At SIGGRAPH we’re excited to show the first demonstration of the OpenXR standard. It’ll be shown with a StarVR headset and a Microsoft Mixed Reality headset working through the OpenXR runtime through a plugin for Unreal Engine 4. The main demo will be at the Khronos BOF session: Standardizing All the Realities: A Look at OpenXR, at 1 p.m. on August 15, and another demo will be shown throughout the show at the StarVR booth (#412). Those interested in attending can see more information on our website.
CopperCube 4.5 has just been released. The game engine now has the option to publish WebGL games with fullscreen and pointer lock support, meaning first person games and apps are now easy to use when run from websites. There is also a new WebGL demo available, showing this feature in action.
The new Soft Kitty OpenGL ES 3.0 demo shows that, with our latest PowerVR Series6 GPUs, it is possible to render animated fur covered characters in real time on mobile devices. The final demo runs at >30fps at resolutions higher than Full HD driven by a PowerVR Rogue GPU. Soft Kitty will also be on display at the Imagination booth (#402) at GDC 2014.
Imagination will demonstrate its market-leading PowerVR graphics (GPU) technologies for the smartphone and embedded markets. Demonstrations will include PowerVR Series6 GPUs, with demonstrations of the first PowerVR Series6 devices and OpenGL ES 3.0 and OpenCL demos, including GPU compute applications for rigid body physics, image processing, fluid dynamics.
Did you miss the WebGL Meetup we held along side GDC last week? No worries, we recorded the entire meetup, and have posted it in four parts on YouTube (part one, two, three) and as podcasts. With Tony Parisi as moderator, the WebGL meetup covered lots of ground, including a spec update, lots of demo’s and a security corner with Ken Russell from Google. The slide presentation in PDF format from the meetup is also online.
Rightware will demonstrate ‘Mobile App Store’ application, designed and implemented using Kanzi user interface solution, running in various mobile devices at Mobile World Congress in Barcelona from February 15th through February 18th. Key advantage of the Kanzi solution is “design-once, deploy everywhere” cross-platform support for the leading mobile operating systems, including Android, Blackberry, Linux, Maemo, Moblin, iPhone OS, Palm Web OS, Symbian OS, and Windows Mobile. Kanzi solution is build on top of industry standard OpenGL ES graphics API. A video featuring some capabilities of Kanzi is available online.
SmallptGPU is a ray tracing test application written using the AMD OpenCL SDK. The video shows it running on the Radeon 4870, with impressive results, but a FirePro workstation card or the new Radeon 5970 should be at least 4x faster. Also, the OpenCL renderer will automatically take advantage and scale across as many cards as you can install in your system.
Learning WebGL has pointed out that Peter Strohm has put together a series of tutorials and demos in German. Included are some of the Learning WebGL tutorials as well as some refined examples of WebGL in action.
This year at GDC and
ESC in San Francisco, OpenGL ES and OpenVG move from interesting APIs to real-world implementations with exciting content. On the consumer side there will be hot demos from ATI, NVIDIA, Hybrid, PowerVR, Bitboys, Falanx, TI, and FutureMark. On the Avionics side look for ALT Software, Seaweed Systems and Quantum3D. All of these names are recognizable from their work on desktop OpenGL. As OpenGL ES and OpenGL come closer together with
OpenGL ES 1.2 and 2.0, the same level of high-quality visuals and content can be expressed on desktop, mobile, or embedded systems.