Friday, December 25, 2009

Experimental OpenCL C++ Bindings

Experimental OpenCL C++ Bindings:
http://www.khronos.org/registry/cl/

Tesla 512 Cores Per Card With 3 GB -6 GB of ECC Ram

Tesla 512 Cores Per Card With 3 GB - 6 GB of ECC Ram With Super High Precision For Scientific Calculations ( Can Fit 4 Of These Tesla Cards Into A Single U1 Runs On Linux And Windows And You Can Program Them With CUDA or OpenCL ):
http://www.nvidia.com/object/product_tesla_C2050_C2070_us.html

Applications:
http://www.nvidia.com/object/tesla_computing_solutions.html

Game Engine Networking and OSG Edit

Game Networking Engine Open Source (Used on commercial projects including Military Simulations and is also multi-threaded):
http://www.gillius.org/gne/

Cal 3D ( Character Animation Library is compatible with Open Scene Graph ) Good Solution???:
http://gna.org/projects/cal3d/
OSG Cal 3D :
http://osgcal.sourceforge.net/

Open AL ( 3D Game Engine Open Source Sound System Used On Many Major Commercial Games):
http://connect.creativelabs.com/openal/default.aspx

OSG Edit GUI Scenegraph Editor ( Download Through Subversion Only And Build With Scons works ):
http://osgedit.sourceforge.net/
OSG Edit Subversion Download:
http://sourceforge.net/scm/?type=svn&group_id=58946

OSG 2.96 Beta Out Headed To Version 3.0 ( I-Phone Support Almost Done ):
http://blog.openscenegraph.org/?p=196

Friday, December 11, 2009

Screen Space Post Processing with OpenCL NVidia

KD Trees with OpenCL Nvidia Screen Space Post Processing Effects:
http://developer.nvidia.com/object/nvision08-IRT.html

PPU (Post Processing Unit) Open Scene Graph: This system is ready to go with the Screen Space Rendering Techniques with OpenCL to achive the same results of the NVIDIA White Paper on the NVidia Scenegraph using Film Rendering Techniques in Real Time.
http://projects.tevs.eu/osgppu/

White Papers On PPU:
http://www.tevs.eu/files/refeiko.ppt
http://www.tevs.eu/files/osgppu_paris_talk.ppt

Monday, December 7, 2009

Bullet Physics Engine And Open Scene Graph

Open Scene Graph Also Supports Bullet:
http://code.google.com/p/osgbullet/wiki/BuildingOsgBullet

osgWorks is a Dependency for osgBullet above it covers some odds and ends:
http://code.google.com/p/osgworks/

Bullet: BulletMultiThreaded, MultiThreadedDemo, Gpu2dDemo, Gpu3dDemo are not supported on 64bit platforms. If anyone can code out the 64 bit parts that are needed that would be a big benefit to the community.
http://bulletphysics.org/wordpress/

Bullet Deformable Meshes and Terrain:
http://www.alexmac.cc/bullet-test/

Sunday, December 6, 2009

KD Trees Very Fast Optimization Method

KD Trees in certain situations can be one of the fastest optimization methods. Sometime 3,000 times faster over other optimization methods.

KD Tree Explanation:
http://en.wikipedia.org/wiki/Kd-tree

Different KD-Tree Methods:
http://www.cs.cmu.edu/~awm/animations/kdtree/

KD Tree Code Implementations Including SQL fast look up methods for Internal Database for same clunked paged geometry:
http://www.codeproject.com/KB/architecture/KDTree.aspx

KD Tree Demo:
http://donar.umiacs.umd.edu/quadtree/points/kdtree.html

KD Tree Uses In White Papers Including AI Systems:
https://www.autonlab.org/autonweb/facetedBrowser/tags

KD Tree Example with Open Scene Graph:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examples

KD Trees Open Scene Graph: They also use KD-Trees for the database system breaking down the geometry under the shape node in the scenegraph hierarchy.
http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuides/KdTree

Open Scene Graph Database System:
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01557.html

Scenegraphs Past, Present, and Future:
http://www.realityprime.com/articles/scenegraphs-past-present-and-future

Tuesday, November 24, 2009

Open Scene Graph

Open Scene Graph:
Based On OpenGL with MultiCore Processing and Clustering.
http://www.openscenegraph.org/projects/osg

Open Scene Graphs's Supported Formats:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Plugins

OpenSG: Also called Open Scene Graph which is a totally different Open Scene Graph, code base, and open source project than the one above. OpenSG has a better Scenegraph than the one above because it is multi-threaded and clustered throughout. However there is less development for OpenSG than the one above and direction on OpenSG seems to be poor at the moment. Both have their respective strenghts as a for instance the one above has KD-Trees, an Internal Database System, GIS, PPU (Post Processing Unit), and Bone Animation System.
http://opensg.vrsource.org/trac

Saturday, October 31, 2009

OpenCL vs CUDA

Check out the results between tests performance with OpenCL versus CUDA. Many times there is no difference in performance and other times OpenCL or CUDA is ahead. Its basically pretty much a tie between the 2 of them. CUDA is proprietary and OpenCL works with everything so save yourself a lot of headaches and develop with OpenCL so that you apps work with everything and not just NVIDIA.

OpenCL VS CUDA:
http://www.sisoftware.net/index.html?dir=qa&location=gpu_opencl&langx=en&a=

OpenCL Download With Goodies:
http://developer.nvidia.com/object/get-opencl.html

More Info On OpenCL:
http://www.nvidia.com/object/cuda_opencl.html

7z Zip Diff Tool

7z Zip:
http://www.7-zip.org/download.html

Diff Tool:
http://www.componentsoftware.com/products/csdiff/download.htm


Thursday, October 15, 2009

Open Source I-Phone SIO2

I-Phone SIO2:
http://sio2interactive.com/SIO2_iPhone_3D_Game_Engine_Technology.html

SIO2 And Blender I-Phone Development Book:
http://www.amazon.com/gp/product/0470574925?ie=UTF8&tag=blendernation-20&linkCode=as2&camp=1789&creative=390957&creativeASIN=0470574925

Gimp And Blender

Gimp: Its a lot like photoshop its free and opensource and it lets you do uncompressed TGAs:
http://www.gimp.org/

Blender: Free Open Source 3D Animation Package, Game Engine, Video Editor, Compositor, etc
http://www.blender.org/

Wednesday, July 29, 2009

White Papers Game Development



Game Development White Papers:
http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf

http://www.gamerendering.com/
Many white papers and some GLSL-Code Excellent Website

http://www.uni-koblenz.de/~ritschel/
more white papers

http://www.gamedev.net/community/for...opic_id=517130
GLSL-code for SSGI (see post No. 17)

http://www.ogre3d.org/forums/viewtopic.php?f=11&t=46794
more on SSGI

http://translate.google.de/translate...hl=de&ie=UTF-8
GI-technique used in Sonic Unleashed

http://machinesdontcare.wordpress.co...catter-shader/
GLSL-code for subsurface-scattering

http://developer.nvidia.com/object/env_reflections.html
Real-time Environment Reflections with OpenGL

http://developer.nvidia.com/page/documentation.html
more white papers from NVidia (I think you already know that page)

http://www.ozone3d.net/tutorials/index_glsl.php
Some GLSL Shader.

Chunked LOD:
http://tulrich.com/geekstuff/chunklod.html

PolyVox As An Open Source Digital Molecular Matter:
http://www.thermite3d.org/joomla/index.php

Outer Space:
http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350

Oct Tree Elimination For The Need of UV Space Image Mapping:
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter37.html

Game Dev Website Famous Website For Game Development Been Around For A Long Time:
http://www.gamedev.net/

Deferred Lighting:
http://www.beyond3d.com/content/articles/19/1
http://www.infinity-universe.com/Infinity/index.php

GPU Assist:
http://graphics.cs.ucf.edu/GPUassist...Submission.pdf


http://igad.nhtv.nl/%7Ebikker/images/araunahqthumb.jpg
Real Time Ray Tracing using a new algorithm
to calculate shadows.
http://igad.nhtv.nl/~bikker/files/pointset.pdf
http://igad.nhtv.nl/%7Ebikker/
and here is a a demo: http://igad.nhtv.nl/~bikker/

Another Good Interactive Ray Tracing:
http://www.openrt.de/publications.php

starcraft ii:
http://www.scribd.com/doc/4898192/Gr...om-StarCraft-2

"Open Steer" Open Source AI System Based On Boids Type of Interactions:
http://opensteer.sourceforge.net/
http://sourceforge.net/forum/forum.p...orum_id=264792
http://www.thomaskrijnen.com/bbs/

For fluids, you could try and implement a sort of fake method with very cool results as seen here.

http://www.gamedev.net/community/for...opic_id=526062

http://artis.imag.fr/Publications/2009/YNBH09/

Steep Parallax Mapping:
http://graphics.cs.brown.edu/games/SteepParallax/index.html

Top Notch Really Excellent White Papers With Managed Shader System:

http://www.gdconf.com/conference/tutorials.html
http://research.tri-ace.com/

http://research.tri-ace.com/Data/SO4...processing.ppt

Some link of fast shadow map for large terrain:

http://www.gamedev.net/reference/art...rticle1817.asp

http://www.organicvectory.com/index....tent&Itemid=61

http://www.cg.tuwien.ac.at/research/vr/lispsm/

http://www.comp.nus.edu.sg/~tants/tsm.html

http://hax.fi/asko/PSSM.html

http://www.ogre3d.org/forums/viewtopic.php?f=1&t=46819

producing fluid sound effects automatically from 3d fluid simulations, and will appear at Siggraph:
http://developers.slashdot.org/story...oosh-and-Bloop

The central focus of this work is the automatic simplification of highly detailed polygonal surface models into faithful approximations containing fewer polygons.

there is also a link to an implementation you can try out as well.
http://mgarland.org/research/quadrics.html


iterative parallax mapping have better visual quality over steep parallax mapping:

here is paper if someone is interested
http://www.cescg.org/CESCG-2006/pape...ecz-Matyas.pdf

here are papers about relief mapping
http://fabio.policarpo.nom.br/Publications.html

and here is paper about cone mapping
http://www.lonesock.net/files/ConeStepMapping.pdf

Real Time GI:
http://dee.cz/lightsmark/

Blender Developments:
Screen Space Effects Filters SSAO+sunrays+chromatic_aberration+DoF:
http://blenderartists.org/forum/showthread.php?t=152343

Soft Shadows:
http://blenderartists.org/forum/showthread.php?t=155904

Relief Mapping:
http://blenderartists.org/forum/showthread.php?t=156062

Iterative Parallax Mapping:
http://blenderartists.org/forum/showthread.php?t=156019&highlight=Martinsh

HDR:
http://blenderartists.org/forum/showthread.php?t=161081&highlight=Martinsh

Fire:
http://blenderartists.org/forum/showthread.php?t=159006&highlight=Martinsh

Advanced Ocean Water Shader System:
http://blenderartists.org/forum/showthread.php?t=153769&highlight=Martinsh

Real Time SSS:
http://blenderartists.org/forum/showthread.php?t=158230&highlight=Martinsh

Cube Mapping With Reflections Transparencies with Fresnel Chromatic Abberations:
http://blenderartists.org/forum/showthread.php?t=153493&highlight=Martinsh

Non Real Time: SSGI
http://www.harkyman.com/2009/01/13/68/

Non Real Time Painting With Polygons:
http://www.outside-hollywood.com/siggraph/

Wednesday, July 15, 2009