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RTE is a global illumination engine used for lighting scenes in an interactive 3D environment. It can compute the global illumination, both on the fly or as a pre-compute process. It can be easily tied to existing Scenegraphs/3D rendering engines/games.
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XEngine is a platform- and rendering-API-independent 3D engine for real-time visualization with support for programmable graphics pipeline architectures implemented in C++. Platforms: Windows, Linux. APIs: OpenGL 1.3+, Direct3D 8.1, Direct3D 9.0
The X3DToolKit is a developer's API that allows you to load X3D files into a logical graph. That graph can then be traversed and converted into your favorite Graphic Scenegraph or can be rendered using X3DTK's OpenGL scenegraph.
Fully customizable and configurable global illumination ray tracer written in C++. H-RT is a research project aimed at comparing popular and less popular light reflection models.
You can obtain the source code of H-RayTracer at (Mercurial repository):
https://bitbucket.org/bayger/hrt
vuVolume is a framework for volume rendering algorithms in C++. When creating a new rendering method in vuVolume it is possible to just concentrate on the actual algorithm and let the framework take care of the more administrative tasks.
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KAGEfx is a framework to load shader programs based on the OpenGL Shading Language contained within an XML file that holds descriptive metadata about the shader and to replace shader modules on the fly with respect to their level-of-detail metadata.
osgDesigner is a graphical tool used to modify an OpenSceneGraph (OSG) scene using the osgIntrospection framework. OpenSceneGraph developpers will be able to extend osgDesigner at need using (editor | render | osgIntrospection wrapper) plugin system.
x86mph is an optimized library with vector, matrix, and vertex helpers (including an own TnL) It also contains memory helpers, and other stuff such as image processing (color inverting, changing bpp) taking advantage of x86's 3DNow!, MMX, and SSE
BOGL - an OpenGL scenegraph/renderer supporting modern hardware (vertex and pixel programs via Cg, buffer objects, etc), freetype fonts, XML resource files, bezier patches, state sorting, separate render and simulation threads.
Surge is the name of an advanced game engine--includes graphics, sound, physics, scripting, networking, and more. Surge is also the name for the first game for this engine, which will be based on a replacement until the Surge Engine becomes viable.
OpenTree Library is a cross-platform, engine-independent library which provides 3d tree generation for real-time applications such as games and visualization software.
MGL is a GLUT-like toolkit oriented to Game Programming. It supports OpenGL extensions, texture loading (BMP,TGA,RAW,DDS), native and DInput (Win32) keyboard input, mouse filtering, FSAA, internal GLU implementation (optional) and is fast and portable (W
GLeffect! is a set of components that simplify writing OpenGL demos and applications. It includes OpenGL effect file (glfx), text rendering, scene loading (ase files) etc.
MultiBrain is an experimental object oriented 3D graphic engine based on OpenGL.
It is focuses on rendering technics and physical simulation, so it was created to be an environment simulator rather then a gaming framework.
The Landscape Composer is an experiment for the visualization of nature scenes in real-time. Emphases are among other things the modelling of trees and fields.