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Douglas Andrade releases OpenCL / OpenGL framework

CMSoft brings to developers the new GLRender tool in OpenCLTemplate that automates the creation of an OpenGL scene coupled with a derived OpenCL context.
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libCL parallel algorithm library released

libCL is an open-source parallel algorithm library written in C++ and OpenCL, released under the Apache 2.0 license. Based on a thin layer of wrapper classes for OpenCL and OpenGL are implementations of parallel algorithms ranging from simple primitives such as sorting, searching and algebra to complex systems of algorithms for computational research and visualization. libCL emerged out of OpenCL Studio, and as such integrates well with the development environment and its rich prototyping and visualization capabilities.
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Graphics And Physics Framework - OpenCL Physics Update

Four new OpenCL Physics Tutorials are available online for our OpenGL Graphics And Physics Framework (LGPL Licence). The new tutorials cover the following topics: OpenCL particle simulation, OpenCL particle simulation with terrain interaction, OpenCL rigid body Simulation, OpenCL rigid body Simulation with terrain interaction.
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WebGL and OpenGL ES 2.0 online SDK for e-learning

GPUPowered.org has been created to serve as a live, grounds-up SDK for a hands-on workshop on Advanced Graphics (GFX2011) organised by IEEE. This is an experimental approach to learn OpenGL ES 2.0 via WebGL, along with online storage.

  • Provides a framework that abstracts context creation, user events, Debug viewport, and display management
  • An online editor with OpenGL ES 2.0 WebGL syntax highlighting.

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WebGL Joint And Object Framework released

The Joint And Object (JOA) Framework is a set of javascript templates and a "class" so that beginners can make use of this technology without having to learn the lower level WebGL stuff. The JOA Framework is a combination of a template, support files, user data file, example files and manual. The template file and support files are all modified or unmodified versions of the files used in the WebGL tutorials on LearningWebGL.
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PixelLight engine 0.9.10 released

Version 0.9.10 of the free open-source, cross-platform 3D application framework PixelLight has been released. We're using OpenGL as well as GLSL within our main-renderer and OpenGL ES 2.0 for Android. From this release on we officially support 64 bit. New developers joint the team and enabled us to do further bug fixing, stabilisation of the technology and to enhance the CMake based build system to make it easier to build PixelLight from it's sources.
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Portland Group announces PGI OpenCL 1.1 Compiler For ARM

PGCL™ is an OpenCL™ framework for compiling and running OpenCL 1.1 embedded profile applications on the ST-Ericsson NovaThor™ U8500 and follow-on platforms using a single ARM core as the OpenCL host and multiple ARM cores as an OpenCL computing device.
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Seoul National University announces freely available OpenCL Framework - SnuCL

SnuCL is an OpenCL framework and freely available, open-source software developed at Seoul National University. There are two online tutorials here and here.
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CARP project targets its output to OpenCL

December 2011 saw the kick-off of an ambitious research project called “CARP: Correct and Efficient Accelerator Programming”, which aims to boost the programmability of accelerator hardware, such as graphics processing units (GPUs), by innovating in programming language design and implementation, as well as formal verification techniques. Funded by the European Commission’s Seventh Framework Programme (FP7), the consortium, which consists of eight partners--including Khronos members ARM, Imperial College London and Rightware--seeks to provide a unified flow for developing correct and efficient accelerator software, thus increasing reliability and energy efficiency of computing systems.
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Cross-platform PixelLight 3D engine 1.0.0 released

Version 1.0.0 of the free open-source, cross-platform 3D application framework PixelLight has been released. We're using OpenGL as well as GLSL within our main-renderer and OpenGL ES 2.0 for Android. The primary focus of this release was on quality assurance. On the graphics side, tesselation as well as instancing support was added to the rendering system. Further we added the capability of rendering volume data.
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