OpenGL News Archives

Smode Studio 1.2 “video jockey” application uses the OpenGL API for real-time rendering to music

Sep 23, 2004 | Categories: Applications | Comments

Smode Studio uses the OpenGL API for real time rendering of visual compositions. It integrates 3D objects (mesh, curve and particle), video and still images and can be controlled via midi, keyboard or a sound analyzer module.

Pixie photorealistic renderer using the OpenGL API for rasterizing

Sep 23, 2004 | Categories: Applications | Comments

Pixie is a photorealistic renderer for MacOS X, Windows, and Linux
that uses a RenderMan-like interface. Features include programmable shading, motion blur, depth of field, raytracing, scan-line rendering, area-light sources, occlusion culling, global illumination, and caustics. Pixie uses the OpenGL API as a rasterizer.

Fast correct soft shadows using OpenGL API with source

Sep 21, 2004 | Categories: Developers | Comments

feature graphic

This classic shadow mapping approach to create correct soft shadows allows complex scenes to be shadowed realtime even on old hardware (83k triangles on GF4/4200 at 23fps). Includes source code. Implementation requires OpenGL 1.5 and nVidia GPU, GF3 or higher.

Creating Mac OS X native Open Inventor/Coin applications

Sep 21, 2004 | Categories: Developers | Comments

Sc21 is used to integrate the OpenGL API-based Coin Open Inventor work-alike library, with the Mac OS X user interface. In contrast to the SoGui libraries normally used to create Open Inventor applications, which focus on cross-platform compatibility, the main design goal of Sc21 is to make the integration with Mac OS X as close and intuitive as possible. Sc21 is designed to be used with the Coin Open Inventor work-alike, but it should also work with SGI’s or TGS’s Open Inventor (although this has not be tested yet).

Modern dynamic shadowing techniques using the OpenGL API

Sep 21, 2004 | Categories: Developers | Comments

The first demo shows how to implement omni-directional shadow mapping on hardware that supports Pixel Shaders 2.0 and float pixel buffers. The demo could have used a simple integer type PBuffer which is typically faster than the float type, but that would have killed the precision. (screenshot)  The second demo generates shadow volumes entirely on the GPU via special meshes made of degenerated quads inserted at every occluder edge.
It takes advantage of Nvidia two side stencil buffer and ATI separate stencil to write the shadows in one pass.(screenshot). To benchmark follow this thread.

Virtual Hiker (pre-beta) uses Java and the OpenGL API to display 2D & 3D maps for hiking

Sep 21, 2004 | Categories: Applications | Comments

Virtual Hiker is an OpenGL-API accelerated Java program that allows a user to easily and interactively use map data to plan hikes or explore new areas. It supports interactive 3D maps of the terrain rendered in real-time; the ability to trace trails across the terrain and get height verses distance profiles; and the ability to tile together adjacent maps to create seamless map areas. The new v0.0.2 adds an estimate and 2D/3D view of the offset from true north to what a magnetic compass would show, as well as quick 2D and 3D view cross referencing.

APOCALYX OpenGL API-based 3D engine source code

Sep 21, 2004 | Categories: Developers | Comments

The source code of the OpenGL API-based APOCALYX 3D engine v0.7.0 is downloadable as a single package containing code for: the engine, the LUA script interface, the GUN-TACTYX Game and all the demos. These sources are compiled using the “Borland C++ 5.5 free command line compiler”

OpenGL ES 2.0 Survey Question on how to maintain compatibility

Sep 17, 2004 | Categories: Developers | Comments

Should the OpenGL ES 2.0 API include the fixed functionality from OpenGL ES 1.X that can be cleanly replaced by programmable vertex and fragment shaders?

OpenGL ES 2.0 will provide vertex and fragment shader programmability using a close derivative of the desktop OpenGL Shading Language.  The desktop OpenGL 2.0 API retains full OpenGL 1.5 fixed functionality to provide full backwards compatibility within a single API. Desktop OpenGL 2.0 also enables fine-grained mixing of shaders with the original fixed-function pipeline to enable OpenGL 1.X programs to be incrementally upgraded with programmability.  The design goals for OpenGL ES 2.0 place a stronger emphasis on API simplicity and small driver footprint for embedded markets.  OpenGL ES 2.0 could eliminate the fixed functionality from OpenGL ES 1.X that can be cleanly replaced by programmable vertex and fragment shaders - resulting in a smaller, simpler API.  Platforms that need backwards compatibility with OpenGL ES 1.X applications could ship a separate OpenGL ES 1.X library.  The source code of shader programs that emulate the full OpenGL ES 1.X fixed pipeline could be provided to execute 1.X applications that wish to incrementally use programmability through modifying those shaders.  Just as with OpenGL ES 1.X , some software modifications would be necessary to port applications between desktop OpenGL 2.0 and embedded OpenGL ES 2.0.

Discussion and comments are welcome

SharpConstruct (alpha) 3D modeler uses OpenGL vertex buffer objects

Sep 16, 2004 | Categories: Applications | Comments

SharpConstruct is a 3D modeling program designed to let users paint depth to their models in real-time. Unlike traditional modeling programs, SharpConstruct makes it easy to quickly model organic shapes. V 0.04 switches from OpenGL’s immediate mode rendering to vertex buffer objects. The advantage is that mesh data can be stored in video or AGP memory, which has the potential to greatly improve the speed of larger models.

Deferred Shading using the OpenGL API

Sep 16, 2004 | Categories: Developers | Comments

This demo uses GL_ATI_draw_buffers to render information about the scene to multiple floating-point buffers (actually a pbuffer with three aux buffers). Phong lighting is then performed as a postprocess using these buffers as input.

FIELD uses the OpenGL API for simulation without expensive FEA software

Sep 16, 2004 | Categories: Applications | Comments

FIELD is a cross platform mathematical C++ library which supports new meshlees technology from the R-functions theory, advanced numerical computing, constructive solid geometry, 3D graphical plotting and animation. It uses the OpenGL API for interactive modeling and simulation of physical and mechanical fields and provides computation support for optimization problems with changing geometry and different physical parameters.  A demonstration programs (GLUT and .NET 2003 applications) are available for download, as well as source code.

VirtuaLight V1.4.0 supports HDR image-based lighting using the OpenGL API for previews

Sep 16, 2004 | Categories: Applications | Comments

VirtuaLight Global Illumination Renderer V1.4.0 for Windows add HDRI support (input and output), ambient occlusion, new set of primitives, several new irradiance distribution functions, and new sets of pixel filters. It uses the OpenGL API Framebuffer for display.

Nividia OpenGL API and graphics presentations from several conferences

Sep 16, 2004 | Categories: Developers | Comments

NVIDIA has posted presentations from several recent conferences:
European Developer Forum
Iron Developer (Japan)
Perfect Kitchen Art (China)
GPU BBQ (Korea)

Non-intrusive hardware-accelerated thin client OpenGL API framework

Sep 15, 2004 | Categories: Developers | Comments

VirtualGL is an open source software package which provides true thin client access to OpenGL/GLX applications running on a Unix server (currently Linux x86/x86-64)  It works by intercepting display-specific GLX calls in-process and re-routing them to the server’s hardware-accelerated display.  Rendering contexts are also re-routed into Pbuffers on the root display.  Other calls, such as glXSwapBuffers() and glFlush(), are monitored to determine when a frame has finished rendering, so that its contents can be read back, compressed, and sent to the client.  The rest of the GUI (2D) is delivered to the client using standard X11, and the compressed OpenGL pixels are decompressed by a client daemon and recomposited into the appropriate X-Window.  This method is currently producing performance of greater than 20 frames/sec with visually lossless image quality using current x86 hardware, and only modest amounts of bandwidth.
The authors are seeking help testing VirtualGL against a variety of OpenGL applications and platforms, to add new features, and to develop supporting middleware that can be used in conjunction with VirtualGL (fast image compressors, for instance.)

pmSystems simulates logic systems in heavy transport aircraft using OpenGL API-based graphics

Sep 14, 2004 | Categories: Applications | Comments

Project Magenta has a history of providing resources for professional and amateur aircraft cockpit builder. The new pmSystems module offers the ability to simulate the complex system logics found in heavy transport aircraft. It can be used both as a pure software interface and / or to provide logics for custom hardware. It uses OpenGL API-based vector graphics and high-res bitmaps for best quality.

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