NVIDIA has released the world's first interactive Microsoft DirectX 10 application, known as the NVIDIA Cascades demo. The Cascades demo allows consumers with NVIDIA GeForce 8-series graphics cards and Windows Vista to experience stunning Direct X 10 graphics features on their computers for the first time.
You can find the Cascades demo at:
http://www.nzone.com/object/nzone_cascades_home.html
In addition, many of the most anticipated titles of 2007 will be DirectX 10, including Crysis, Hellgate: London, Age of Conan, and Unreal Tournament 2007.
Search the web
Thursday, April 26, 2007
Geometry Shaders
What are Geometry shaders?
A geometry shader can generate new primitives from existing primitives like pixels, lines and triangles.
Geometry shader is executed after Vertex shader and its input is the whole primitive or primitive with adjacency information. For example, when operating on triangles, three vertices are geometry shader's input. Geometry shader can then emit zero or more primives, which are rasterized and their fragments ultimately passed to Pixel shader.
Typical uses of a geometry shader include point sprite generation, geometry tessellation, shadow volume extrusion, single pass rendering to a cube map.

• Input
- Standard primitives- point, line, triangle...
- New primitive types include neighboring vertices
- Line with adjacencyPrimitive Assembly

- Triangle with adjacency

• Output
- Unique output type (independent from input type)- Points, line strips or triangle strips
- Can output zero or more primitives- Generated primitive stream is in the same order as inputted
6Clipping & Rasterization
A geometry shader can generate new primitives from existing primitives like pixels, lines and triangles.
Geometry shader is executed after Vertex shader and its input is the whole primitive or primitive with adjacency information. For example, when operating on triangles, three vertices are geometry shader's input. Geometry shader can then emit zero or more primives, which are rasterized and their fragments ultimately passed to Pixel shader.
Typical uses of a geometry shader include point sprite generation, geometry tessellation, shadow volume extrusion, single pass rendering to a cube map.

• Input
- Standard primitives- point, line, triangle...
- New primitive types include neighboring vertices
- Line with adjacencyPrimitive Assembly

- Triangle with adjacency

• Output
- Unique output type (independent from input type)- Points, line strips or triangle strips
- Can output zero or more primitives- Generated primitive stream is in the same order as inputted
6Clipping & Rasterization
Windows Vista Fully Supports OpenGL
Hardware-accelerated OpenGL is fully supported on Windows Vista with the Windows Aero compositing desktop user experience - just as with Direct3D.
OpenGL hardware acceleration is handled in exactly the same way in Windows XP and Windows Vista - through an Installable Client Driver (ICD) provided by graphics card manufacturers. Without an OpenGL ICD installed, Windows XP and Windows Vista both revert to rendering OpenGL in software on the CPU rather than using GPU acceleration.
More Info
Thursday, March 15, 2007
Presentations from GDC
Want to know whats new in OpenGL 2.1... Here are a few presentations from GDC 2007.
Click here
Click here
Friday, March 9, 2007
OpenGL on a new path...
The OpenGL ARB (Architecture Review Board), the governing body for OpenGL, has voted to transfer control of the OpenGL API (application programming interface) standard to the Khronos Group, a member-funded industry consortium focused on the creation of open standard, royalty-free APIs.
The Khronos Group has voted to establish an OpenGL Working Group that will control and evolve the standard for cross-platform 3D graphics with “significantly enhanced participation” as ARB companies join over 100Khronos members involved in creating open standards for dynamic media on a variety of platforms. The full transfer of OpenGL to Khronos is expected to be completed in the third quarter of 2006 with full support for OpenGL and its evolution to continue uninterrupted during the transition.
The OpenGL ARB and the Khronos Group have collaborated in the past on consistency in the OpenGL, OpenGL ES, OpenML, COLLADA and OpenGL SC standards. As a result of this transition all OpenGL-related activities will now occur under the single Khronos participation framework to enable fully-integrated cooperation between these related standards activities so that OpenGL “may form the foundation for a coherent set of standards to bring advanced 3D graphics to all hardware platforms and operating systems,” according to the two companies.
The Khronos Group has voted to establish an OpenGL Working Group that will control and evolve the standard for cross-platform 3D graphics with “significantly enhanced participation” as ARB companies join over 100Khronos members involved in creating open standards for dynamic media on a variety of platforms. The full transfer of OpenGL to Khronos is expected to be completed in the third quarter of 2006 with full support for OpenGL and its evolution to continue uninterrupted during the transition.
The OpenGL ARB and the Khronos Group have collaborated in the past on consistency in the OpenGL, OpenGL ES, OpenML, COLLADA and OpenGL SC standards. As a result of this transition all OpenGL-related activities will now occur under the single Khronos participation framework to enable fully-integrated cooperation between these related standards activities so that OpenGL “may form the foundation for a coherent set of standards to bring advanced 3D graphics to all hardware platforms and operating systems,” according to the two companies.
Who am I?

I am a 3D Programmer!
This blog is all about 3d programming and its applications. Make yourselves free and go through the posts on the blog. I am sure you would find it useful. Go through the blog archives and get access to the posts....
Happy blogging!
Technorati Profile
Subscribe to:
Posts (Atom)