The Belgian scientist Johan Gielis discovered a mathematical formula to describe many shapes existing in nature. This formula is called the "Super Formula". To demonstrate GPGPU and to show that it can be used for many purposes including simply having some fun, we developed the "SuperShaper". A tool that uses OpenCL to create very high-detail 3D models using the Super Formula.
These OpenGL Programming course help application programmers master platform-independent graphics programming using OpenGL. Students learn to create interactive, animated applications displaying wire-frame and solid 3D models controlled by user input and how to add lighting, textures, and other effects to increase realism. Newer OpenGL topics such as using vertex-buffer objects for better performance, and vertex and fragment shaders for advanced shading techniques are introduced. Courses will be offered in March, May and October in California, the UK and in Asia if the demand is there. Full details and information are available online.
After the success of the first seven entries to the ShaderX book series, of GPU Pro and the soon to be released GPU Pro 2, we are looking for authors for GPU Pro 3. The upcoming book will cover advanced rendering techniques that run on the DirectX or OpenGL run-times, or any other run-time with any language available. It will include topics on: Geometry Manipulation; Rendering Techniques; Handheld Devices Programming; Effects in Image Space; Shadows; 3D Engine Design; Graphics Related Tools; Environmental Effects and a dedicated section on General Purpose GPU Programming that will cover CUDA, DirectCompute and OpenCL examples. Proposals are due by March 17th, 2011. Contact details, an example proposal, writing guidelines and a FAQ can be downloaded from gpupro3.blogspot.com.
The Khronos Group just wrapped up another DevU, this time in Seoul. Presentations slides from all the sessions are now online. Some of the Khronos APIs covered at this DevU were OpenGL ES, OpenCL, OpenGL, OpenGL SC, OpenVG and OpenMAX and OpenSL ES by AMD, ARM, DMP, DrawElements, HUONE, NVIDIA, Rightware and Samsung and Takumi. A complete schedule of events is available in our event archives.
The Khronos Group is hosting a Khronos Developer University co-located with SIGGRAPH Asia. Numerous Khronos members have joined together with each member taking a demonstration suite to create a large number of exciting demos in the Khronos Pavilion on the SIGGRAPH trade show floor. On December 17th Rightware is sponsoring a Beer and Demo Social. Complete dates, and schedules are available on the Khronos website. The Khronos Group has just wrapped up very successful events in Beijing and Tokyo.
The Khronos Group just wrapped up a DevU and press luncheon in Beijing. Presentations slides from all the sessions are now online. Some of the Khronos APIs covered at this DevU were OpenGL ES, OpenCL, OpenGL, OpenVG and OpenMAX and OpenSL ES by Vivante, ARM, Rightware, HUONE and NVIDIA. A complete schedule of events is available in our event archives.
A few advantages to using OpenCL on the CPU are that results are on the CPU for further processing, CPU-code can be mixed with OpenCL and specific algorithms can be processed faster because there is no PCIe-overhead. Streamcomputing has a closer look at at why you may find OpenCL on the CPU useful for your own work.
VR Juggler 3 is now available. VR Juggler 3.0 has a totally redesigned cluster infrastructure based on a formal client/server model and support for OpenGL 3.0 contexts as well as many other fixes and updates. VR Juggler provides a platform for virtual reality application development allowing a user to run an application on almost any VR system.
The Khronos Group did a great job in the last few years to once again prove that OpenGL is still in game and that it can become the ultimate graphics API of choice, if it is not that already. However, we must note that it is not quite yet true that OpenGL 4.1 is a superset of its competitor, DirectX 11. We still have some holes that still have to be filled and I think the ARB should not stop just there as there is much more potential in the current hardware architectures than that is currently exposed by any graphics API so establishing the future of OpenGL should start by going one step further than DX11. In this article I would like to present my vision of items of importance that should be included in the next revision of the specification and how I see the future of OpenGL.