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Softimage will be demonstating SOFTIMAGE|XSI and SOFTIMAGE|FACE ROBOT v.1.5 in Seoul (Dec 5th, 2006) , Shanghai (Dec 8th, 2006) and Tokyo Dec 12th, 2006). AMD will be discussing workstations tailored to the CG market. COLLADA will be shown as a way to offer interoperability and improved collaboration among teams in mixed-software studio environment, allowing Softimage artists and technical directors to create and work easily in next-generation game development pipeline.

The keynote presentation from the Korea Games Conference covers each of the Khronos mobile APIs and how they can integrate together through OpenKODE. OpenKODE provides foundation-level acceleration for advanced user interfaces and media applications that mix multiple media types.

MeshLab is an open source portable and extensible mesh processing system for processing and rendering of large unstructured 3D triangular meshes (typical 3D scanning meshes). It provides a set of tools for cleaning, healing, inspecting, rendering and converting this kind of large unstructured meshes. The new v0.8 adds support for COLLADA read and write, new filters, and new OpenGL API shaders.

HLSL2GLSL is an open source tool that translates DirectX 9 HLSL shaders into the OpenGL Shading Language (GLSL). The new v0.9 has been released with many options that will support shaders that are compatible with OpenGL ES 2.0 (OpenGL ES 2.0 implementations are on track for release in early 2007). Specifically, HLSL2GLSL can generate shaders that use only user attributes and user varyings (required by OpenGL ES Shading Language v1.00). In addition, it can prepend a default precision qualifier as required by ES v1.00 for fragment shaders.

The Khronos Group has launched the first episode in the Mobile Media Developer podcast series. In this new series, the developers behind the industry standards for 3D, 2D, video and audio for mobile devices describe how the new technologies work and how they can be used by developers, carriers and manufacturers to create applications for mobile phone, handhelds and game consoles.

The first podcast previews the new OpenKODE APIs. OpenKODE provides functionally similar to DirectX on the desktop, except it is cross-platform, royalty-free and streamlined for handheld devices. The goal of OpenKODE is to make it easier for developers (and carriers) to deploy rich media applications on mobile phones, by providing system abstraction so that develoeprs don’t have to worry about the underlying handset hardware or OS. It also offers state-of-the-art media acceleration technologies as well as access to operating system resources, input devices and displays.

Podcast web pages: http://www.khronos.org/podcasts/

Podcast RSS: http://www.khronos.org/podcasts/mobile_podcast.xml

Subscribe via iTunes: itpc://www.khronos.org/podcasts/mobile_podcast.xml

A basic summary of resources and steps for getting started using COLLADA as a digital content creator or as a software developers. The guide the steps to take if you want to use COLLADA to import/export data from tools or if you want to implement COLLADA in your application.

Anark Gameface is a bundle of Anark Studio, an advanced 3D authoring platform, and Anark Format SDK, designed to export your UI data directly into your game engine. The new v3.7 ncludes an enhanced workflow for game artists and performance upgrades for game engineers for more efficient UI authoring. It also includes support for the COLLADA file format, which allows for the direct data transfer of animation created in 3ds Max and Maya. Support for COLLADA will continue to grow with future releases.

Researchers at Graz University of Technology demonstrated using OpenGL ES to implement an Augmented Reality application for city geospatial asset management visualization on small handheld devices. The application overlays 3D data such as gas and power lines on top of a real city model captured by the built in camera. The goals is that a utility company field worker could point their mobile phone to a particular surface subsection of a road or building. Depending on the device’s position and orientation, the field worker would be shown a real-time visualization of the subsurface network of cables and pipes. The “x-ray vision” merges real world vision with computer graphics generated from GIS data stores. The prototype application was shown at the ISMAR 2006 conference running on three different Windows CE handhelds using software as well as hardware OpenGL ES.

Although OpenGL ES makes 3D graphics programming significantly easier and more portable, developers must still work to tune their applications for the greatest performance possible. This article features tips and tricks gleaned from Qualcomm and other developers at the 2006 Brew Developer Conference in San Diego.

The Java Bindings for the OpenGL ES API (JSR 239) have been released (September 2006). These bindings enable access to the OpenGL ES library through a standard Java interface. The specification defines a Java ME optional package creating a standard Java interface into the OpenGL ES API and the EGL API for window system binding. It requires an underlying OpenGL ES Conformant native engine that must support OpenGL ES 1.0 or 1.1 and EGL and all core extensions. These bindings will be part of the Sun Java Wireless Toolkit 2.5 for CLDC when it is released as 1.0.

Vijay Singh Pro Golf 3D is an OpenGL ES-based simulation hyperrealistic golf game for Sony Ericsson’s UIQ 3 based phones, that allows the player to personify and compete against 8 entirely customizable players, including the great Vijay Singh, and allows them to advance in their careers through practice, golf courses, and later tournaments, featuring golf circuits from all over the globe.

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