GLC_lib is a C++ library for high performance 3D application based on OpenGL. GLC_lib 2.0 can handle very large DMUs (Digital MockUps) to create fast free multi platform OpenGL 3D viewers. Some of the new features include: Frustum Culling with OpenGL frustum Plane extraction; space partitioning using Octree; ability to save all supported 3D Formats in a 3DXML ASCII V4; built in 3DWidget; built in Plane sectioning with easy and powerfull manipulation tools. Supported file formats include COLLADA, 3DXML ASCII V3 and V4, OBJ, 3DS, STL (ASCII and binary), and OFF and COFF. Read More
Khronos Group News Archives
Open Asset Import Library (Assimp) release 1.1 is out. It features many bugfixes, improvements and new file formats as well (i.e. Milkshape 3D) and now supports more than 25 3D file formats out of the box, including COLLADA, Obj, 3DS and LightWave formats. COLLADA support has been vastly improved and most DCC applications play well with Assimp's COLLADA Loader. Assimp is an Open Source library (BSD-style license) written in C++. Read More
SimLab Composer allows the user to create 3D scenes from a wide range of CAD and 3D Design formats, including COLLADA, SketchUp, Rhino, Solidworks, STEP, IGES, FBX, 3DS, OBJ, and STL. 3D Scenes built by SimLab Composer can also be exported to other 3D applications using many standard 3D formats including COLLADA, obj, STL, FBX, OSG and U3D. SimLab Composer is a 3D sharing and rendering application. Read More
Ever wonder what the difference between CUDA and OpenCL is? Streamcomputing has done a good job in clarifying the differences between CUDA and OpenCL. The article covers speed, language, heterogenous vs. homogenous and some of the terminology. Read More
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. Read More
AGI adds COLLADA support to their STK mission-proven software application for modeling, engineering and operations of space, cyberspace, C4ISR, UAVs, missile defense and electronic systems. Read More
ARM is sponsoring a webinar on April 22nd at 1PM EST. Ed Plowman, Technical Marketing Manager, Media Processing Division of ARM will present this webinar which will provide a background to the OpenGL ES 2.0 standard. Benefits of having OpenGL ES 2.0 running on top of ARM Mali™ Graphics processors and the tools and resources available enabling developers and design engineers to start developing for Mali GPUs will be covered. This is webinar is useful for developers and people investigating GPUs and what they can enable in embedded applications. Read More
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.htmlRead More
Khronos has released the OpenCL 1.0 man page XML sources. The XML source has been released under the Khronos Free Use License (BSD-like) so people can modify, repackage, redistribute etc. Read More
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. Read More
The Khronos developer library has been updated with a new Khronos Group Overview, and new photos from recent Khronos events. The Developer Library contains Khronos lecture series presentations, whitepapers, and supporting materials and is updated on a regular basis. Read More
NVIDIA Parallel Nsight brings GPU Computing into Visual Studio 2008. Debug, profile, and analyze GPU code using standard workflow and tools. Parallel Nsight will support CUDA C, OpenCL, DirectCompute, Direct3D, and OpenGL. Parallel Nsight is powerful plug-in that allows Microsoft Visual Studio programmers to develop for both GPUs and CPUs within a single development environment. Read More
Fusion 6.1 now supports the OpenCL language, which allows tools to take advantage of the GPU in modern NVIDIA and ATI graphics cards to achieve tremendous speed increases. Benchmarking improvements of up to 1000% on some of the most processor-intensive tools in Fusion (such as Defocus and Noise generators) have been reached. You can also insert OpenCL code directly into Fuse tools to create in-house GPU-accelerated tools. Read More