DMP announced one day of Advanced OpenGL ES Programming Training in Tokyo. This course demonstrates the more sophisticated techniques possible using the OpenGL ES 1.1. By explaining the techniques required to generate images of greater realism, the course provides deeper insights into OpenGL ES functionality. Also, this course refer to performance aspects of OpenGL ES application and basic concept of OpenGL ES 2.x. Participants must have programming knowledge (especially C), a good grasp of computer graphics concepts as well as a familiarity with the basic topics of the OpenGL ES 1.1. This course is held in Japanese.
DMP announced a two day OpenGL ES Programming Course for beginners in Tokyo. This course provides the knowledge that a novice OpenGL ES programmer needs to author interactive, 3D graphics applications using OpenGL ES. It covers fundamental topics such as overview of architecture, modeling, and lighting, and introduces advanced topics using extensions such as matrix palette skinning animation. Attendees should be able to read simple programs written in the C language. No previous experience with writing graphics programs is required. This course is held in Japanese.
Live from FMX 07: The most recent version of COLLADA is 1.4.1 and the standard specifications have been downloaded 800,000 times, from the numbers presented, about 15% of the game developers are actively using the standard to date. COLLADA is heading towards the "specific interfaces for specific jobs, all sharing the same data" line. Though still somewhere in the future, visitors got to see some of these ideas implemented in free to use tools like NVIDIA's "FX Composer" - a software to compose shaders, and "Open Physics Composer" - a tool to create and set up physics environments.
The presentations from the Shanghai media acceleration forum are now available as PDFs. Presentations cover Neil Trevett (embedded content at NVIDIA) on Desktop and 3D authoring with OpenGL, COLLADA and glFX, Acrodea on Game Development Middleware & OpenKODE, Imagination Technologies on OpenGL ES and market opportunities and Portable native mobile media applications.
Just back from the hilltop city of Perugia, where the Web3D 2007 Symposium was held, Web3D Executive Director Rita Turkowski announced that this year was a great success. Highlights from the symposium included X3D tutorials, and an inspiring keynote by Kari Pulli, Khronos Member and Research Fellow at Nokia, giving insight into where 3D on mobile is going. Also at the Symposium we heard an excellent COLLADA tutorial by Khronos Member Rémi Arnaud of SONY SCEA and Bruno Patatas, CEO of Pixelbox Academy. Web3D will be at Siggraph 2007 with a presence in the Khronos booth.
Feeling Software has just released version 3.03 of its Feeling Viewer. Designed explicitly to support everything in the COLLADA 3D file format, the Feeling Viewer has advanced shading effects, complex character animations (e.g. skinning and morphing) and physics. If you're an artist looking for a good viewer to display your complex animated scenes, look no further: this is the most advanced 3D viewer available commercially. Your animated models will look just as good or better in the Feeling Viewer than in the original CAD or DCC application. The Feeling Viewer is not just for playback: the underlying Feeling 3D Engine is extensible and has been integrated in several 3rd party applications to enhance them with fast, top-notch 3D graphics with relatively little programming effort. The Feeling Viewer now runs on Linux, Mac OS X, Internet Explorer, Powerpoint and many more applications. This is accompanied by many new features including complex particle systems, trimmed NURBS surfaces and environment mapping.
The OpenGL ES working group is pleased to announce the release of the OpenGL ES 1.1 Full Specification
The OpenGL ES working group is pleased to announce the release of the OpenGL ES 1.1 Full Specification. Previously, OpenGL ES 1.1 was defined by a "difference specification", which was an annotated list of differences between it and desktop OpenGL 1.5. To understand the API, programmers new to OpenGL had to read the 300+ page OpenGL 1.5 specification, cross-referencing against the difference specification to see which features were supported. The new document is entirely self-contained, so no cross-referencing is required. And, as it is only about half as long as the desktop specification, it is much easier for OpenGL beginners to read. The API itself is of course unchanged, and the working group will continue to maintain and publish the older difference specification for those who prefer it. Both versions of the specification are available at the Khronos OpenGL ES specification download page
‘Mobile 3D Graphics: Learning 3D Graphics with the Java Micro Edition’ Covers Java Programming on Mobile Devices
The book introduces you to the world of 3D graphics with the Mobile 3D Graphics API (JSR 184). It covers the basics of 3D programming, but also advanced topics such as quaternion math, environment mapping, and creating articulated characters. You will also learn how to create 3D content in in the open-source tool Blender, import the artwork into your application, and then tailor the export to meet your needs. The skills learnt in the book will easily extend to other APIs, including OpenGL ES with JSR 239 and the MascotCapsule V3 API, which are both featured in the appendix. Check out the free sample chapter and more information on the author's Web site
From 3GSM to GDC to Mobile Entertainment World… Khronos members weigh in on the latest in mobile and graphic technology 3GSM and GDC: Kathleen Maher of Jon Peddie Research has worked with Khronos to produce an excellent series of nine new podcasts. This is best listened to as a two part series. First, Kathleen interviews Khronos members at 3GSM to find out what was the buzz in Barcelona. Khronos members are the experts behind the tremendously successful Khronos standards for 3D, 2D, video and audio for mobile devices. Kathleen talks with Members about how the new technologies can be used to create applications for mobile phones.
LightWave Rendition for Adobe Photoshop will ship with its own 3D model art library and works with models from other sources, such as COLLADA. LightWave Rendition allows each format to be fully rendered in high-resolution with all of their properties.