Experimental OpenCL C++ Bindings:
http://www.khronos.org/registry/cl/
Friday, December 25, 2009
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
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
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
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
Tuesday, December 8, 2009
Installing OSG with Mingw, CMake, Eclipse C++ on Windows
Installing Open Scene Graph with Mingw, CMake, Eclipse C++ on Windows: And More
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/MingwColladaEclipse
MSYS: And All Of Its Parts!!!
http://www.mingw.org/wiki/MSYS
CURL:
All Downloads:
http://curl.haxx.se/download.html
Latest:
http://www.paehl.com/open_source/index.php?CURL_7.19.7
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/MingwColladaEclipse
MSYS: And All Of Its Parts!!!
http://www.mingw.org/wiki/MSYS
CURL:
All Downloads:
http://curl.haxx.se/download.html
Latest:
http://www.paehl.com/open_source/index.php?CURL_7.19.7
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/
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
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
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
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
Thursday, October 15, 2009
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/
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/
Thursday, July 16, 2009
3D Buzz C++ OpenGL Training Video
3D Buzz C++ OpenGL Training Video:
http://www.3dbuzz.com/xcart/product.php?productid=30&cat=12&page=1
http://www.3dbuzz.com/xcart/product.php?productid=30&cat=12&page=1
Wednesday, July 15, 2009
Microsoft Visual Studio C++ 2008 Express Download
Microsoft Visual Studio C++ 2008 Express: Download
http://www.microsoft.com/express/vc/Default.aspx
http://www.microsoft.com/express/vc/Default.aspx
Friday, July 10, 2009
OpenGL Setup:
How To OpenGL Setup For Microsoft Visual Studio 2008 Express:
http://thoughtsfrommylife.com/article-748-OpenGL_and_Visual_Studio_Express_2008
http://www.mrmoen.com/2008/03/30/opengl-with-visual-c-express-edition/
SDL:
http://www.libsdl.org/download-1.2.php
OpenGL Website:
http://www.opengl.org/
OpenGL API:
http://www.opengl.org/registry/#apispecs
OpenGL Getting Started:
http://www.opengl.org/wiki/Getting_started
OpenGL SDK:
http://www.opengl.org/sdk/
OpenGL NVIDIA:
10 Example Files:
http://developer.download.nvidia.com/SDK/10/opengl/samples.html
SDK:
http://developer.nvidia.com/object/sdk_home.html
Resources:
http://developer.nvidia.com/page/opengl.html
Bindless Graphics:
http://developer.nvidia.com/object/bindless_graphics.html
OpenGL GLUT Nate's Xmission's website:
http://www.xmission.com/~nate/opengl.html
OpenGL Free GLUT:
http://tempvariable.blogspot.com/2008/02/installing-freeglut-on-visual-studio.html
Game Dev NeHe:
http://nehe.gamedev.net/
XVID Windows Codec:
http://www.xvidmovies.com/codec/
http://thoughtsfrommylife.com/article-748-OpenGL_and_Visual_Studio_Express_2008
http://www.mrmoen.com/2008/03/30/opengl-with-visual-c-express-edition/
SDL:
http://www.libsdl.org/download-1.2.php
OpenGL Website:
http://www.opengl.org/
OpenGL API:
http://www.opengl.org/registry/#apispecs
OpenGL Getting Started:
http://www.opengl.org/wiki/Getting_started
OpenGL SDK:
http://www.opengl.org/sdk/
OpenGL NVIDIA:
10 Example Files:
http://developer.download.nvidia.com/SDK/10/opengl/samples.html
SDK:
http://developer.nvidia.com/object/sdk_home.html
Resources:
http://developer.nvidia.com/page/opengl.html
Bindless Graphics:
http://developer.nvidia.com/object/bindless_graphics.html
OpenGL GLUT Nate's Xmission's website:
http://www.xmission.com/~nate/opengl.html
OpenGL Free GLUT:
http://tempvariable.blogspot.com/2008/02/installing-freeglut-on-visual-studio.html
Game Dev NeHe:
http://nehe.gamedev.net/
XVID Windows Codec:
http://www.xvidmovies.com/codec/
Subscribe to:
Posts (Atom)