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3D Nature’s Visual Nature Studio and Scene Express are the first fully GIS-enabled landscape authoring tools to offer support for directly generating textured COLLADA (.dae) models geospatial data in any projection. This latest update improves the VNS Google Earth exporter to support long-awaited new features only available in Google Earth 4 software, such as textured 3D objects (buildings, bridges, vehicles, etc) and properly-sized vegetation. COLLADA support also now permits the simplified representation of custom terrain within Google Earth 4, by exporting the terrain model as a basic textured 3D model.

Games 2006 is the first major event related to the videogames industry to take place in Portugal. Tuesday 26th September 06 - 02:30 P.M.- 03:30 P.M. Rémi Arnaud (COLLADA’s co-creator and advisor of PixelBox Academy) will give a conference talk about COLLADA and graphics programming for Playstation 3. Wednesday 27th September 06 - 04:30 P.M.- 06:00 P.M. there will be a round table: ‘What’s the next step for computer graphics technology?’ with invited speakers: Bruno Patatas (PixelBox Academy), Randi Rost (Intel Inc.) and Rémi Arnaud (SCEA).

ARM has released a sample implementation of OpenMAX DL, which can be freely downloaded from the ARM website. This is an ANSI C sample implementation of the functions described in the OpenMAX DL v1.0.1 API specification. All of the mandatory DL functions are supplied. None of the optional DLx API functions described in Appendix A of the specification are supplied. This implementation attempts to be as mathematically accurate to the OpenMAX definition as possible, using floating-point code where necessary. It is not intended to reflect the expected performance or code size of an optimized (integer only) implementation.


The OpenMAX DL (Development Layer) standardizes access to a comprehensive set of low-level media processing primitives used extensively in audio, video and imaging applications. As well as general purpose media processing functions, OpenMAX DL also contains APIs specifically targeted for the implementation of codecs such as MPEG-4, H.264, MP3, AAC and JPEG.



ARM is also developing highly optimized OpenMAX DL libraries for the ARMv6 SIMD and ARMv7/NEON architectures, which are being in hand-coded in ARM assembly. These libraries will be available for purchase by silicon vendors who can use them royalty free and redistribute them for use on their silicon.

Rasteroid is a middleware package with stand-alone binary implementations the OpenGL ES, OpenVG, and M3G open standards APIs. V 3.1 includes:

  1. Stand-alone OpenGL ES 1.1 software implementation for Symbian Series60, Windows Mobile and Windows x86
  2. Hybrid’s OpenVG API for Symbian Series60 and x86 Windows
  3. Hybrid’s EGL 1.3 interface API
  4. Windows (J2SE) implementation of the JSR 184 API (M3G)

As of version 3.1, Rasteroid is available free of charge for evaluation and commercial application development.

The OpenSceneGraph is an Open Source, cross platform graphics toolkit for the development of high performance graphics applications such as flight simulators, games, virtual reality and scientific visualization using OpenGL 2.0 and the OpenGL Shading Language. It runs on runs on all Windows platforms, OSX, GNU/Linux, IRIX, Solaris and FreeBSD operating systems. The new v1.2 adds COLLADA support for both the reading and writing of COLLADA 1.4.1 as .dae files as a core feature.

This article on DevX discusses how the introduction of OpenGL ES for BREW, developers now have access to a state-of-the-art 3D rendering platform thats portable across mobile platforms and devices. The article describes how to get your environment set up for OpenGL ES development in BREW, as well as introduces you to the basic concepts you need in order to get started. Note: there’s no support for OpenGL in the base BREW emulator. Instead, you need to download the BREW SDK Extension for OpenGL ES for the BREWSDK.

This article gives a brief argument for using COLLADA as an open and non-proprietary standard for 3D data exchange. It then addresses a wide list of FAQ questions regarding the uses of COLLADA, how data is organized, a description of COLLADA physics, and most importantly, that COLLADA is free, with no royalties or license fees for use.

AmanithVG engine is a commercial cross-platform engine for accelerated vector graphics. AmanithVG is entirely built on top of OpenGL (from 1.1 to 2.0, using extensions where available) and OpenGL ES (1.1 and 2.0) APIs. By using the OpenGL API, AmanithVG can provide high quality accelerated vector graphics on any kind of 3D chipset already available on the market, achieving tens of times faster performance than software rasterizers. The new tech preview 2 includes an improved geometric engine, a powerful configuration file (lets you customize the geometric kernel and the rendering engine to for example implement features on a chip without shaders, or with limited
texture size and texture units count.) , and a set of extensions for complex blend modes, color ramps, enhance dcaps styles and more. The benchmarks comparing rendering performance to software only implementation are impressive. Check out the new AVI video to see some of the new features and accelerated performance. (Imagine this kind of performance in Flash, Illustrator or PDF!)

The Khronos Group has officially launched its Academic Members program. This program enables researchers and student from a broad range of fields, to participate in the development of open standards for mobile and desktop media technologies. Schools, universities and research institutions are encouraged to join. Khronos will also be actively working Academic members to develop courseware. MIRALab in Geneva Switzerland is the first to join with a focus on virtual reality projects using COLLADA.

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