RenderingPipeline

from geometry to pixels

Review

Tilt Displays – A true 3D display

When talking about 3D displays, we normally think of flat screens that somehow fake a 3D impression. Another way to present a virtual model would be to actually change the surface of your display to fit the virtual surface of the 3D model. Jason Alexander and his colleagues are just experimenting with that idea and presented [...]

 

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First impressions of the Oculus Rift

A few days ago at gamescom I had the chance to test the Oculus Rift. If you haven’t heard of it yet, check out the kickstarter project page. The Rift is basically a head mounted display build with a head tracking sensor an a high field of view screen. When you get the device for [...]

 

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OpenGL ES 3.0 – Halti has arrived

Khronos just released the specs for OpenGL ES 3.0 during Siggraph earlier today. Rumors  were going on for some time and Khronos announced that they will release something. Back in May I wrote “The best thing we can hope for is a clean rewrite of the specification text and OpenGL ES 3.0 – ideally in the same [...]

 

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Book Review: OpenGL Insights

OpenGL Insights edited by Patrick Cozzi and Christophe Riccio is collection of 44 articles about modern OpenGL programming, techniques and related topics. The articles itself account for 653 full colored pages, so each ‘insight’ is a compact portion of knowledge. This book does not only cover (desktop) OpenGL: 35 chapters are dealing with this API while [...]

 

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Book Review: GPU Pro, GPU Pro 2, GPU Pro 3

The GPU Pro book series is some kind of unofficial successor of the quite good ShaderX series. Both are edited by Wolfgang Engel and both are focused on real-time graphics programming. The first book of this series, GPU Pro, came out 2010 and presents 41 articles on 706 pages (not counting the author introduction at [...]

 

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