MY FOCUS: OpenGL demo projects. make sure each project demo working.
- Simple OpenGL Test Framework
- COLLADA, TinyXML, and OpenGL
- ColladaLoader
- Step by Step Skeletal Animation in C++ and OpenGL, Using COLLADA
- Reading and Understanding COLLADA. (high level overview of COLLADA documents)
- Actual Implementations in C++ using OpenGL, of what we learn in Part 1.
- COLLADA Overview
- OpenCOLLADA techniques
- Why glTF 2.0 is awesome!
- OpenGL MFC/CDialog - Basic
- Nimbus SDK: A Tiny Framework for C++ Real-Time Volumetric Cloud Rendering, Animation and Morphing
- High-Performance Algorithms for Real-Time GPGPU Volumetric Cloud Rendering from an Enhanced Physical-Math Abstraction Approach
- A Customizable Architecture for 3D Graphics Applications
- glGenerateMipmap Plus SOIL library, OpenGL
This is a paragraph.
Accessing digital assets in C++ for three-dimensional rendering.
This project is about an open source application to load and visualize COLLADA files in real time using OpenGL.
ntroduction: Hi I am waZim and welcome to my first tutorial(s) on Skeletal Animation. This series of tutorials consists of two parts.
3D Asset Exchange Schema COLLADA™ defines an XML-based schema to make it easy to transport 3D assets between applications - enabling diverse 3D authoring and content processing tools to be combined into a production pipeline. The intermediate language provides comprehensive encoding of visual scenes including: geometry, shaders and effects, physics, animation, kinematics, and even multiple version representations of the same asset.COLLADA FX enables leading 3D authoring tools to work effectively together to create shader and effects applications and assets to be authored and packaged using OpenGL® Shading Language, Cg, CgFX, and DirectX® FX.
COLLADAStreamWriter The Library
There’s one single thing that I find truly frustrating when dealing with multiple 3D-related software : making them exchange 3D assets.
Working example: OpenGL CDialog Multiple Context
A reusable Visual C++ framework for real-time volumetric cloud rendering, animation and morphing.
Real-time volumetric cloud rendering is an attractive feature for multimedia applications such as computer games and outdoor scenarios. Achieving realistic results requires cutting-edge software and massive multi-core graphics hardware that is used in the animation industry but it is expensive and often, not real-time. This article proposes a new approach making an efficient implementation for real-time volumetric cloud rendering by abstracting the core of mathematics and physical complexity of atmospheric models and taking advantage of CPU/GPU enhanced parallel programming paradigms.
The aim of this thesis is performing a basic framework for real-time volumetric cloud rendering with an optimum balance between realism and performance to be applied in the entry-level graphics industry. The main features that have been achieved are the following:
Explanation of a consistent 3D graphics software architecture through a basic OpenGL application
glGenerateMipmap Plus SOIL library
This is a paragraph.
This is a paragraph.
This is a paragraph.
This is a paragraph.
This is a paragraph.
This is a paragraph.
This is a paragraph.
This is a paragraph.
No comments:
Post a Comment