Lumina is a free crossplatform development environment for GLSL shaders. An ECMA script
based language is used for tools and rendering control. Lumina provides maximum
flexibility that allows the user to build renderer prototypes for deferred shading,
depth peeling or HDR rendering, as well as vertex shader and instancing accelerated
bezier objects, skinng or GPU based particle systems.
Shallows is a C++ library designed to make GPGPU programming easier and safer. We aim to reduce the time spent on writing and debugging OpenGL related C/C++ code, so the developers of GPGPU applications can concentrate on implementing the algorithms instead. GPGPU applications are all about performance, the overhead by using shallows is therefore kept low.
glslDevil is a tool for debugging the OpenGL shader pipeline, supporting GLSL vertex and fragment programs plus the recent geometry shader extension. By transparently instrumenting the host application it allows for debugging GLSL shaders in arbitrary OpenGL programs without the need to recompile or even having the source code of the host program available. The debug data is directly retrieved from the hardware pipeline and can be used for visual debugging and program analysis.
This page will try to explain how to implement a GPU based raycasting render, using open GL and Nvidia’s CG. This tutorial assumes some experiance with OpenGl and vertex-fragment shaders.