OpenGL News Archives
The OpenGL Shading Language Seminar will be held
Thursday, 12 August, 1-4pm, Los Angeles Convention Center, Tech Talk Room 2. The seminar hosted by the OpenGL Architecture Review Board is for developers wishing to learn how to implement the OpenGL Shading Language in real-world applications. Admittance is free.
The next version of Mac OS X (Tiger) will include better support for OpenGL pixel buffers, which lets developers perform offscreen rendering with OpenGL. For example, developers could create a pixel buffer to store a texture that may be applied to hundreds of different objects in a video game, though the texture would only be processed once.
The OpenGL Architecture Review Board announced the OpenGL 2.0 specification. New features of OpenGL 2.0 include:
- Programmable shading - With the new release, both OpenGL Shading Language and its APIs are now core features of OpenGL. New functionality includes the ability to create shader and program objects; and the ability to write vertex and fragment shaders in OpenGL Shading Language.
- Multiple render targets that enable programmable shaders to write different values to multiple output buffers in a single pass.
- Non-power-of-two textures for all texture targets, thereby supporting rectangular textures and reducing memory consumption.
- Two-sided stencil with the ability to define stencil functionality for the front and back faces of primitives, improving performance of shadow volume and constructive solid geometry rendering algorithms.
- Point sprites which replace point texture coordinates with texture coordinates interpolated across the point. This allows drawing points as customized textures, useful for particle systems.
ImageModeler is an image-based 3D modeler that uses the to extract 3D information from still images and construct accurate 3D models with realistic textures using realtime OpenGL API display. V4.0 adds a new 3D/2D Integration tool for incorporating 3D projects into 2D photos, a new UV Mapping Editor and export of a 3D scene as a JPG file. RealViz also announced StoryViz for planning film scense in detail and in real time. Based upon an OpenGL API 3D rendering engine and non-linear editing tools, it links storyboards and film production by simulating the shooting phase and pre-editing the final shots.
Airburst Extreme is a multi-player game for Mac OS X in which players try to burst each others’ cushions of balloons at 30,000 feet. The game features OpenGL API graphics, a custom soundtrack, and unlimited level.
Open Inventor is the most widely used object-oriented, cross-platform 3D graphics API for C++ and Java developers. The new Version 5.0adds features that broaden its functionality, including more than 1,000 classes and an intuitive, easy-to-use programming interface that allows for rapid prototyping and development of graphics applications. Open Inventor has an extensible architecture that allows developers to add their own custom functionality. New features include: support for programmable shaders (ARB, Cg, and OpenGL Shading Language), OpenGL 1.5 texture extensions (plus multi-texture, etc.), direct import of OpenFlight files (for vis-sim applications), improved transparency (by sorting triangles), support for X3D nodes, including 2D geometry node, astEdit mode (for small changes in a big scene), an interactive scene graph editing tool, multipipe and volume extensions and more.
Zoran and Falanx partner to provide high quality OpenGL ES 3D core engine for multimedia mobile phon
Zoran amd Falanx Microsystems have have entered into a partnership to implement Falanx OpenGL ES 3D hardware acceleration engine in Zoran’s next-generation high performance multimedia processors for mobile phones. This integration project is based on Falanx’s OpenGL ES 1.0 Conformant Mali100, an advanced 2D/3D hardware acceleration engine that enhances the processing speed and image quality capabilities dramatically for a wide range of multimedia applications, while providing an extended feature set with reduced power consumption and system production costs.
The OpenSceneGraph is an open source graphics toolkit, with support for a wide range of OpenGL API features and latest extensions, including the OpenGL Shading Language, Vertex Buffer Objects, Texure compression, shadow texures, vertex and fragment programs and register combiners. The new v 0.9.7 release adds osgTerrain library with support for and generation of large scale geospatial databases, revamped TerraPage loader, support for movies and examples of shadows and volume rendering and much more.
TechViz XL is a software that instantaneously turns a pack of common PCs into a highly powerful multi-screen visualization system or a CAVE. No specific application developpement is needed, TechViz enables unmodified OpenGL API applications to display in realtime on multiple screens. Moreover, TechViz Turbo uses a cluster of PC to accelerate the 3D display of an existing OpenGL API application. SIGGRAPH 2004 booth #1930
The demo code features two optimizations for stencil shadows and lighting, which make it possible to increase FPS 2-3 times without any new extensions. The first optimization is the extrusion of shadow volumes to the length equal to the radius of light source. The second is a clipping of triangles via vertex shader. The demo also features support for the OpenGL Shading Language.
UberFlow is a particle engine using GPU computations for real-time animation of large particle sets using OpenGL memory objects to create, manipulate, and render geometry without read-back, including inter-particle collision and visibility sorting. The paper is a available as a PDF and will also be presented at Siggraph.
This paper presents a fast and reliable collision culling algorithm using OpenGL API occlusion query and vertex arrays, on graphics processors for handling complex objects with tens of thousands of polygons, including objects undergoing deformation and non-rigid motion. The new algorithm overcomes a major limitation of earlier GPU-based collision detection algorithms and is able to perform reliable interference queries. It improve the rendering throughput by using vertex arrays and use GL_NV_occlusion_query to perform the visibility queries.
DevMaster’s Game and Graphics Engines Database is committed to providing the most accurate and up-to-date information for current OpenGL API 3D engines around the web. Each engine contains a brief description as well as a list of supported features and general info (platform, API, etc.). In addition, you will find reviews/ratings from DevMaster.net staff or community members to help you decide which engine is right for you
The OpenGL API-based Shader Designer is an IDE for developing fragment and vertex shaders in the OpenGL shading language. The latest update v1.5.5 enhances the 3D Texture Noise plugin performance and application stability. It also includes an interactive AVI export feature, letting you choose the resolution, fps, codec, and the usual mesh manipulation.
The upcoming Unity game development engine for Mac OS X features OpenGL 1.5 Vertex & Fragment programming using a custom scripting language as well as Cg shaders. This includes full per-pixel projected lights with bumpmapping, shader LODs, and fallback shaders to target every graphics card profile from fragment programs down to unextended OpenGL 1.0. Unity also support 3D positional audio, physics, and collisions. It is a simple-to use application and will create games for both PC and Mac.