WebGL - OpenGL ES 2.0 for the Web
The Khronos Group - Connecting Software to Silicon The Khronos Group is a not for profit industry consortium creating open standards for the authoring and acceleration of parallel computing, graphics, dynamic media, computer vision and sensor processing on a wide variety of platforms and devices. All Khronos members are able to contribute to the development of Khronos API specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge 3D platforms and applications through early access to specification drafts and conformance tests. OpenGL - The Industry Standard for High Performance Graphics OpenGLĀ® is the most widely adopted 2D and 3D graphics API in the industry, bringing thousands of applications to a wide variety of computer platforms. It is window-system and operating-system independent as well as network-transparent. OpenCL - The open standard for parallel programming of heterogeneous systems
Babylon.js: Creating a convincing world for your game with custom shaders, height maps and skyboxes - Eternal Coding - HTML5 / Windows / Kinect / 3D development
After talking about multi-materials in the previous post, I would like to share with you a more advanced sample. This sample will allow me to introduce you some really powerful features of Babylon.js: Height maps Skyboxes Custom shaders The result will look like that (using IE11 preview in this case): Click here if you want a live demonstration (If your browser supports WebGL of course) This world is composed of a sky, a ground and a reflective/refractive water. First of all we need a simple HTML 5 page with a full page canvas: The page just needs to reference babylon.js (you can find the latest version here) and hand.js for the touch support (latest version here). Then you can create a script block right after the canvas element with the following code: This code creates the engine, the main scene and add a camera and a light (the sun) to it. The camera is an ArcRotateCamera so you can use your mouse/touch/keyboard to rotate around a central pivot. ). . Creating an empty custom material 1. 2.
High-level architecture (simulation)
DefenseSpaceAir Traffic ManagementEnergyOff-shoreRailway and car industryManufacturingHealth care A high-level architecture consists of the following components: Federate: an HLA compliant simulation entity.Federation: multiple simulation entities connected via the RTI using a common OMT.Object: a collection of related data sent between simulations.Attribute: data field of an object.Interaction: event sent between simulation entities.Parameter: data field of an interaction. Much of the interactions between federates involve objects and interactions which work in a publish-subscribe model. A federate can register an instance of an object and then change the attributes. Other federates that are subscribed to the object receive attribute value updates. The interface specification is divided into service groups: The object model template (OMT) provides a common framework for the communication between HLA simulations. Federation object model (FOM). HLA is defined under IEEE Standard 1516:
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