I am at the Siggraph OpenGL 3.0 right now and NVIDIA just gives us the link to their first driver supporting OpenGL 3.0 (with some limitations yet).
The driver can be downloaded here :
http://developer.nvidia.com/object/opengl_3_driver.html
I will do a complete post on OpenGL 3.0 in a few days, but as you may know it is not the OpenGL 3.0 we were waiting for, since the complete rebuild of the API have not been done (the main idea of Long Peak). But it don’t seems so bad that we could have been afraid of, a deprecation and profiles mechanism have been introduced and everybody here seems to be confident on its usage and capacity to enhance OpenGL evolution speed.
ATI is also here, and they announced their GL3.0 drivers for Q1 2009… Hum I don’t know why I doubt we will get full functional GL3.0 support for them at this date, even if it is already late compared to NVIDIA.
October 14th, 2008 on 1:08 pm
Sparse voxel octree raycasting Hello, this post is not related to OpenGL3.0, but I couldn\’t find another place for it (sorry). I have read your paper on interactive gigavoxels and find it very interesting. Do you think it\’s possible to build a simple game using this voxel technology with for example procedurally generated buildings and terrain? That would be really cool.
October 16th, 2008 on 12:44 pm
RE: Sparse voxel octree raycasting Thank you for these comment on my paper ! This \”technology\” (I prefer the word \”technique\”) has been designed to be used in video game. Terrains is a good application for it, especially for terrains covered by forests for instance. Voxels is THE representation for very detailed objects. Not because it\’s cool but because it\’s EFFICIENT, in term of memory usage and in term of rendering efficiency. There is many advantages and among them is filtering. Filtering thousands of triangles is difficult as filtering voxel fields is easy 😉
A link to my research page:
[URL=artis.imag.fr/Membres/Cyril.Crassin/]artis.imag.fr/Membres/Cyril.Crassin/[/URL]
October 16th, 2008 on 2:08 pm
RE: Sparse voxel octree raycasting Thanks for your explanation. That really sounds awesome! I have read a good deal of papers about voxel rendering the last couple of months, but I have to say that your technique is the closest to being implemented in a practical way. You also mentioned shadows and animated data at the end of your paper. I can\’t wait to see that happen. Good luck with your PhD.
October 16th, 2008 on 2:17 pm
RE: Sparse voxel octree raycasting Thanks for your explanation. That really sounds awesome! I have read a good deal of papers about voxel rendering the last couple of months, but I have to say that your technique is the closest to being implemented in a practical way. You also mentioned shadows and animated data at the end of your paper. I can\’t wait to see that happen. Good luck with your PhD.
October 16th, 2008 on 2:19 pm
Sorry for the double post. My browser is doing weird things.