OpenGL News Archives
Shadron uses GLSL (OpenGL Shading Language) shaders to manipulate images. For programmers, particularly budding game developers, Shadron could be the answer to a number of your asset creation woes.
This tutorial series shows you Modern OpenGL the way it is meant to be seen. Starting with setup videos and more videos to come from Sonar Systems.
How does Pixar represent objects rendered in their movies? With subdivision surfaces. Now researchers at Activision, NVIDIA, and Stanford have published a new adaptive quadtree approach to rendering subdivision surfaces on modern GPUs. Using OpenGL tessellation shaders, their system efficiently renders subdivision surfaces by streaming the surface patches without needing to split the patches the way prior approaches, such as OpenSubdiv 3.0, operate. Their accompanying YouTube video shows their technique rendering state-of-the-art video game assets.
Christophe Riccio from Unity has updated his Effective OpenGL online doc. From twitter he mentions “Surviving without gl_DrawID, cross GPU arch framebuffer BW saving, building workarounds.” Chrisophe has a wealth of other OpenGL resources. If you haven’t stumbled across his website yet, now would be a good time.
Red Gaming Tech had an interview with Tom Olson chair of the Vulkan Working Group, and Neil Trevett President of the Khronos Group. Tom Olson commented “We’re really eager to hear from first-generation developers about what kind of experiences they are having.” Neil Trevett wrote “the rate of Vulkan adoption has been faster than any API that Khronos has ever produced.” There’s a lot of good information on many aspects of Vulkan, head on over and read The Vulkan Interview.
Jeff Kiel and Mark Kilgard presented “NVIDIA OpenGL in 2016” at SIGGRAPH in Anaheim. See the replay or review the slides. Live during the presentation, Jeff demonstrates NVIDIA’s Nsight graphics debugger and profiler capturing and profiling Virtual Reality scenes from the Unreal Engine using OpenGL. You can also check out slides and replays for the whole schedule of NVIDIA events at SIGGRAPH.
The Khronos Group today announced the formation of a Safety Critical Advisory Panel to create guidelines for the design of safety critical graphics, compute and vision processing APIs. The Safety Critical Advisory Panel will be open to both Khronos members and invited experts from the industry. Markets such as Advanced Driver Assistance Systems (ADAS), autonomous vehicles, robotics and avionics increasingly need advanced acceleration APIs that are designed to provide reliable operation and enable system safety certification. The guidelines will be openly published and adopted as part of Khronos’ proven API design process. Experienced practitioners in the field of safety critical system design are invited to apply for Advisory Panel membership, at no cost, with more details at the Khronos Safety Critical working group page.
Judging by MesaMatrix it would appear that Mesa along with the Intel driver has hit OpenGL 4.5. This is a major milestone and fancy feather in their cap.
OpenGL Extension Wrangler (GLEW) 2.0 is now released and supports every extension in the OpenGL registry including the latest new Khronos ARB_gl_spirv extension to accept SPIR-V in OpenGL, EXT_window_rectangles, and all of NVIDIA’s new Pascal GPU extensions. Source code is available on github. Big thanks to Nigel Stewart, GLEW’s maintainer.
New OpenGL 2016 ARB extension (requires NVIDIA GeForce 600 series or newer GPUs) ARB_gl_spirv New EXT extension (requires NVIDIA GeForce 400 series or newer GPUs) EXT_window_rectangles New NVX extension (requires Nvidia GeForce 1000 Series): NVX_blend_equation_advanced_multi_draw_buffers
- OpenVX & OpenCL @ 10am
- OpenCL, SYCL, & SPIR-V @ 11:00am
- WebGL & glTF @ 1:00pm
- Vulkan, OpenGL, & OpenGL ES @ 2:30pm
- and the Khronos After Party @ 6:00pm
Starting today at 2pm and running until Wednesday there is a good selection of Khronos related courses, papers and non Khronos BOFs. Be sure to also check out the Khronos member booths including AMD, Google, Intel, KDAB and The QT Company, MAXON, Microsoft, NVIDIA, Qualcomm and Unity.
The Khronos Group today announced significant momentum behind the glTF (GL Transmission Format) royalty-free specification for the transmission and loading of 3D content. Since the launch of glTF 1.0 in September 2015, Khronos has released an open source glTF validator, commenced community review of the glTF 1.0.1 specification that incorporates industry feedback for enhanced interoperability, successfully registered glTF as a MIME type with IANA and has catalyzed a growing array of importers, translators and tools supporting the glTF standard. More information on glTF specifications and activities is available on the Khronos website. Read the press release.
Remograph, providers of products and services for the computer graphics, visual simulation and 3D modeling markets, announced the release of Remo 3D v2.6. Remo 3D is an effective OpenGL-based tool for creating and modifying 3D models intended for realtime visualization. The primary file format is OpenFlight. Remo 3D is currently available for Microsoft Windows 10/8/7 and Linux. This new version 2.6 of Remo 3D brings Windows 10 support, new functionality for planting geometry, interactive matrix transformation and other various fixes. The full list of new features and improvements can be found in the release notes on our website.
NVIDIA has over 70 talks and demos scheduled for SIGGRAPH in Anaheim (July 24-28). OpenGL developers are invited to attend the “NVIDIA OpenGL in 2016” talk on Sunday, July 27 at 5:45pm in Room 210D where Mark Kilgard & Jeffrey Kiel explain new OpenGL functionality, Pascal extensions, and debugging tools.