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Fun with Android

Shadow Mapping in Qt3D 2.0

Overview of Qt3D 2.0 - Part 2

Overview of Qt 3D 2.0 - Part 1

Overview of Qt3D 2.0 - Part 1

SlideViewer and the Display Window

OpenGL in Qt 5.1 – Part 5

OpenGL in Qt 5.1 – Part 4

OpenGL in Qt 5.1 – Part 3

OpenGL in Qt 5.1 – Part 2

OpenGL in Qt 5.1 - Part 1

Vulkan is a powerful new 3D graphics API from the Khronos Group, the same consortium that developed its spiritual predecessor, OpenGL and other related standards. Like OpenGL, Vulkan targets high-performance real-time 3D graphics applications such as games and interactive media, but offers higher performance and lower CPU usage, much like Direct3D 12 and Metal. This whitepaper, written in 2016 by Dr Sean Harmer, offers a fascinating quick-start primer on the nine things you need to know about this shiny new API.

KDGpu is a thin wrapper around Vulkan to make modern graphics easier to learn and use.

Boost your OpenGL performance with KDAB's expert consulting, development, and training services. We specialize in optimization, debugging, integration, and hardware selection for OpenGL and OpenGL ES projects. Learn more about KDAB's 3D graphics expertise.

Are you on a journey to create visually stunning, ultra-realistic 3D graphics, dynamic 2D user interfaces, or leveraging the power of hardware-accelerated computation? KDAB stands ready to guide you along this path.

This is the first part of an in-depth look at improving the visual quality and computational throughput of systems with OpenGL from a KDAB expert and the maintainer of Qt 3D, writing for the USA's premium magazine for embedded computing: RTC magazine.

Creating 3D applications can be overwhelming due to terminology, visual concepts, and advanced math. KDAB simplifies this task, providing you with the best solution for your 3D project, easing complexities and maximizing efficiency.

This is the second part of an in-depth look at improving the visual quality and computational throughput of systems with OpenGL from a KDAB expert and the maintainer of Qt 3D, writing for the USA's premium magazine for embedded computing: RTC magazine.

This paper outlines the sticking points migrating from OpenGL ES to OpenGL SC, with a summary of the code affected, the rationale for each change, and workarounds.

Physically based rendering (PBR) emulates the interaction between light and materials and is a trend in real-time rendering. It offers developers more realistic computer generated imagery and is fast becoming a standard in the gaming world. This paper, written in 2016 by Dr Sean Harmer, offers an exhilarating ten-minute guide to the essentials.