Posts Tagged ‘opengl’

Image Processing with OpenGL and Shaders

A great article in The Linux Journal discusses the creation of an OpenGL-based Image Processing system that can analyze video captured from an attached camera in real-time. This article discusses using OpenGL shaders to perform image processing. The images are obtained from a device using the Video4Linux 2 (V4L2) interface. Using horsepower from the graphics […]

Hierarchical-Z map based occlusion culling

Rastergrid is back with more details for their OpenGL4.0 Mountains demo, this time time they update the occlusion culling algorithm to utilitize the Hierarchical-Z buffer technology in new OpenGL4.0 spec. Occlusion culling is a visibility determination algorithm that is used to identify those objects that did reside in the view volume but still aren’t visible […]


OpenGL 4.0 Mountains demo released

Rastergrid has a new OpenGL 4.0 demo released that shows dynamically generated mountains, valleys, and trees all using algorithms in DirectX10 and OpenGL4.  They manage to do level of detail, culling, and and geometry instancing all on the GPU, leaving the CPU almost untouched. The result is a renderer that does little to no scene […]

Mark Kilgard’s GTC2010 OpenGL4.1 Presentation

Gtc 2010 open_gl View more presentations from Mark Kilgard. Mark Kilgard has followed up last year’s GTC presentation on OpenGL3.2 with a new presentation on OpenGL4.1.  I’ve embedded it above for you to see. Presented as a pre-conference tutorial at the GPU Technology Conference in San Jose on September 20, 2010. Learn about NVIDIA’s OpenGL […]


Resource Of The Week: OpenGL SuperBible

This week’s recommended resource is the latest (5th) edition of the OpenGL Superbible from Richard Wright and Addison-Wesley publishing. OpenGL® SuperBible, Fifth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of […]

More Insights into the OpenGL4.1, OpenGLES2.0, & WebGL Situation

Update 8/5: By request from Khronos, I’ve added all the little ™ and ® ‘s. Last week I posted a rather, well let’s just say “sensational”, article about the coincidental announcement by AMD/ATI of their new OpenGL|ES2.0 Driver for Desktops and Khronos’s announcement of the OpenGL® 4.1 spec which offers full backwards compatability with the […]


Khronos SIGGRAPH2010 BOF Presentations Online

If you couldn’t make it to the various Khronos BOF’s at SIGGRAPH on OpenGL, OpenCL, or COLLADA, then you can at least view the presentations online. There’s several to look at: OpenGL BOF: Ecosystem Update GLSL Overview Intro and Overview Jon Peddie Intro SPEC Update gDEBugger Update OpenCL BOF: AMD GREMEDY Intel Intro and Overview […]

AMD Releases Unneeded OpenGLES2.0 Desktop Driver

Update 8/3/2010: Read a followup to this post here. I just got a press release from Khronos about the first OpenGL ES2.0 driver for Desktop systems coming to market from AMD.  Upon further inspection, this looks a bit fishy. At SIGGRAPH 2010, AMD (NYSE: AMD) today announced availability of the first software driver for desktop […]


More Realistic Glass with OpenGL & Shaders

Over at UralDev, they have a great tutorial (in Russian) using OpenGL and some rather complex shaders to create more realistic glass in realtime, complete with reflections, refractions, shadows, and caustic effects. With the help of modern graphics cards can get more complex dynamic scenes.  This means that high-quality (photorealistic) rendering carried out offline in […]

Fast and Accurate Single-Pass A-Buffer using OpenGL 4.0+

With the new flexibility of OpenGL4.0 and the Fermi architecture, Cyril Crassin decided to revisit some of the older A-Buffer algorithms and see what kind of improvements he could manage.  What is an a-buffer, you ask? Basically an A-buffer is a simple list of fragments per pixel [Carpenter 1984]. Previous methods to implement it on […]


NVIDIA releases OpenGL 4.0 drivers

NVidia has just released their first official OpenGL4.0 driver for Windows and Linux, and it’s WHQL-certified.  I personally wouldn’t recommend installing the driver unless you plan on doing some OpenGL4.0 programming, as it doesn’t seem to offer any other impressive reasons to upgrade, and given NVidia’s recent problems with drivers I would be wary.  The […]

OpenCL Studio, a parallel programming environment

The OpenCL Studio has just hit its first beta release at an integrated IDE to merge OpenCL and OpenGL programming into a single interface. OpenCL Studio combines OpenCL and OpenGL into a single integrated development environment that allows you to visualize OpenCL computation using 3D rendering techniques. The editor hides much of the complexity of […]