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Khronos invites you to the COLLADA BoF at SIGGRAPH

Thanks to the flexibility of COLLADA being an XML based language, the COLLADA Working Group continues to grow with new members from many diverse disciplines that employ 3D technologies. Many of our members turn to Khronos standards such as COLLADA, OpenGL ES and WebGL to support 3D content that can take advantage of web protocols and the forthcoming HTML5 suite of standards. The synergy between the industry's 3D applications and Khronos standards motivates best-in-class COLLADA coherent products; products that soon will have the potential to operate within native 3D enabled browsers. This summer at Siggraph, we welcome you to join us at the COLLADA Birds of a Feather session on Tuesday, July 27 from 1:00 pm - 3:00 pm in the Los Angeles Convention Center, Room 402A, to hear from some of these members on how they employ COLLADA. You'll also learn more about our current working group efforts and our plans for the future. We hope you will join us!
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GPU Caps Viewer 1.8.9 Available with Better OpenCL Support

The new version of GPU Caps Viewer is available with the support of OpenGL 4.1 context and a better support of OpenCL. Now you can select the GPU that will be used to execute the kernels of the OpenCL demos. GPU Caps Viewer is an information utility focused on the OpenGL, OpenCL and CUDA API level support.
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Tech Soup announces open registration for its next OpenSceneGraph

Tech Soup announces open registration for its next OpenSceneGraph (OSG) course, October 5-7, 2010, in South Lake Union, Seattle, Washington. This class will teach students everything to be proficient in OSG in a 3-day intensive course. This course covers everything developers need to know to take maximum advantage of OpenSceneGraph from intermediate through advanced. We'll also take a tour through VirtualPlanetBuilder so you can build geospecific, tiled, paged datasets. Developers attending the course learn the mechanisms behind effective OSG development from scenegraph creation and manipulation through debugging & optimizing. Through instruction and labs, students build scenes and interact with real code from day one. The course is fast-paced, requires creativity and problem solving, and leaves users with a thorough immersion in OpenSceneGraph. Instruction is hands-on with numerous labs where students directly turn concepts into practical knowledge.
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DMP announces three new Programming Courses in OpenGL ES and GLSL

DMP is proud to announce three new programming training course sessions. Complete details in english are available online for the courses: GLSL Getting Started, Training I and Training II, and in Japanese.
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German series of Windows OpenGL 3 tutorials and articles online

A series of Windows OpenGL 3 tutorials and articles from beginning to advanced is available online. These tutorials and articles are presented in German.
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OpenGL Tutorial at GPU Technology ConferenceAt the GPU Technology Conference

At the GPU Technology Conference in San Jose on Monday, September 20th, join Mark Kilgard for a pre-conference tutorial on NVIDIA's OpenGL support. Mark will discuss and demonstrate features of OpenGL 4.1 including programmable tessellation.
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A new tutorial on COLLADA loading for DirectX

This is a complete tutorial for loading static, skinned and morphing meshes from COLLADA and rendering them correctly in DirectX. Full source code with example .dae files and documentation.
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AMD and NVIDIA release OpenGL 4.1 drivers

Only a few days since AMD released Catalyst 10.10a, they have released Catalyst 10.10c Hotfix with beta support for OpenGL 4.1. NVIDIA also recently released drivers for OpenGL 4.1. See how each driver does on G-Truc's website.
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Texture and buffer access performance in OpenGL

Currently there are several ways to feed data to the GPU no matter of what API we use and what type of application we develop. In case of OpenGL we have uniform buffers, texture buffers, texture images, etc. The same is true for OpenCL and other compute APIs that even provide more fine-grained memory management taking advantage of the local data store (LDS) available on today’s hardware. In this article I’ll present the memory access performance characteristics of AMD’s Evergreen-class GPUs focusing on what this all means from OpenGL point of view. While most of the data is about the HD5870, the general principles and relative performance characteristics are valid for other GPUs, including ones from other vendors.
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New OpenGL 3.3 and 4.0 examples on the nopper.tv website available

The nopper.tv website now contains one more OpenGL 3.3 and one OpenGL 4.0 example. The OpenGL 4.0 example is a simple tesselation implementation. There are now 13 different OpenGL source code examples available.
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