OpenGL News Archives
ATI Linux drivers for FireGL V5000 OpenGL API workstation accelerator
The ATI FireGL V5000 OpenGL API accelerator gives users hi-end features and performance for the mid-range workstation market. Features include dual DVI connectors, dual link support, stereo 3D with quad-buffered support, eight pixel pipelines, six geometry engines, increased sub-pixel precision and 128MB of GDDR3 memory. The FireGL V5000 is certified to support 3ds max, VIZ 2005, Catia, Maya, Softimage|XSI, and SolidWorks. The new unified FireGL drivers now include Linux support for the V5000.
FTV v0.1 generates and visualizes terrain using fractal algorithms. It uses the OpenGL API and includes many advanced features like: multi texturing, shadows, clouds, fog, LOD, lens flares, and shaders. The GLEW extension loadinng library is required.
The Sony PlayStation 3 (PS3) is the next generation PlayStation game console with a release date as early as the end of 2005. This article reviews the technical specs that are expected to be part of the system (CPU, GPU, RAM) as well as the use of open standards APIs including OpenGL ES.
Xj3d vM10 OpenGL API-accelerated X3D browser/toolkit enhances rendering speed and uses OpenGL Shadin
Xj3D is an open source toolkit for X3D (the XML and network-savvy successor to VRML), completely written in Java and using the OpenGL API for hardware acceleration. The new Xj3D M10 features installers for Windows, Linux and Mac OS X. It now uses JOGL Java bindings for OpenGL which give it a 2X speed increase. The new H-Anim component support uses a hardware path and OpenGL Shading Language shaders for 2-3X speed improvement on Nvidia GeForce cards. M10 also adds support for several key X3D components including: CADGeometry, DIS (distributed interactive simulation), and GeoSpatial. Custom extensions include: Rigid Body Physics, Particle Systems, Clipping planes, Picking Utilities, Abstract Device IO.
This basic Vertex Buffer Objects demo loads up an image and creates a landscape from it based on the pixels intensity. Simple but useful for learning.
Texture bombing is a technique that adds richness to a surface by randomly distributing small detail images onto it in texture space. The demo uses the OpenGL Shading Language and requires a GeForce 6x00 card to run.
KToon is an open source 2D animation toolkit for cartoon production based on traditional animation. It uses the OpenGL API and QT. This first release includes two modules: Ilustration and Animation. Also supports onion-skin and motion tweening.
This is a set of 12 demos with source for writing Shaders on programmable GPUs. Most require NVIDIA FX5200 or better, although some may run on older cards. The demos were written on Linux, but all based on GLUT so they should run on Windows or other platforms.
The OpenGL Easy Extension library (GLee) makes life easier for OpenGL developers by automatically linking OpenGL extensions and core functions at initialization time. The new v5.02 for Windows and Linux adds support for the EXT_framebuffer_object. It supports OpenGL 2.0 and 332 extensions (17 new since 4.0), as well as offering support for experimental extensions.
Espresso3D is a high performance real-time OpenGL API-based 3D engine for Java. The new v0.3 adds support for sky boxes, 2D fixed and variable width bitmap fonts, 2D fixed and variable size images, mouse input, multiple render modes, texture animation, and many bug-fixes, performance enhancements, and improvements.
SaVi (satellite constellation visualization) lets you simulate Iridium, Globalstar, ICO Global, GPS, Teledesic and other systems in 3D on your desktop. The new v 1.2.6 makes the OpenGL API-based Geomview rendering faster and more responsive, particularly when texturemapping.
Scramble (find as many words from the random letter combo as possible) and Nomia (find words on a grid and challenge your skills of perception) are Mac OS X 3D games that challenges a player’s word knowledge. Internet versions allow players around the world to play against each other in weekly web challenges. The products take advantage of the OpenGL API for hardware accelerated rendering.
If you were having trouble completing your entry, note: the OpenGL Coding Challenge entry deadline has been extend until Feb 28th 2005! This should enable many more developers to complete entries, and allow others to further enhance their almost ready entries. Entry categories can be visual fx demos, games, Linux applications or a series of tutorials. Entries are accepted on Windows, Linux or Pocket PC. All levels of developer from beginner to advanced are encouraged to enter. There are over 50 prizes ranging from OpenGL ES handhelds and OpenGL video cards to travel and classes to developer software. (This gives any quality entry a reasonable chance of winning). All demos and code goes into an open source library for other OpenGL ES/OpenGL developers to use.
This day-long tutorial (Tuesday, March 9, 10am-6pm) provides an in-depth look at the latest technologies in OpenGL, and how they can be applied to next generation game graphics. Takeaway: How to use the latest features of OpenGL to improve the look and performance of your games and art tools. Also check out the OpenGL ES presentation on Wed March 9, 12pm-1pm.
ZP+ ( “Z-Pass Plus” ) is a new method for correcting the defects of the Z-pass method for rendering shadow volumes cast by a point light source. ZP+ uses an OpenGL Shading Language vertex program to clip the shadow-volume quads in a special way. It also takes advantage of triangle-strips and VBO since the mesh need not be cut into a light-cap and a dark-cap anymore. This yields frame-rates faster than Z-fail in most cases, and stencil shadows become more applicable to large meshes.