FX Composer 2.5, the latest version of NVIDIA's powerful shader development environment, has been released. FX Composer supports DirectX, OpenGL, HLSL, COLLADA FX, and CgFX, as well as the .fbx, .x, .3ds, .obj, and .dae file formats for importing geometry. Read More
Khronos Group News Archives
Mobile user experience software specialist, Digital Airways, introduces Kaleido 3D, an advanced graphic rendering solution for mobile phones. Building on the Kaleido UI software solution, Kaleido 3D allows 2G and 3G handsets manufacturers to create full 3D user interfaces quickly and cost effectively. Taking advantage of the OpenGL-ES standard, Kaleido 3D responds to handset manufacturers’ challenges in developing sophisticated 3D graphics for user interfaces and product positioning by providing a multiplatform UI framework and a library of pre-integrated customizable and extendable functions all aimed at simplifying the creation of any sort of innovative animation. Read More
Futuremark announces a benchmark product for automotive applications. The benchmark will be designed to evaluate the performance of graphics cores, chips, SoCs, embedded systems and devices used in automotive applications from dashboards to GPS devices. The upcoming automotive benchmark will utilize real-world use cases such as car dashboard, info-system, and navigation workloads based on OpenGL ES 1.x and ES 2.0. Read More
Foliage middleware provider Interactive Data Visualization has announced the release of the latest version of its SpeedTree, adding new features like a forest preview, wind, and advanced lighting. IDV says the early release, which it calls a "near-final beta version" for both PC and next-gen consoles will let users create a tree and see it instantly as part of a forest, to "quickly get a feel for how their trees will look and perform with other trees. The latest version supports COLLADA and OBJ mesh exporting that will capture "SpeedTree's normals, binormals, tangents, and wind weights as well as the standard geometric features (vertices, texture coordinates, etc.)." Read More
NVISION 2008 is coming to San Jose, California, August 25-27 -a 55- hour, jaw-dropping, soul-jolting, visual feast that will overwhelm your senses and leave you wanting more.
Aside from amazing keynotes from industry luminaries and an expo hall featuring leading visual computing companies, the Professional Game Developer Program and the OpenKODE Handheld Visual Computing Conference NVISION will bring together new technologies (some never presented before anywhere) into a single venue for the first time.
In your “off duty” hours, you can also compete for hundreds of thousands of dollars in cash and prizes at GeForce LAN, the legendary LAN party five years in the making, or at NVScene, an unprecedented largest-ever gathering of creative minds in demoscene, machinima, game modding, and digital art on US soil.
NVISION features numerous technical sessions, from Game Physics, to Developer Tools, and more. Don’t miss the event that is taking Visual Computing to the next level. To find out more, visit NVISION2008.com or register before July 31st for early bird registration and save $50!Read More
The new gDEBugger V4.2 adds full support for Frame Buffer Objects (FBOs). It enables developers to view allocated FBOs and Renderbuffer objects, FBOs attachment points (depth, color and stencil) and Renderbuffers data as an image and raw data. This version adds full support for OpenGL context sharing. Shared objects are now displayed in each and every render context that shares them. In addition, NVIDIA GLExpert driver (v2.0) was integrated into this version. gDEBugger, an OpenGL and OpenGL ES debugger and profiler, traces application activity on top of the OpenGL API, lets programmers see what is happening within the graphic system implementation to find bugs and optimize OpenGL application performance. gDEBugger runs on Windows and Linux operating systems. Read More
Lightsprint released new version of Lightsprint SDK, realistic lighting middleware for both realtime and offline lightmap building. New version adds Linux and Playstation 3 support, improves real-time GI rendering based on OpenGL API, improves COLLADA support, adds tone mapping, adds faster GI techniques and demos. 3D Render Ltd licensed Lightsprint SDK. Read More
Wired magazine’s Bryan Gardiner says: Just last week, Khronos, the industry consortium behind the OpenGL standard, announced what it calls Open Computing Language, or OpenCL. With this new heterogeneous computing initiative, the group hopes to come up with a standardized (and universal) way of programming parallel computing tasks. In many ways, it's the Holy Grail developers have been waiting for: a hardware-agnostic standard that unleashes the power of multi-core CPUs and GPUs using a familiar language. Apple is throwing its weight behind parallel processing too, and last week committed to using the OpenCL specification as part of its next operating system release, Snow Leopard. Other companies, including AMD, Nvidia, ARM, Freescale, IBM, Imagination, Nokia, Motorola, Qualcomm, Samsung and Texas Instruments have joined the OpenCL working group. If initiatives like OpenCL gain momentum, the days of researchers applying for grants and traveling across the country to use a given university or research facility's super computer may well be at an end. Similarly, distributed computing projects like Folding@Home and Seti@Home may see an huge boost in performance by using hundreds of thousand of computers equipped with these new powerful processors. Of course, if curing cancer or looking for aliens isn't your thing, we can also be fairly certain that Crysis will really scream on any system equipped with these new GPUs. Read More
The Khronos™ Group announced today the formation of a new Compute Working Group to create royalty-free, open standards for programming heterogeneous data and task parallel computing across GPUs and CPUs. The creation of this open standard is intended to enable and encourage diverse applications to leverage all available platform compute resources on a wide range of platforms. Read More
The Irrlicht Engine is an open source high performance realtime 3D engine written and usable in C++ and also available for .NET languages. It is completely cross-platform, using D3D, OpenGL and its own software renderer, and has all of the state-of-the-art features which can be found in commercial 3d engines. Included are Improvements to the COLLADA 1.3 loader, support for Milkshape 1.8 files, Enhanced .3ds, .obj loaders, Microsoft .x file animation playback improvements; Added X11 support on OSX; Several speed optimizations and tons of bugfixes, API enhancements and other small improvements. Read More
ARM rolls out highly optimized source code versions of the OpenMAX DL libraries for decoding the AAC
ARM has rolled out highly optimized source code versions of the OpenMAX DL (Development Layer) libraries for decoding the AAC and MP3 formats in the audio domain, and decoding the MPEG-4 and H.264 formats in the video domain. Read More
AMD has reached a new milestone in the mobile graphics industry becoming the first 3D graphics technology provider to achieve OpenGL® ES 2.0 conformance certification. AMD OpenGL ES 2.0 mobile graphics technology, which will be included in AMD processors, is based on the same AMD Unified Shader Architecture powering the Microsoft® Xbox 360™ video game console. OpenGL ES 2.0 enables rapid rendering of cutting-edge 3D graphics for a variety of consumer electronics devices. The AMD OpenGL ES 2.0 implementation achieved conformance when they met key feature requirements while being rigorously tested and reviewed by the Khronos Group, the independent industry consortium responsible for the development, promotion and certification of the OpenGL ES standard. Read More
DMP announces three new courses on OpenGL ES and GLSL this summer
DMP announced three new courses, two getting started and one advanced course. The first OpenGL ES Programming training course (advanced) will be next week on June 20th, the second OpenGL ES Programming training course (OpenGL ES Shader) will be in July, while the third GLSL Programming training course (getting started) will follow in August. For more information on these courses, please visit the Khronos Group events page. Read More
Khronos is proud to announce that the GDC Paris conference has invited a Collada WG representative to present and demo the Collada specification. This presentation will be done in conjunction with relevant new game engine technology under development at Intel. Rod Green from Intel's visual computing division will be present to do the presentation. Read More
Khronos Group announces Siggraph 2008 BOF time slots
The Khronos Group has announced the place and time of their three BOF's at Siggraph 2008 Los Angeles Convention Center. A notable addition to this update show a time and date has been set for the OpenGL BOF, on August 13th at the Wilshire Grand Hotel. Also updated are the COLLADA BOF on August 14th and the Khronos Handheld BOF, both at the LACC. To reserve your spot at any of these BOF's, sign up today on the Khronos Siggraph 2008 events page. Read More