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3D Shape generator using OpenGL3 and OpenCL

Jan 21, 2011

The Belgian scientist Johan Gielis discovered a mathematical formula to describe many shapes existing in nature. This formula is called the “Super Formula”. To demonstrate GPGPU and to show that it can be used for many purposes including simply having some fun, we developed the “SuperShaper”. A tool that uses OpenCL to create very high-detail 3D models using the Super Formula.

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Drishti - OpenGL based volume exploration and presentation tool updated

Jan 18, 2011

An update for Drishti is available for download at the google code site. Drishti works on GPUs having OpenGL 2.0 capability. The update includes many newer additions such as unlimited Undo/Redo facility, inbuilt help for various dialogs and panels, modulate color and opacity for one volume based on other volumes, reslicing volume at different orientation, color legends, thickness profile and much more. Drishti allows scientists visualize and explore volumetric datasets.

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Mesa supports more OpenGL 3.0 extensions

Jan 18, 2011

Support for GL_ARB_draw_instanced, GL_ARB_instanced_arrays, GL_ARB_draw_buffers_blend and GL_EXT_texture_sRGB_decode has been added to Mesa. Much work is yet to be done!

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Equalizer 1.0-alpha delivers scalability and flexibility for OpenGL applications

Jan 14, 2011

Equalizer is the standard framework to create and deploy parallel, scalable OpenGL applications. Collage is a cross-platform C++ library for building heterogenous, distributed applications, used as the cluster backend for the Equalizer. This release is intended for application developers to provide feedback and preview the Equalizer 1.0 release. Please check the release notes on the Equalizer website for a comprehensive list of new features, enhancements, optimizations and bug fixes.

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RTGU 3d technical demonstration released

Jan 13, 2011

A technical demonstration showing an interactive virtual model of an hotel lobby, is available for download. RTGU is a realtime 3d rendering pipeline - composed of a set of tools, ranging from 3d content export/conversion to realtime 3d rendering using OpenGL. The model is completely designed using 3dsMax and V-Ray, then exported and lit using RTGU tools, and rendered using OpenGL 3.x features : rendering uses FBO to do HDR rendering in RGBA16F textures ; tone mapping relies on ARB_texture_multisample extension to resolve MSAA ; linear rendering is achieived by using sRGB textures and framebuffers ; lighting is stored in HDR textures (2D/3D) as lightmaps and spherical harmonics.

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OpenAL Audio Framework released under LGPL together with OpenGL-based Demo Progams

Jan 11, 2011

A new OpenAL Audio Framework is available online under LGPL Licence together with OpenGL-based Demo Progams. Features of the Framework are 3D-Sounds, EFX Reverb Effects and audio streaming (music and voices).

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Crimild Engine 0.8 Documentation is online

Jan 05, 2011

Crimild Engine is an open source 3D game engine, currently supporting OpenGL 2.1 and OpenGL ES 1.0/2.0 on iOS. A few days ago, we release the new documentation set for Crimild Engine v0.8. This new documentation has several articles and tutorials, specially targeted to those who are new to Crimild Engine and want to start using it in their projects. Go to http://crimild.sourceforge.net to find out more about Crimild Engine project.

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Linderdaum Engine 0.5.99b

Jan 03, 2011

The Linderdaum Engine is an open source purely object-oriented 3D gaming engine written in C++ with full support of OpenGL 3.2 Core Profile and OpenGL Shading Language. This release includes Asteroids demo, showing how to use the engine to build a game from scratch.

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Getting Started with the OpenGL Shading Language

Jan 03, 2011

This article provides an introduction to the OpenGL Shading Language (GLSL). It includes sample C and GLSL code, and is accompanied by a diffuse/specular lighting demo with full source code. The code is available under an open source, BSD-style license and was designed to be as simple as possible, so that it can easily be used in other projects.

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Algoryx Simulation releases AGX Multiphysics based on OpenCL, OpenGL and COLLADA

Dec 30, 2010

Algoryx Simulation announces that their physics simulation toolkit, AGX Multiphysics, is available for evalutation and licensing. AGX is designed to give the user control over modeling and precision, so that the same unified physics solution can be used both for visual interactive real time applications, as well as for high fidelity and high precision simulations in science and engineering. AGX has an advanced modern C++ based API and can be integrated in any graphics pipeline or end-user application running MS Windows, Apple OS X or Linux. AGX provides the user with a choice between fast and approximate iterative solvers, and high precision parallel direct solvers depending on the application context and required precision. Many solver kernels are implemented in OpenCL for heterogeneous parallel computing on multicore and graphics processors (GPU). The default pipeline is based on OpenSceneGraph and OpenGL, and has a Lua interface for scripting. AGX has a powerful scene description format and also supports the COLLADA format.

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PixelLight 0.9.4-R1 and new videos released

Dec 30, 2010

The new version 0.9.4-R1 of the open-source, cross-platform 3D application framework PixelLight has been released. PixelLight is using OpenGL as it’s main renderer, and GLSL as the main shader language. This is primarily a maintenance release with focus on improving the general performance, realizing minor refactoring steps towards PixelLight version 1.0, performing the usual bugfixing as well as integrating user feedback. We also added new videos to the PixelLight’s YouTube channel, some even in HD quality. All videos, except the long dungeon demo one, were replaced by new versions with better quality.

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Complete guide to OpenSceneGraph—new book

Dec 30, 2010

OpenSceneGraph 3.0: Beginner’s Guide is a new book from Packt that will help users to gain a comprehensive view of the structure and main functionalities of OpenSceneGraph. Written by Rui Wang and Xuelei Qian, this book is an ideal introduction for developing applications using OpenSceneGraph and to extend users’ own scene elements from the base interfaces of OpenSceneGraph.

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KlayGE 3.11.0 Released with OpenGL 4.1 support

Dec 30, 2010

KlayGE is a cross-platform open source game engine with plugin-based architecture. In this new version 3.11.0, the OpenGL plugin is highly enhanced. It replaces the D3D9 plugin to become the primary rendering plugin under WinXP. Also, it now works well on both NVIDIA and AMD graphics cards, from OpenGL 2.0 to the latest 4.1.

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Virtual Grand Prix 3 in true (stereo) 3D

Dec 21, 2010

VGP3, the OpenGL racecar simulator, is now available in true (stereoscopic) 3D! VGP3 uses the OpenGL Stereo 3D mode (quad-buffering), so an OpenGL Stereo 3D compliant graphics card (along with a 3D monitor/projector) is required. However, there is also an Anaglyph Red/Cyan postprocessor effect (obtained through FBOs) that can be used to re-create the 3D experience on any recent graphics card (in that case, cheap red/cyan glasses are the only requirement). As always, a free demo to give the 3D experience a try is available on the VGP3 website!

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German Windows OpenGL 3 tutorial update

Dec 14, 2010

Several new Windows OpenGL 3 tutorials are available online. The new tutorials cover the following topics: geometry instancing and uniform buffer objects, using a custom 3d model format, bounding sphere collision models, model part animation, texture effects, dynamically loading and unloading of textures and meshes, particle rendering and animation using geometry instancing and uniform buffer objects, and managed instancing.

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