About: OpenGL is a research topic. Over the lifetime, 1925 publications have been published within this topic receiving 28920 citations. The topic is also known as: Open GL & Open Graphics Library.
TL;DR: A new approach to solve the ‘molecular graphics problem’ is described, which shares the work between GPU and multiple CPU cores, generates high-quality results with perfectly round spheres, shadows and ambient lighting and requires only OpenGL 1.0 functionality.
Abstract: SUMMARY: Today's graphics processing units (GPUs) compose the scene from individual triangles. As about 320 triangles are needed to approximate a single sphere-an atom-in a convincing way, visualizing larger proteins with atomic details requires tens of millions of triangles, far too many for smooth interactive frame rates. We describe a new approach to solve this 'molecular graphics problem', which shares the work between GPU and multiple CPU cores, generates high-quality results with perfectly round spheres, shadows and ambient lighting and requires only OpenGL 1.0 functionality, without any pixel shader Z-buffer access (a feature which is missing in most mobile devices). AVAILABILITY AND IMPLEMENTATION: YASARA View, a molecular modeling program built around the visualization algorithm described here, is freely available (including commercial use) for Linux, MacOS, Windows and Android (Intel) from www.YASARA.org. CONTACT: elmar@yasara.org SUPPLEMENTARY INFORMATION: Supplementary data are available at Bioinformatics online.
TL;DR: AtomEye is free atomistic visualization software for all major UNIX platforms, based on a newly developed graphics core library of higher quality than the X-window standard, with area-weighted anti-aliasing.
Abstract: AtomEye is free atomistic visualization software for all major UNIX platforms It is based on a newly developed graphics core library of higher quality than the X-window standard, with area-weighted anti-aliasing An order-N neighbourlist algorithm is used to compute the bond connectivity The functionalities of AtomEye include: parallel and perspective projections with full three-dimensional navigation; customizable bond and coordination number calculation; colour-encoding of arbitrary user-defined quantities; local atomic strain invariant; coloured atom tiling and tracing; up to 16 cutting planes; periodic boundary condition translations; high-quality JPEG, PNG and EPS screenshots; and animation scripting The program is efficient compared to OpenGL hardware acceleration by employing special algorithms to treat spheres (atoms) and cylinders (bonds), in which they are rendered as primitive objects rather than as composites of polygons AtomEye can handle more than one million atoms on a PC with 1 GB memory It is a robust, low-cost tool for surveying nanostructures and following their evolutions
TL;DR: The OpenGL Programming Guide, Third Edition as discussed by the authors provides a comprehensive and comprehensive information on OpenGL and the OpenGL Utility Library, including detailed explanations of OpenGL functionality and many basic computer graphics techniques such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism.
Abstract: From the Publisher:
OpenGL is a powerful software interface used to produce high-quality computer generated images and interactive applications using 2D and 3D objects and color bitmaps and images.
The OpenGL Programming Guide, Third Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. This book discusses all OpenGL functions and their syntax shows how to use those functions to create interactive applications and realistic color images.
You will find clear explanations of OpenGL functionality and many basic computer graphics techniques such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.
This third edition has been extensively updated to include the newest features of OpenGL, Version 1.2, including:
3D texture mapping
Multitexturing
New pixel storage formats, including packed and reversed (BGRA) formats
Specular lighting after texturing
The OpenGL imaging subset
New GLU routines and functionality
Numerous code examples are provided to practical programming techniques. The color plate section illustrates the power and sophistication of the newest version of OpenGL.
The OpenGL Technical Library provides tutorial and reference books for OpenGL. The library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential.
The OpenGL Technical Library was originally developed by SGI and continues to evelove under the auspices of the Architecture Review Board (ARB), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. The OpenGL ARB is composed of industry leaders, such as 3Dlabs, Compaq, Evans & Sutherland, Hewlett-Packard, IBM, Intel, Intergraph, Microsoft, NVIDIA, and SGI.
The OpenGL Programming Guide, Third Edition was written by Mason Woo, Jackie Neider, Tom Davis, and Dave Shreiner.
TL;DR: This work proposes a stream model for arithmetic operations on vectors and matrices that exploits the intrinsic parallelism and efficient communication on modern GPUs and introduces a framework for the implementation of linear algebra operators on programmable graphics processors (GPUs), thus providing the building blocks for the design of more complex numerical algorithms.
Abstract: In this work, the emphasis is on the development of strategies to realize techniques of numerical computing on the graphics chip. In particular, the focus is on the acceleration of techniques for solving sets of algebraic equations as they occur in numerical simulation. We introduce a framework for the implementation of linear algebra operators on programmable graphics processors (GPUs), thus providing the building blocks for the design of more complex numerical algorithms. In particular, we propose a stream model for arithmetic operations on vectors and matrices that exploits the intrinsic parallelism and efficient communication on modern GPUs. Besides performance gains due to improved numerical computations, graphics algorithms benefit from this model in that the transfer of computation results to the graphics processor for display is avoided. We demonstrate the effectiveness of our approach by implementing direct solvers for sparse matrices, and by applying these solvers to multi-dimensional finite difference equations, i.e. the 2D wave equation and the incompressible Navier-Stokes equations.
TL;DR: This work describes a publicly available OpenDR framework that makes it easy to express a forward graphics model and then automatically obtain derivatives with respect to the model parameters and to optimize over them and demonstrates the power and simplicity of programming with OpenDR by using it to solve the problem of estimating human body shape from Kinect depth and RGB data.
Abstract: Inverse graphics attempts to take sensor data and infer 3D geometry, illumination, materials, and motions such that a graphics renderer could realistically reproduce the observed scene. Renderers, however, are designed to solve the forward process of image synthesis. To go in the other direction, we propose an approximate differentiable renderer (DR) that explicitly models the relationship between changes in model parameters and image observations. We describe a publicly available OpenDR framework that makes it easy to express a forward graphics model and then automatically obtain derivatives with respect to the model parameters and to optimize over them. Built on a new auto-differentiation package and OpenGL, OpenDR provides a local optimization method that can be incorporated into probabilistic programming frameworks. We demonstrate the power and simplicity of programming with OpenDR by using it to solve the problem of estimating human body shape from Kinect depth and RGB data.