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    <title>News</title>
    <link>http://www.opengl.org</link>
    <description>OpenGL.org News</description>
    <dc:language>en</dc:language>
    <dc:creator>Khronos Group</dc:creator>
    <dc:rights>Copyright 2009</dc:rights>
    <dc:date>2009-11-05T15:03:29+00:00</dc:date>
    <admin:generatorAgent rdf:resource="http://www.khronos.org/" />
    

    <atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" href="http://feeds.feedburner.com/opengl/zOLP" type="application/rss+xml" /><feedburner:emailServiceId>opengl/zOLP</feedburner:emailServiceId><feedburner:feedburnerHostname>http://feedburner.google.com</feedburner:feedburnerHostname><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com" /><item>
      <title>Parallels Desktop 5.0 Virtualization Application with OpenGL 2.1 support announced</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/15fSk39gGqs/</link>
      <description>Parallels Desktop 5.0 for Mac was announced with its developer claiming this version of virtualization software runs 64-bit Windows 7 22% faster than its nearest competitor on a MacBook Pro. Part of the speed improvements are thanks to a graphics upgrade using OpenGL. Seven times better graphics performance for games and 3D applications than the previous version with Direct X 9Ex with Shader Model 3 and OpenGL 2.1 support. Superior graphics performance for Linux guests through OpenGL 2.1 support.</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>Parallels Desktop 5.0 for Mac was announced with its developer claiming this version of virtualization software runs 64-bit Windows 7 22% faster than its nearest competitor on a MacBook Pro. Part of the speed improvements are thanks to a graphics upgrade using OpenGL. Seven times better graphics performance for games and 3D applications than the previous version with Direct X 9Ex with Shader Model 3 and OpenGL 2.1 support. Superior graphics performance for Linux guests through OpenGL 2.1 support.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/15fSk39gGqs" height="1" width="1"/>]]></content:encoded>
      <dc:date>2009-11-05T15:03:29+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/parallels-virtualization-opengl-2.1-directx-windows-linux/</feedburner:origLink></item>

    <item>
      <title>SUBSTANCE - new realtime 3D application using OpenGL</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/uPG8565qS9o/</link>
      <description>Stephane Marty presents SUBSTANCE for Windows XP/Vista/Seven. SUBSTANCE is a new realtime 3D application for producing photorealistic Evolutionary and Organic Art powered by new technologies P.O.M.E. (Procedural Organic Modeling Engine) and P.U.R.E. (Physically-based Unbiased Rendering Engine). SUBSTANCE uses OpenGL for realtime rendering, including global illumination. A free version is available for download from NeuroSystems’ website.</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>Stephane Marty presents SUBSTANCE for Windows XP/Vista/Seven. SUBSTANCE is a new realtime 3D application for producing photorealistic Evolutionary and Organic Art powered by new technologies P.O.M.E. (Procedural Organic Modeling Engine) and P.U.R.E. (Physically-based Unbiased Rendering Engine). SUBSTANCE uses OpenGL for realtime rendering, including global illumination. A free version is available for download from <a href="http://www.neuro-systems.net" title="NeuroSystems' website">NeuroSystems&#8217; website</a>.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/uPG8565qS9o" height="1" width="1"/>]]></content:encoded>
      <dc:date>2009-11-03T19:33:29+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/substance-new-realtime-3d-application-using-opengl/</feedburner:origLink></item>

    <item>
      <title>Full GTC OpenGL presentation available with audio</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/CIOWuNscRhY/</link>
      <description>The GPU Technology Conference’s complete OpenGL tutorial “OpenGL: The Train Has Left the Station” is now available for streaming. Hear and see slides presented by NVIDIA’s OpenGL experts: Barthold Lichtenbelt, Mark Kilgard, and Michael Gold. Learn about OpenGL’s future feature set, including Shader Model 5.0 and programable tessellation; interopability with CUDA; and OpenGL 3.2’s features.</description>
      <dc:subject>Developers</dc:subject>
      <content:encoded><![CDATA[<p>The GPU Technology Conference&#8217;s complete OpenGL tutorial &#8220;OpenGL: The Train Has Left the Station&#8221; is now available for streaming. Hear and see slides presented by NVIDIA&#8217;s OpenGL experts: Barthold Lichtenbelt, Mark Kilgard, and Michael Gold. Learn about OpenGL&#8217;s future feature set, including Shader Model 5.0 and programable tessellation; interopability with CUDA; and OpenGL 3.2&#8217;s features.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/CIOWuNscRhY" height="1" width="1"/>]]></content:encoded>
      <dc:date>2009-10-29T12:25:40+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/full-gtc-opengl-presentation-available-with-audio/</feedburner:origLink></item>

    <item>
      <title>EMotion FX v3.8 released, now completely OpenGL based</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/Ww1LWhTIvH4/</link>
      <description>EMotion FX v3.8 is now completely OpenGL based. EMotion FX is a real-time character animation and model export system.</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>EMotion FX v3.8 is now completely OpenGL based. EMotion FX is a real-time character animation and model export system.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/Ww1LWhTIvH4" height="1" width="1"/>]]></content:encoded>
      <dc:date>2009-10-27T13:14:46+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/emotion-fx-v3.8-released-now-completely-opengl-based/</feedburner:origLink></item>

    <item>
      <title>S3 Graphics announces 5400E Power Efficient GPGPU - supports OpenGL 3.1 and OpenCL</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/2STqqbkTVjA/</link>
      <description>S3 Graphics announced the OpenCL 1.0 capable Chrome 5400E GPGPU processor. The 5400E features native support of OpenCL, the industry’s best GFLOPS per watt rating including, a OpenGL 3.1 / DirectX® 10.1 graphics engine, ChromotionHD video core for HD video decode including Blu-ray, H.264, and VC-1, a video encode engine, and an OpenVG 1.1 engine. The 5400E is the most versatile GPU for embedded applications requiring longevity, customization, performance, features, and low power. Complete details are available on the S3 Graphics website.</description>
      <dc:subject>Processors</dc:subject>
      <content:encoded><![CDATA[<p>S3 Graphics announced the OpenCL 1.0 capable Chrome 5400E GPGPU processor. The 5400E features native support of OpenCL, the industry&#8217;s best GFLOPS per watt rating including, a OpenGL 3.1 / DirectX&#174; 10.1 graphics engine, ChromotionHD video core for HD video decode including Blu-ray, H.264, and VC-1, a video encode engine, and an OpenVG 1.1 engine. The 5400E is the most versatile GPU for embedded applications requiring longevity, customization, performance, features, and low power. Complete details are available on the <a href="http://www.s3graphics.com/en/products/class2.aspx?seriesId=17" title="View details of the 5400E on the S3 Graphics website">S3 Graphics website</a>.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/2STqqbkTVjA" height="1" width="1"/>]]></content:encoded>
      <dc:date>2009-10-23T13:33:31+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/s3-graphics-5400e-power-efficient-gpgpu-opengl-3.1-opencl/</feedburner:origLink></item>

    <item>
      <title>The Open Toolkit 0.9.9-3 improves OpenGL 3.2 support</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/RKyj3XFgA7I/</link>
      <description>The Open Toolkit library is an advanced, low-level C# wrapper around OpenGL, OpenAL and OpenCL. It is suitable for games, scientific applications and any other project that requires 3d graphics, audio or compute functionality. The 0.9.9-3 release resolves a large number of issues in the OpenGL and OpenCL bindings, the NativeWindow and the GLControl classes, as well as the math library. Morevore, it adds type-safe wrappers for OpenGL 3.2, as well as Icon and text input support to NativeWindow.</description>
      <dc:subject>Developers</dc:subject>
      <content:encoded><![CDATA[<p>The Open Toolkit library is an advanced, low-level C# wrapper around OpenGL, OpenAL and OpenCL. It is suitable for games, scientific applications and any other project that requires 3d graphics, audio or compute functionality. The 0.9.9-3 release resolves a large number of issues in the OpenGL and OpenCL bindings, the NativeWindow and the GLControl classes, as well as the math library. Morevore, it adds type-safe wrappers for OpenGL 3.2, as well as Icon and text input support to NativeWindow.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/RKyj3XFgA7I" height="1" width="1"/>]]></content:encoded>
      <dc:date>2009-10-21T15:46:49+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/the-open-toolkit-0.9.9-3-improves-opengl-3.2-support/</feedburner:origLink></item>

    <item>
      <title>NVIDIA RealityServer combines CUDA, OpenGL and iRay to get 3D Cloud Computing Using Tesla GPUs</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/DBQTTa1jF5g/</link>
      <description>NVIDIA and Mental Images announced the new NVIDIA RealityServer platform for cloud computing. The RealityServer platform uses CUDA and iray photo-realistic rendering technology to combine OpenGL rendering with ray-tracing for best quality. Although rendering is not yet done in real time, it is pretty close, and pretty impressive. What would normally take a person a couple of hours to render, can be done in a few seconds on the RealityServer platform.</description>
      <dc:subject>Applications, Processors</dc:subject>
      <content:encoded><![CDATA[<p><a href="http://nvidia.com/" title="Website of NVIDIA">NVIDIA</a> and <a href="http://www.mentalimages.com/" title="Website of Mental Images">Mental Images</a> announced the new NVIDIA RealityServer platform for cloud computing. The RealityServer platform uses CUDA and <a href="http://www.mentalimages.com/products/iray.html" title="iray photo-realistic rendering technology">iray photo-realistic rendering technology</a> to combine OpenGL rendering with ray-tracing for best quality. Although rendering is not yet done in real time, it is pretty close, and pretty impressive. What would normally take a person a couple of hours to render, can be done in a few seconds on the RealityServer platform.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/DBQTTa1jF5g" height="1" width="1"/>]]></content:encoded>
      <dc:date>2009-10-21T13:58:55+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/nvidia-realityserver-combines-cuda-opengl-and-iray-to-get-3d-cloud-computin/</feedburner:origLink></item>

    <item>
      <title>All About Shadow Volumes presentation</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/cNyGg8DNQAc/</link>
      <description>Stenciled shadow volumes provide a GPU-accelerated basis for shadow determination. Learn from this SIGGRAPH 2004 presentation how OpenGL features such as stencil testing, wrapping stencil operations, two-sided stencil testing, and depth clamping (now a standard part of OpenGL 3.2) provide the API necessary to optimize shadow volume rendering in your 3D application.</description>
      <dc:subject>Developers</dc:subject>
      <content:encoded><![CDATA[<p>Stenciled shadow volumes provide a GPU-accelerated basis for shadow determination. Learn from this SIGGRAPH 2004 presentation how OpenGL features such as stencil testing, wrapping stencil operations, two-sided stencil testing, and depth clamping (now a standard part of OpenGL 3.2) provide the API necessary to optimize shadow volume rendering in your 3D application.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/cNyGg8DNQAc" height="1" width="1"/>]]></content:encoded>
      <dc:date>2009-10-20T20:46:56+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/all-about-shadow-volumes-presentation/</feedburner:origLink></item>

    <item>
      <title>Cairo-Dock 2.1.0 Released, OpenGL Mode Now Works With The Latest OpenSource ATI And Intel Drivers</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/TWfzKOueCgM/</link>
      <description>Cairo Dock v2.0 is a favoured dock for the Linux operating system. Unfortunately, when it first came out, some Intel and ATI graphic card users were not able to run it in OpenGL mode, which is what’s amazing about Cairo Dock. Users of  Cairo Dock may now rejoice, the dock in OpenGL mode now works with the very latest OpenSource drivers for ATI and Intel video card.</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>Cairo Dock v2.0 is a favoured dock for the Linux operating system. Unfortunately, when it first came out, some Intel and ATI graphic card users were not able to run it in OpenGL mode, which is what&#8217;s amazing about Cairo Dock. Users of  Cairo Dock may now rejoice, the dock in OpenGL mode now works with the very latest OpenSource drivers for ATI and Intel video card.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/TWfzKOueCgM" height="1" width="1"/>]]></content:encoded>
      <dc:date>2009-10-20T12:22:50+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/cairo-dock-2.1.0-released-opengl-mode-latest-opensource-ati-intel-drivers/</feedburner:origLink></item>

    <item>
      <title>OpenGL Connected Component Labeling</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/5P2q9kZOKt0/</link>
      <description>GPUCL is an OpenGL implementation of Connected Component Labeling (blob detection). The implementation makes use of framebuffer blending, GLSL fragment and vertex shaders, occlusion queries and stencil routing. Every step is performed entirely on the GPU using the OpenGL API. This project was developed as part of my Master’s thesis. A compiled win32 binary is included with a sample image. Documentation is also included detailing the framework.</description>
      <dc:subject>Developers</dc:subject>
      <content:encoded><![CDATA[<p>GPUCL is an OpenGL implementation of Connected Component Labeling (blob detection). The implementation makes use of framebuffer blending, GLSL fragment and vertex shaders, occlusion queries and stencil routing. Every step is performed entirely on the GPU using the OpenGL API. This project was developed as part of my Master&#8217;s thesis. A compiled win32 binary is included with a sample image. Documentation is also included detailing the framework.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/5P2q9kZOKt0" height="1" width="1"/>]]></content:encoded>
      <dc:date>2009-10-19T14:53:02+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/opengl-connected-component-labeling/</feedburner:origLink></item>

    
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