As I (red: Jesper Børlum previous employee), was looking through the presentations from Siggraph Asia 2014, one presentation in particular caught my eye. Tristan Lorachs presentation on Nvidias upcoming manual Command-List OpenGL extension. With all the focus on reducing the CPU-side driver overhead in the current graphics APIs this last year, and the upcoming new rendering APIs (AMDs Mantle, Microsoft DirectX 12, Apple Metal), I decided to make an overview of the current recommendations for scene rendering using core OpenGL…
As part of an ongoing research project we decided to see how far we could push real-time volume rendering using only GLSL shaders. The video shown here demonstrates some of the supported features such as: Multiple iso-surface shading Density plotting Arbitrary oriented contour planes Arbitrary oriented cutting plane The shown video is running on an explicit dataset 256^3 4x16bit floating data on a Nvidia GTX470 graphics card. [vimeo]http://vimeo.com/44234825[/vimeo]
Here is a tech demo of our Cuda smoke visualizer software. The software demonstrates real-time interaction and visualization with a smoke data set. It is possible to adjust several parameters such as density and lighting position. To download press HERE.
As part of the GPGPU course at the University of Aarhus in 2005 we developed a very simple set of base-classes for General Purpose Computation using the Graphics Processing Unit (GPGPU) through OpenGL, Nvidia CG, and either framebuffer objects or PBuffers for render-to-texture functionality. Today you should ideally use Nvidia CUDA or OpenCL for GPGPU – but the code might still be of interest for older hardware or a pure OpenGL/CG based approach to GPGPU: SimpleReactionDiffusion (framebuffer_object).zip The archive file…