Equalizer 0.6 Released: Control the Power of Many GPUs!

Scalability for large-scale displays
Read more…
Categories: Programming, SDK Tags: Equalizer, graphics programming, opengl, parallel rendering
Categories: Game Development, Microsoft DirectX, OpenGL Tags: Catmull-Clark Subdivision, game development, gpu, graphics programming, Gregory Patches, instanced tesselation, Microsoft DirectX, NVIDIA Mesh Processing Tool, opengl, subdivision, surface, tesselation
Real Time Realistic Rendering of Nature Scenes
A thesis about real-time realistic rendering of nature scenes with dynamic lighting has been published. This thesis includes all details about real-time grass rendering and about real-time tree rendering with indirect lighting.
You can grab the thesis here: PhD thesis


It’s a pity there is no real-time 3D demo. Screenshots are cool but a real demo is better!
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Categories: Game Development, Programming Tags: game development, gamedev, graphics programming, grass rendering, nature scene, real time realistic rendering, tree rendering
Categories: 3D Engines, SDK Tags: 3d engine, game development, graphics programming, Microsoft DirectX, NeoAxis, ogre, ogre 3d, opengl, physx
Categories: 3D Engines, OpenGL, Programming, SDK Tags: 3d graphics, collada, game development, gamedev, graphics programming, NVIDIA Scene Graph, nvsg, opengl, scene graph
Categories: Game Development, Softwares Tags: game development, gamedev, graphics programming, unity 2.1, unity 3d
Equalizer 0.5.4 – OpenGL Parallel Rendering
The new release of Equalizer is available. Equalizer is an open source project providing a minimally invasive programming interface and resource management system for parallel, scalable OpenGL applications. It allows an application to run unmodified on any visualization system, from a simple workstation to large scale graphics clusters and multi-GPU workstations.
Links:
- Equalizer 0.5.4 release notes
- DB (sort-last) load-balancing
The Equalizer example application running on the same display wall.
The following video shows volume rendering using three GPUs and dynamic 2D load-balancing. The tiling is adapted each frame automatically and transparently to the application by Equalizer. The data set has 256^3 voxels, and is rendered using 2560 slices using the eVolve scalable volume renderer.
Categories: OpenGL, Programming Tags: Equalizer, graphics programming, load-balancing, opengl, parallel programming, parallel rendering
OpenGL and Mobile Devices: Round 2
Richard S. Wright Jr. the lead author of The OpenGL SuperBible, wrote about the intersection of OpenGL and mobile devices.
Read his complete article HERE.


The graphics hardware behind the iPhone and iPod Touch is a PowerVR MBX Lite, which uses Tile-Based Deferred Rendering.
There are a few limitations you should know from the start:
* There is no stencil or accumulation buffer.
* There are only two texture units.
* The maximum texture size is 1024×1024 (use power of two only).
* The maximum space for textures and surfaces is 24MB.
* Only 2D textures are supported.
* There is no software rendering fallback.The PowerVR chip uses a full floating-point pipeline throughout. The OpenGL lighting model is fully hardware accelerated, and there is no need to use fixed-point values for either lighting and material values, or vertex data. For best performance, use directional lights instead of point lights when possible, and try to always use indexed strips for geometry submission. To minimize bandwidth, you can use unsigned byte values for colors, and either unsigned byte or shorts instead of floats for texture coordinates.
Categories: OpenGL, Programming Tags: 3d graphics, graphics programming, ipod touch, mobile device, opengl, opengl es, power-vr
DirectX 9 to DirectX 11, where did 10 go?
Here is an analysis, by a game developer called Susheel, of the new things that DirectX 11 will bring.
Read the complete analysis HERE.
What is really interesting to see is the emergence of what Microsoft terms as the Compute Shader, no doubt a marketing speak for GPGPU which they claim will allow the GPU, with it’s awesome power to be used for more than just graphics, which smells like CUDA (Compute Unified Device Architecture) to me.
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Issues like multi-threaded rendering/resource handling are things that were long time coming and yes, it’s a good thing we will finally see them in the newer version. It just makes my job as a game developer a whole lot easier. Most details on Shader Model 5.0 are pretty sketchy, so I won’t go into things like shader length and function recursion. However, I hope such issues are addressed satisfactorily in the newer shader model.
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Microsoft is still fixated on releasing version 11 only for Vista, so don’t expect your XP machines to ever run DirectX 11 even if you buy brand new hardware.
Categories: Microsoft DirectX, Programming Tags: 3d graphics, compute shader, cuda, directx 11, directx 9, game development, gamedev, graphics programming, multi-threaded rendering, shader model 5.0
OpenGL Bootcamp at the Big Nerd Ranch October 2008
Big Nerd Ranch announces the October 2008 session of OpenGL Bootcamp. This intensive 5-day training course will arm you with the knowledge to make your 2D and 3D visualizations fly! As problem sets explode in complexity, radical gains in performance have resulted from moving traditional graphics processing from the CPU to graphics hardware. If you are doing any work concerning graphics, then you must know OpenGL and this class is the fastest way to master the ideas and techniques of OpenGL programming. By taking full advantage of hardware acceleration, shaders, blending, textures and video we’ll help you get the most out of your data. Learn how OpenGL works, what functionality it does and does not provide, various optimization methods for both static and dynamic data, and much more. The course will provide libraries and frameworks for abstracting the operating system and allowing the student to focus solely on learning OpenGL.
Read more HERE.

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Categories: OpenGL Tags: game development, gamedev, graphics programming, opengl, opengl bootcamp















