Enj appears to be enjoying the GTC 2010 Conference this week. He brings us an inside view of the conference, and a feel of the different talks on OpenCL and CUDA. If you have 5 minutes, pop over to enja.org, it'll be worth your time.
2010 SLCC saw a commitment to bringing Mesh import to Second Life. This will allow content created in the mainstream 3D creation tools, such as Maya or Blender, to be imported directly into Second Life, in much the same way that animations and textures can be uploaded today. COLLADA has been chosen as the format used for these imports.
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.
DMP is proud to announce two all new OpenGL ES programming training courses. OpenGL ES programming training I and II will run November 11-12 and November 18-19 2010. Complete details are available online for the Training I and Training II courses in english, and in Japanese.
Skew Matrix Software is pleased to announce new releases of three open-source projects to support software development with the OpenGL-based OpenSceneGraph (OSG) toolkit. OSG can also support COLLADA following the build instructions here.
Acceleware Corp announced their fall 2010 comprehensive CUDA/OpenCL training schedule co-sponsored by Microsoft Corp. Acceleware's training classes are designed to support the HPC communities GPU programmers using CUDA and OpenCL, along with instruction on Microsoft's HPC Server 2008 cluster operating systems. There are currently five course schedule between mid-October and mid-December, with each course lasting 5 days. You can find an overview of the courses on our Khronos Group events page. Complete details are available on the Acceleware training website.
Esenthel Engine has recently added full support for mobile platforms such as iPhone, iPad and iPod Touch. You can see it in action here. Esenthel Engine is a professional 3D Game Engine which supports: Windows, Mac, iPhone, iPad, iPod Touch, DirectX 9-10-10.1 &11, OpenGL, OpenGL ES, Nvidia PhysX - Bullet and Unlimited Sized Worlds. Esenthel Engine SDK comes with: Tools (World Editor, Mesh Editor, Gui Editor, ...), 100+ tutorials and documentation.
COPPERCUBE 2 arrived on the scene this week boasting 'No programming necessary' to create interactive 3D applications and publish to WebGL on Mac or Windows. Simply import your 3D models or scene, setup the cameras, controllers etc and click Publish. You can try out the free 14 day trial as we did. Within a few seconds we exported a sample scene that worked great in Flash, but unfortunately has a little way to go still in WebGL.
You can now specify the mesh and material to use for a given pixel size.