OpenGL in the context of Computer-aided design


OpenGL in the context of Computer-aided design

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⭐ Core Definition: OpenGL

OpenGL (Open Graphics Library) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.

Silicon Graphics, Inc. (SGI) began developing OpenGL in 1991 and released it on June 30, 1992. It is used for a variety of applications, including computer-aided design (CAD), video games, scientific visualization, virtual reality, and flight simulation. Since 2006, OpenGL has been managed by the non-profit technology consortium Khronos Group.

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OpenGL in the context of Krita

Krita (/ˈkrtə/ KREE-tə) is a free and open-source raster graphics editor designed primarily for digital art and 2D animation. Originally created for Linux, the software also runs on Windows, macOS, Haiku, Android, and ChromeOS, and features an OpenGL-accelerated canvas, colour management support, an advanced brush engine, non-destructive layers and masks, group-based layer management, vector artwork support, and switchable customisation profiles.

The software is also available as paid software, distributed on Microsoft Store, Steam, Epic Games Store, and Mac App Store. Payments support the development of the software. The paid version has automatic updates.

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OpenGL in the context of IRIX

IRIX (/ˈrɪks/, EYE-ricks, a portmanteau of IRIS and UNIX) is a discontinued operating system developed by Silicon Graphics (SGI) to run on the company's proprietary MIPS workstations and servers. It is based on UNIX System V with BSD extensions. In IRIX, SGI originated the XFS file system and the industry-standard OpenGL graphics API.

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OpenGL in the context of Abstraction layer

In computing, an abstraction layer or abstraction level is a way of hiding the working details of a subsystem. Examples of software models that use layers of abstraction include the OSI model for network protocols, OpenGL, and other graphics libraries, which allow the separation of concerns to facilitate interoperability and platform independence.

In computer science, an abstraction layer is a generalization of a conceptual model or algorithm, away from any specific implementation. These generalizations arise from broad similarities that are best encapsulated by models that express similarities present in various specific implementations. The simplification provided by a good abstraction layer allows for easy reuse by distilling a useful concept or design pattern so that situations, where it may be accurately applied, can be quickly recognized. Just composing lower-level elements into a construct doesn't count as an abstraction layer unless it shields users from its underlying complexity.

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OpenGL in the context of Viewing transformation

The computer graphics pipeline, also known as the rendering pipeline, or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. Once a 3D model is generated, the graphics pipeline converts the model into a visually perceivable format on the computer display. Due to the dependence on specific software, hardware configurations, and desired display attributes, a universally applicable graphics pipeline does not exist. Nevertheless, graphics application programming interfaces (APIs), such as Direct3D, OpenGL and Vulkan were developed to standardize common procedures and oversee the graphics pipeline of a given hardware accelerator. These APIs provide an abstraction layer over the underlying hardware, relieving programmers from the need to write code explicitly targeting various graphics hardware accelerators like AMD, Intel, Nvidia, and others.

The model of the graphics pipeline is usually used in real-time rendering. Often, most of the pipeline steps are implemented in hardware, which allows for special optimizations. The term "pipeline" is used in a similar sense for the pipeline in processors: the individual steps of the pipeline run in parallel as long as any given step has what it needs.

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OpenGL in the context of BrookGPU

In computing, the Brook programming language and its implementation BrookGPU were early and influential attempts to enable general-purpose computing on graphics processing units (GPGPU). Brook, developed at Stanford University graphics group, was a compiler and runtime system for a stream programming language designed to leverage the parallelism of GPUs such as those from ATI or Nvidia.

BrookGPU compiled programs written using the Brook stream programming language, which is a variant of ANSI C. It could target OpenGL v1.3+, DirectX v9+ or AMD's Close to Metal for the computational backend and ran on both Microsoft Windows and Linux. For debugging, BrookGPU could also simulate a virtual graphics card on the CPU.

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