NVIDIA is looking for submissions from industry and academia. The submission should be about your work using the GPU for computing or graphics, and can be completed or currently in progress. The deadline is June 1st 2010. Complete details can be found on the NVIDIA website.
NVIDIA is proud to announce the immediate availability of OpenGL 4 drivers for Linux as well as OpenGL 4 WHQL-certified drivers for Windows. Additionally, support for eight new extensions is provided:
- ARB_texture_compression_bptc – provides new texture compression formats for both fixed-point and high dynamic range floating-point texels.
- EXT_shader_image_load_store - allows GLSL- and assembly-based shaders to load from, store to, and perform atomic read-modify-write operations to texture images.
- EXT_vertex_attrib_64bit - provides OpenGL shading language support for vertex shader inputs with 64-bit floating-point components and OpenGL API support for specifying the value of those inputs.
- NV_vertex_attrib_integer_64bit - provides support for specifying vertex attributes with 64-bit integer components, analogous to the 64-bit floating point support added in EXT_vertex_attrib_64bit.
- NV_gpu_program5 - provides assembly programmability support for new hardware features provided by NVIDIA’s OpenGL 4.0-capable hardware in vertex, fragment, and geometry programs.
- NV_tesssellation_program5 - provides assembly programmability support for tessellation control and evaluation programs.
- NV_gpu_shader5 - provides a superset of the features provided in ARB_gpu_shader5 and GLSL 4.00. This includes support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector integer data types, and more. Additionally, it allows patches (as used in tessellation) to be passed on to the geometry shader, used as input to transform feedback, and rasterized as a set of control points.
- NV_shader_buffer_store – extends the bindless graphics capabilities of the NV_shader_buffer_load extension. This extension provides the ability to store to buffer object memory, and to perform atomic read-modify-write operations, using either GLSL- or assembly-based shaders.
The official feedback thread is available in the OpenGL Discussion Forums. The drivers and extension documentation can be downloaded from http://developer.nvidia.com/object/opengl_driver.html
Lab3D is a 3D Laboratory project that uses OpenCL and OpenGL to display and manipulate 3D models created from regular 3D files and mathematical equations. Some of Lab3D features are OBJ and DXF (AutoCAD) models loading, dynamic and static 3D models creation, stereoscopic visualization and WiiMote interaction. Buffer objects are used to accelerate animations in systems that support it.
IMS Design released TurboCAD Pro 17 offering improved speed. Significant improvements in interoperability with Google™ SketchUp™ workflow have been introduced via an improved COLLADA (.DAE) export feature which includes instances so that blocks and architectural objects will be read by SketchUp as components.
This star and planet charting iPhone 3Gs app uses your current global position, heading, and accelerometer data to draw a current picture of the stars and planets around you. A small portion of the code is GPL licensed, but the bulk is BSD-style license or less restrictive. The app and source code make a great learning tool.
Shader Toy is an online shader editor using the new WebGL specification to allow you to edit GLSL shaders. The tool is based online so there is no need to install any additional software. Shader Toy comes with lots of interesting shaders, including: Raymarching, procedural distance fields, metaballs, tunnels, deformations, postprocessing effects and many more. Shader Toy is ideal when you have an idea you want to sketch, or want to play a bit with shaders, but you don't have your OpenGL framework handy. This WebGL contribution and many more are available through the WebGL Wiki User Contributions.
Vivante and Animated Media Partner to Offer Embedded Flash Solutions Optimized for Vivante OpenGL ES
Vivante Corporation and Animated Media Inc. are combining Vivante's OpenGL ES 2.0 accelerated pipeline with AMI's VGK platform. The VGK platform consists of a collection of integrated software tools that extend Adobe's Flash product functionality by allowing the technology to operate in a wide variety of systems, from low-power embedded devices to high-end 3D computers. This will enable sophisticated UI tools to be used in embedded systems such as cameras, mobile devices, games, eReaders, netbooks, Set Top Boxes (STBs), home entertainment products, and toys. Vivante delivers silicon proven, industry leading graphics conformant with the OpenGL ES 2.0/1.1 and OpenVG API standards.
Safe Software, the leaders in spatial ETL (extract, transform and load), has announced the release of FME 2010, the only complete solution for data conversion and distribution available in the market today. FME 2010 introduces new support for additional formats, enhanced support for popular formats, and significant improvements in support for 3D formats, enabling users to create even more realistic 3D models that integrate data from a wide variety of data types including Autodesk 3ds, COLLADA (.dae), Google Sketchup™ and Presagis OpenFlight.
The Khronos Groups WebGL public wiki has added a User Contributions area. If you have a WebGL Utility, Project, Presentation, Tutorial, Framework, Video or WebGL Example code, the WebGL work group invites you to share your contribution with the community. Contribute to the WebGL community today.
Esenthel Engine is a complete game development suit allowing to create fully professional games. Esenthel Engine supports COLLADA for importing models, skinning and animations.