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| SIGGRAPH 2003 Report |
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![]() DonDickieD Member since: 4/24/2002 From: Munich, Germany |
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| Thanx for that article. Is is possible to get papers of topics discussed at SIGGRAPH? I am interessted in the fire, smoke, cloud and plant modeling stuff. Maybe you have some tips? Best regards Dirk |
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![]() Intruger Member since: 6/9/2000 From: Montreal, Canada |
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quote: You can get the papers presented at SIGGRAPH here: http://www.cs.brown.edu/people/tor/sig2003.html You can also find a short of review of some of the SIGGRAPH papers on flipcode.com: http://www.flipcode.com/misc/siggraph2003.shtml The smoke screenshot is part of a research paper done by Fedkiw, Jensen, and Stam, and it was originally presented at SIGGRAPH 2001. The fire simulation was presented at the 2002 show. You can get both papers on Fedkiw's website: http://graphics.stanford.edu/~fedkiw/ [edited by - Intruger on August 15, 2003 4:59:37 PM] |
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![]() MazyNoc Member since: 6/11/2002 From: Sweden |
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| I dont agree on the statement that sa soon as GLSlang is in the core we have opengl 2.0. Opengl2.0 is more than the objectbuffers and the GLSlang. It proposed for example an asyncron datatransfer for textures ( so that you still could have an smooth animation during huge texture uploads ), A programmable pixeltransfer (pack and unpack processors) part of it is in the fragment specification, but not all. Moving all data to 'objects' instead of the jungel of glGen* that we have now. My guess is still that we never will se an opengl2.0 as 3dlabs proposal, but a number of functions picked from it, and modified a bit. Some things will be thrown away and some other will come instead.. I dont think they call it 2.0 until atleast superbuffers, glslang and some async loadning scheme is in place. |
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![]() Myopic Rhino Staff Member since: The dawn of time
From: Temecula, CA, United States |
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quote:Perhaps, but that's what members of the ARB were saying. Presumably with the assumption that in the timeframe that it's going to take to finalize GLSlang, the other things you mentioned will move closer to completion as well. Really, OpenGL 2.0 is a marketing thing. Even if it doesn't exactly fit the original 3DLabs vision, the addition of GLSlang, superbuffers, etc., represent major changes to the API, justifying a full increment of the version number. |
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