XML. Loki - Precise Location for Websites. Boost C++ Libraries. Scenegraphs: Past, Present, and Future. Updated: 4/8/2003 for spelling, headers,and added links to “Scenegraphs Today” section Updated: 9/13/2005 updated bio, added link to scenegraphs Updated: 6/30/2007 moved to wordpress to allow comments — old URLs should forward here, but please update your links.
Updates: 6/16/2012 for new OpenSG features Sections: In the Beginning… To help understand where scenegraphs came from, it’s useful to take a quick look at the evolution of graphics languages like OpenGL and DirectX. Early on, real-time graphics existed on special image generation (IG) hardware that contained entire visual databases in closed proprietary form.
SGI introduced a more open and programmable option for image generation hardware and along with it, graphical languages that allowed more direct programmability of the image pipeline. Osg. Hackety Hack: the Coder's Starter Kit. Imagine, program, share. Works Everywhere - Our Mission. Qt Software - Code Less. Create More. Deploy Everywhere. CodeItNow Lighting: The Rendering Equation. Back in 2002, I started my first job in the games industry at Climax Studios in England.
I have to admit, I didn’t know very much about game development at the time. Don’t get me wrong, I’d been writing little 2D games, and messing around with rubbish particle systems at home, but it was nothing like what I was about to get involved with. Despite my inexperience, somehow I did enough to pass the interview, and I was offered a job as a junior programmer.
As seemed to be typical for the time, my introduction to the industry was pretty much a trial by fire. I quickly found out that I couldn’t hope to truly understand every single new thing I encountered, so I learned to just accept some things as the truth. One of the things I accepted at the beginning was the maths used to perform the lighting of our models during rendering. Greenhybrid on deviantART. Scale-invariant feature transform. Applications include object recognition, robotic mapping and navigation, image stitching, 3D modeling, gesture recognition, video tracking, individual identification of wildlife and match moving.
The algorithm is patented in the US; the owner is the University of British Columbia.[2] Overview[edit] For any object in an image, interesting points on the object can be extracted to provide a "feature description" of the object. This description, extracted from a training image, can then be used to identify the object when attempting to locate the object in a test image containing many other objects. To perform reliable recognition, it is important that the features extracted from the training image be detectable even under changes in image scale, noise and illumination. Irrlicht Engine - A free open source 3d engine.
Granny 3D. Granny is the most efficient and flexible animation system in the industry, and Granny 2.9 has a brand new set of tools that you are going to love.
Granny has always made life easy for the programmers on your team. Whether you work in Max, Maya, or XSI, Granny makes it a snap to export, process, and animate anything that the artists can build. She has a data pipeline that's been battle-tested on every platform. With over 2,600 titles shipped, many teams wouldn't think of starting a game without her. Now, with the new Animation Studio in Granny 2.9 we're focusing our attention on the other half of the team: artists and technical animators. TiddlyWiki - a reusable non-linear personal web notebook.
Sunflow - Global Illumination Rendering System. Graphix. RealStorm - Realtime Raytracing. XFRT Real-Time Ray Tracer. Main Page - COLLADA. Interactive Ray Tracing. Programming with OpenGL: Advanced Rendering. What follows are links to small bits of code and examples submitted by outside parties.
Many of these use functionality no longer available in core OpenGL. GPU Skinned Skeletal Animation: Features GLSL GPU matrix palette skinning, normal mapping and LOD for animated OGRE XML files. Based on VC 2010.GPU Geometry Clipmaps: A minimal OpenGL implementation of the 2004 Siggraph paper on terrain rendering. Based on VC 2010.OpenGL 4 Tessellation Shader Tutorial: A simple OpenGL tutorial for using OpenGL 4 Tessellation Shaders.
Based on VC 2010.OpenGL Win32 AppWizard: This appwizard creates a basic OpenGL application in MFC. OpenGL Specific Resources. Project index. Resynthesizer. ( home | blog ) bootchk has taken over maintenance of Resynthesizer.
The latest version is available from the GIMP registry: The Art & Business of Making Games. Carl.Kenner - GlovePIE. About Download Instructions Donate Blog Forum Wiki Xbox: Project Natal This website has moved to NEW VERSION 0.43 Released! Download it! WiiLi.org Wii Linux - Main Page. Coding4Fun : Managed Library for Nintendo's Wiimote. In code, the process is as follows (shortened from the original code for space): ' read/write handle to the devicePrivate mHandle As SafeFileHandle ' a pretty .NET stream to read/write from/toPrivate mStream As FileStreamPrivate found As Boolean = FalsePrivate guid As GuidPrivate index As UInteger = 0. Wiimote Whiteboard. Procrastineering - Project blog for Johnny Chung Lee. Head Tracking for Desktop VR Displays using the WiiRemote.
BRAIN_RECALL - CAIR - Content Aware Image Resizer. NOTE: Most of this needs a update.
For latest news and releases please go here: Content Aware Image Resizer. Mike Swanson's Blog : SEAMonster: A .NET-Based Seam Carving Implementation. To avoid any potential confusion, this is a personal, spare-time project that has nothing to do with the cool Seadragon technology.
Before you read my post, you should watch the short 4 1/2 minute video that demonstrates an image resizing technique called seam carving. The technique was presented at this year's SIGGRAPH 2007 conference by Shai Avidan and Ariel Shamir. If you want to know all of the details, check out the paper they presented called Seam Carving for Content-Aware Image Resizing (20MB PDF). Shai and Ariel outline a relatively simple algorithm for finding a "seam" of pixels that is least likely to be missed when it's removed from an image. The algorithm looks for connected pixels of low energy, where energy refers to a measure of visual detail. Standard Procedural Databases. By Eric Haines et al. click on an image to see a full size rendering (rendered with POV-Ray 3.1) You can download the latest version of the SPD (currently 3.14), and also view the original IEEE CG&A article from Nov. 1987.
Houdini Exchange. Index of Ecma Standards. CUDA. Highend3d.com: Community for Maya, 3dsmax, XSI, Zbrush, Motion Builder, Softimage, Alias, Studio, Renderman, and Free 3d resource tips, tricks, tutorials, Mel Scripts, plugins, shaders, tools, jobs, contests, artist gallery and listservs. Qt — Trolltech. Qt's powerful cross-platforms native C++ libraries, declarative UI language and tools enables developers to target all the relevant desktop, embedded, mobile and real-time operating systems with one code base.
Qt brings freedom to the developer saving development time, adding efficiency and ultimately shortening time to market. Enterprise Tooling for Software Professionals Qt Enterprise provides all the convenience of professional tooling to make your development workflow as seamless as possible. Besides Qt Creator Enterprise, which is a cross-platform integrated development environment (IDE) there’s tooling to assist your productivity in UI design, internationalization, direct device deployment and efficient profiling. Learn more about Qt Creator Enterprise and other tooling. Cloud Connection Out-of-the-Box Qt Cloud Services is a collection of cloud-based services specifically designed to facilitate all parts of the whole lifecycle of creating a Qt application.
XNA. CIS 700/010 - Special Topics ( GPU Programming and Architecture) - Spring 2005. This course will examine the architecture and capabilities of modern GPUs (graphics processing unit). The GPU has grown in power over recent years, to the point where many computations can be performed faster on the GPU than on a traditional CPU. GPUs have also become programmable, allowing them to be used for a diverse set of applications far removed from traditional graphics settings.
Topics covered will include architectural aspects of modern GPUs, with a special focus on their streaming parallel nature, writing programs on the GPU using high level languages like Cg and BrookGPU, and using the GPU for graphics and general purpose applications in the area of geometry modelling, physical simulation, scientific computing and games.
Meqon - physics engine middleware for games and VR - Naturally Realistic. Java SE Downloads.