Today sees the launch of Vivaty Create and Vivaty Studio, previously known as Flux Studio. With Vivaty Studio, users can create content for Scenes, as well as any 3D model, but also optimises what content they make in other programs; using other professional tools. Studio uses COLLADA [an open XML format] so it can interact with 3D Studio Max, Maya, Blender and Photoshop CS3.
Web3D's CAD Working Group and Khronos' COLLADA Working Group are working together to guarantee that the X3D and COLLADA standards are complementary. Since there is synergy between XML-based COLLADA and X3D, the alignment of the groups will ensure that real-time X3D applications can easily leverage the many authoring tools that support COLLADA pipelines from both DCC and CAD tools. The combination of X3D and Collada will provide interoperable, openly accessible and reusable 3D models and CAD-based applications throughout a product lifecycle.
The Khronos™ Group is pleased to announce that it has released the new COLLADA™ 1.5.0 specification, which includes significant new functionality to further broaden the applicability of this leading standard for 3D digital asset exchange. COLLADA expands into new markets and widens adoption among leading content-creation software packages; Support for COLLADA 1.4 continues in parallel with COLLADA 1.5 development. Full details are available through the online press release here.
NVIDIA is proud to announce the release of the Shader Debugger, a full-featured pixel shader debugger for OpenGL that allows shaders to be debugged just like CPU code. The Shader Debugger offers: Cross-Language, Cross-API Support o Microsoft DirectX 9 & 10 (HLSL) / OpenGL (CgFX & COLLADA FX Cg); Debugger Run Control / Single Step, Run to Cursor, Run to Bookmark; Variable Inspection / View Globals, Parameters, and Local Variables / Technique, Pass, and Function selection / Watch Expressions; Visual Debugging / Value Visualization (Map variables to colors) / Conditional Pixel Kill. You can find out more about the Shader Debugger at www.shaderdebugger.com.
FX Composer 2.5, the latest version of NVIDIA's powerful shader development environment, has been released. FX Composer supports OpenGL, Collada FX, and CgFX, DirectX, and HLSL, as well as the .fbx, .x, .3ds, .obj, and .dae file formats for importing geometry. Version 2.5 adds: DirectX 10 support, including geometry shaders and stream out; Particle Systems; Visual Styles; Major User Interface Improvements; Remote Control over TCP/IP; Support for the NVIDIA Shader Debugger and New Sample Projects. You can download the tool for free at www.fxcomposer.com.
Khronos Group has posted the schedules for Beyond Programmable Shading:Fundamentals and In Actions on their Siggraph page.
Vivante Corporation, the embedded GPU technology leader, announced today that it has joined the MIPS® Alliance Program to bring its programmable graphics IP cores to designers using cores from MIPS Technologies. Vivante’s 2D/3D GC series GPU IP product line supports OpenGL® ES 2.0, OpenGL® ES 1.1 and OpenVG® application programming interfaces.
Imagination Technologies, the leader in mobile and embedded graphics technologies, reports that the first branded consumer electronics products utilising its advanced and market-leading shader-based graphics core, POWERVR SGX, are now shipping. POWERVR SGX, Imagination’s OpenGL ES 2.0 and OpenVG compliant graphics acceleration technology, is already on sale in devices from Aigo, Kohjinsha, Sharp and others.The first mobile phone handsets with POWERVR SGX will start shipping in Q4/2008 in Japan.
There is a new basic summary of resources and steps for getting started using COLLADA as a digital content creator or as a software developers. The guide shows you 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.
Metismo has confirmed the availability of 3D support within its Bedrock platform in partnership with Imagination Technologies. Bedrock can now enable a J2ME game utilising the JSR239 OpenGL ES API to be developed. Bedrock’s Cross Compiler can then be used to translate the J2ME to native C++ and OpenGL ES on a range of handsets including Brew, Apple iPhone, Antix Game Player, Windows Mobile and Symbian.