, static and animated tiles, multi-channel sound, a fast swept-polygon collision detection system and a OpenGL API hardware accelerated 2D rendering. Torque also announced the Torque Constructor interior editor which offers rapid previewing and real-time modification with in-engine previewing. Available for Windows, Linux and Mac OS X.

BodyPaint 3D Release 2 OpenGL API-accelerated plug-in for SOFTIMAGE|XSI

Mar 09, 2005 | Categories: Applications | Comments

BodyPaint 3D for SOFTIMAGE|XSI brings the unique OpenGL API-accelerated 3D painting features to character animators, game developers and motion picture artists. It lets you in real-time, texture complex models without distortions, and with full control even over specular maps, transparency or reflection

Rendering of water, fire and sky using the OpenGL API including water tutorial

Mar 09, 2005 | Categories: Developers | Comments

This application demonstrates the realistic rendering of clean and foggy water, fire and sky with vertex and fragment programs. All effects use texture perturbation to avoid a static look. It also features y-axis billboarding and simple collision detection/response. The water effect is explained in a tutorial detailing using OpenGL API vertex and fragment shaders.

Genomorama v1.0 multi-scale, multi-genome, multi-platform visualization and analysis using the Open

Mar 07, 2005 | Categories: Applications | Comments

Genomorama interactively displays multiple genomes (DNA sequences) using a powerful yet easy to use interface that leverages the visualization power of the OpenGL API and the substantial bioinformatic infrastructure provided by the NCBI.  It feature multi-scale visualization (the picture you see depends on the current scale) and sophisticated search and comparison and runs on Mac OS X (using Carbon), Microsoft Windows (using MFC) and Linux (using Motif). Executables and source code are freely provided.

Drunken Leprechaun OpenGL API-based 3D St Patrick’s Day screensaver

Mar 07, 2005 | Categories: Applications | Comments

Celebrate St Patrick’s Day by watching a Drunken Leprechaun wander around your screen in amazing OpenGL API-accelerated 3D. Watch out tho, he’s not house broken. Includes over 100 Irish tunes as background music and a countdown to March 17th

RealmForge GDK v0.6 game middleware with OpenGL API support, releases source code

Mar 07, 2005 | Categories: Developers | Comments

The RealmForge GDK is an open-source, cross-platform game development middleware for advanced 3D games and simulations. It is written entirely in C# for use with the .NET Framework. The new v.06 contains the source code, the pre-built binaries, dependencies, and the Axiom source code as well.  The plugin architecture lets you use the OpenGL API for rendering inclduing shaders.

OpenGL ES demos at GDC

Mar 04, 2005 | Categories: Developers | Comments

If you are interested in OpenGL ES (OpenGL for mobile devices and embedded devices like avionics system) check out the OpenGL ES 1.X demos being shown at Game Developers Conference in San Francisco. On the consumer side there will be hot demos from ATI, Nvidia, Hybrid, PowerVR, Bitboys, Falanx, TI, and FutureMark.  On the Avionics side look for ALT Software, Seaweed Systems and Quantum3D.  All of these names are recognizable from their work on desktop OpenGL. As OpenGL ES and OpenGL come closer together with OpenGL ES 1.2 and 2.0, the portability from desktop to mobile to embedded systems becomes more seamless.

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