#openscenegraph search results

A little side project I made using #OpenSceneGraph library ( #OpenGL API ). Image based lighting with physically based materials. You can see famous Cerberus gun in different lighting conditions

pumex_lib's tweet image. A little side project I made using #OpenSceneGraph library ( #OpenGL API ).
Image based lighting with physically based materials.
You can see famous Cerberus gun in different lighting conditions

I am building a simulator specifically for swarm robotics and Multi-Robot systems. Built with #OpenSceneGraph and #Qt


Remembering time when i used to work in 3d and gamedev😂😂😂 #OpenGL #Openscenegraph #cpp #shader

elbayaliyev's tweet image. Remembering time when i used to work in 3d and gamedev😂😂😂 #OpenGL #Openscenegraph #cpp #shader

#VulkanSceneGraph repository just hit 600 stars on github. Small compared the the #OpenSceneGraph 2.3k stars, but it's nearly 20 years younger so a few years left to catch up.

RobertOsfield's tweet image. #VulkanSceneGraph repository just hit 600 stars on github.  Small compared the the #OpenSceneGraph 2.3k stars, but it's nearly 20 years younger so a few years left to catch up.

A test model that brings the #OpenSceneGraph to it's knees is rather crude and renders at an average of 65fps on my test path, when running in the #Vulkan SceneGraph it's renders at a fill limited 1800fps. Screenshot from the osgviewer with on screen stats to illustrate stats.

dev_vsg's tweet image. A test model that brings the #OpenSceneGraph to it's knees is rather crude and renders at an average of 65fps on my test path, when running in the #Vulkan SceneGraph it's renders at a fill limited 1800fps. Screenshot from the osgviewer with on screen stats to illustrate stats.

A little tease of some work I'm doing on the #OpenSceneGraph right now. Clue, you need an modern #NVidia graphics card in order to render a triangle in the way I used for this stunning demonstration of cutting edge graphics hardware ;-)

RobertOsfield's tweet image. A little tease of some work I'm doing on the #OpenSceneGraph right now. Clue, you need an modern #NVidia graphics card in order to render a triangle in the way I used for this stunning demonstration of cutting edge graphics hardware ;-)

I have just tagged #VulkanSceneGraph-v1.1.6 developer release that includes my work on vsg::IntrusiveAllocator which is 6 x faster at allocation/deallocations than the original allocator as well as reducing per object memory overhead. Gap to #OpenSceneGraph now even higher:

RobertOsfield's tweet image. I have just tagged #VulkanSceneGraph-v1.1.6 developer release that includes my work on vsg::IntrusiveAllocator which is 6 x faster at allocation/deallocations than the original allocator as well as reducing per object memory overhead.

Gap to #OpenSceneGraph now even higher:

Simple Solar System in OpenSceneGraph #OSG #OpenSceneGraph #OpenGL


It's been busy few months for the #Vulkan SceneGraph (github.com/vsg-dev/Vulkan…) project, we now have an osg2vsg (github.com/vsg-dev/osg2vsg) utility for converting #OpenSceneGraph models. Still early days for the project, but it's already delivering on pretty impressive performance..

dev_vsg's tweet image. It's been busy few months for the #Vulkan SceneGraph (github.com/vsg-dev/Vulkan…) project, we now have an osg2vsg (github.com/vsg-dev/osg2vsg) utility for converting #OpenSceneGraph models. Still early days for the project, but it's already delivering on pretty impressive performance..

When testing the #VulkanSceneGraph's paging the #OpenSceneGraph has been used as reference. Using the same dataset, camera animation path and FPS lock to 60f we can see the relative CPU loads of VSG/#Vulkan to OSG/#OpenGL. The VSG can achieve the same visuals with 1/5th CPU load!

dev_vsg's tweet image. When testing the #VulkanSceneGraph's paging the #OpenSceneGraph has been used as reference. Using the same dataset, camera animation path and FPS lock to 60f we can see the relative CPU loads of VSG/#Vulkan to OSG/#OpenGL. The VSG can achieve the same visuals with 1/5th CPU load!

As I mention in the vsg-users post the team I'm working with are also looking for a full-time graphics developer to based down in London, #OpenSceneGraph or even better #VulkanSceneGraph experience would be very useful: jobs.lever.co/arrival/695153…


The branches with the experimental mesh shader support are: #OpenSceneGraph: github.com/openscenegraph… #VulkanSceneGraph's vsgExamples: github.com/vsg-dev/vsgExa…


Y does #chromium need #openSceneGraph? That is for rendering rooms and outside environments what are you doing in your web browser playing Grand Theft Auto? That's the kind of utility that library is.


For the #OpenSceneGraph I'd like to get a 3.6.6 maintenance release out early this year, and then follow up with a 3.8 stable release that include feature developed since 3.6 release. I would also like to improve osg2vsg to make it easier to port over data/applications to VSG.


Now that I've wrapped up all the major features I planned for VulkanSceneGraph-1.0 I have also ended my near 6 month sabbatical from client work so am available once more for #OpenSceneGraph and #VulkanSceneGraph consulting/bespoke dev and training.


It seems folks need to keep repeating the same mistakes each generation and not learning all the lessons from the last. With both the #VulkanSceneGraph and #OpenSceneGraph solve the precision problem with handling large worlds by using double matrices on the CPU on float on GPU.


When writing this functionality I used the experience of working with the #OpenSceneGraph's osg::Notify system, and a review of #sdblog. While the later is impressive it's also HUGE. vsg::Logger functionality took 590 lines which is only 2.3% the size of spdlog's 25568 LOC.


I am building a simulator specifically for swarm robotics and Multi-Robot systems. Built with #OpenSceneGraph and #Qt


I have just tagged #VulkanSceneGraph-v1.1.6 developer release that includes my work on vsg::IntrusiveAllocator which is 6 x faster at allocation/deallocations than the original allocator as well as reducing per object memory overhead. Gap to #OpenSceneGraph now even higher:

RobertOsfield's tweet image. I have just tagged #VulkanSceneGraph-v1.1.6 developer release that includes my work on vsg::IntrusiveAllocator which is 6 x faster at allocation/deallocations than the original allocator as well as reducing per object memory overhead.

Gap to #OpenSceneGraph now even higher:

I have written a recap of my work in 2023 and plans for 2024 for the VulkanSceneGraph and OpenSceneGraph communities and posted it to each project forum. #VulkanSceneGraph forum post: github.com/vsg-dev/Vulkan… #OpenSceneGraph forum post: github.com/openscenegraph…


This webinar provide a good introduction handling very large databases using paged hierarchy LODs. A topic very dear to my heart - it's why both the #OpenSceneGraph and #VulkanSceneGraph have their DatabasePager and PagedLOD classes!

In a webinar this month, @lilleyse joined Tam Belayneh, @Esri; Michael Beale, @autodesk; and Leonard Daly of @thekhronosgroup to discuss how to use glTF for large 3D models, terrain, scanned imagery, and connect it to GIS; AEC; and BIM. bit.ly/3HjFN40

CesiumJS's tweet image. In a webinar this month, @lilleyse joined Tam Belayneh, @Esri; Michael Beale, @autodesk; and Leonard Daly of @thekhronosgroup to discuss how to use glTF for large 3D models, terrain, scanned imagery, and connect it to GIS; AEC; and BIM. bit.ly/3HjFN40


For the #OpenSceneGraph I'd like to get a 3.6.6 maintenance release out early this year, and then follow up with a 3.8 stable release that include feature developed since 3.6 release. I would also like to improve osg2vsg to make it easier to port over data/applications to VSG.


Now that #VulkanSceneGraph-1.0 is out I am catching up on #OpenSceneGraph project. My focus is on making the code base a stable and reliable base for existing users. The first big step is fixing a mistaken merge of experimental work with master, details: github.com/openscenegraph…


It seems folks need to keep repeating the same mistakes each generation and not learning all the lessons from the last. With both the #VulkanSceneGraph and #OpenSceneGraph solve the precision problem with handling large worlds by using double matrices on the CPU on float on GPU.


The #VulkanSceneGraph uses the #pragma(tic) shader composition approach that I developed as part of the #OpenScenegraph project, allow apps to inject #define into shader compilation This text.vert shader illustrates use of 3 different #defines: github.com/vsg-dev/vsgExa…


When writing this functionality I used the experience of working with the #OpenSceneGraph's osg::Notify system, and a review of #sdblog. While the later is impressive it's also HUGE. vsg::Logger functionality took 590 lines which is only 2.3% the size of spdlog's 25568 LOC.


I've spent over 20 years working on graph data structures, they've been so crucial I've had to put the Graph in the project names: #OpenSceneGraph & #VulkanSceneGraph :-) Flexibility, Scalability and Performance are the key reasons why they are useful for real-time graphics.


Now that I've wrapped up all the major features I planned for VulkanSceneGraph-1.0 I have also ended my near 6 month sabbatical from client work so am available once more for #OpenSceneGraph and #VulkanSceneGraph consulting/bespoke dev and training.


One of the major reasons for this upgrade of CPU is enable me to test the #VulkanSceneGraph and #OpenSceneGraph on AMD graphics. I had looked at getting a AMD graphics card but current prices for them are crazy - more expensive than buy a new CPU with integrated GPU!


For #OpenSceneGraph users curious about history of the project - Real World studios developed an OSG based music application that allowed you to mix the UP tracks on your PC+Mac. I consulted with the team back in 2001 and got to hear the album in the studios prior to release.


#VulkanSceneGraph repository just hit 600 stars on github. Small compared the the #OpenSceneGraph 2.3k stars, but it's nearly 20 years younger so a few years left to catch up.

RobertOsfield's tweet image. #VulkanSceneGraph repository just hit 600 stars on github.  Small compared the the #OpenSceneGraph 2.3k stars, but it's nearly 20 years younger so a few years left to catch up.

As I mention in the vsg-users post the team I'm working with are also looking for a full-time graphics developer to based down in London, #OpenSceneGraph or even better #VulkanSceneGraph experience would be very useful: jobs.lever.co/arrival/695153…


Today I merged a community contribution of C++11 move constructor and assignment operator support for the #OpenSceneGraph's osg::ref_ptr<> github.com/openscenegraph…


After two decades of providing the osg-users mailing list (Mailman based) for free support for the #OpenSceneGraph I've been forced to close the list as it's become an target for nefarious bots. For support please use the already established googlegroup: groups.google.com/g/osg-users


The branches with the experimental mesh shader support are: #OpenSceneGraph: github.com/openscenegraph… #VulkanSceneGraph's vsgExamples: github.com/vsg-dev/vsgExa…


A little side project I made using #OpenSceneGraph library ( #OpenGL API ). Image based lighting with physically based materials. You can see famous Cerberus gun in different lighting conditions

pumex_lib's tweet image. A little side project I made using #OpenSceneGraph library ( #OpenGL API ).
Image based lighting with physically based materials.
You can see famous Cerberus gun in different lighting conditions

Remembering time when i used to work in 3d and gamedev😂😂😂 #OpenGL #Openscenegraph #cpp #shader

elbayaliyev's tweet image. Remembering time when i used to work in 3d and gamedev😂😂😂 #OpenGL #Openscenegraph #cpp #shader

Initial multi GPU test of #Vulkan Scene Graph encouraging. Same model and camera path it's nearly 4 X faster than #OpenSceneGraph!

RobertOsfield's tweet image. Initial multi GPU test of #Vulkan Scene Graph encouraging. Same model and camera path it&apos;s nearly 4 X faster than #OpenSceneGraph!

A test model that brings the #OpenSceneGraph to it's knees is rather crude and renders at an average of 65fps on my test path, when running in the #Vulkan SceneGraph it's renders at a fill limited 1800fps. Screenshot from the osgviewer with on screen stats to illustrate stats.

dev_vsg's tweet image. A test model that brings the #OpenSceneGraph to it&apos;s knees is rather crude and renders at an average of 65fps on my test path, when running in the #Vulkan SceneGraph it&apos;s renders at a fill limited 1800fps. Screenshot from the osgviewer with on screen stats to illustrate stats.

Currently working on an #embree raytracer for #OpenSceneGraph. First result with 32 shadow rays per pixel.

ThermalPixel's tweet image. Currently working on an #embree raytracer for #OpenSceneGraph. First result with 32 shadow rays per pixel.

I've been working on adding Text support into the #Vulkan SceneGraph. Should be checked into master by end of week. Lessons learned from developing #OpenSceneGraph's Text support - I now prefer easy user customization over hundreds of options. Simpler code but far more control.

RobertOsfield's tweet image. I&apos;ve been working on adding Text support into the #Vulkan SceneGraph.  Should be checked into master by end of week.

Lessons learned from developing #OpenSceneGraph&apos;s Text support - I now prefer easy user customization over hundreds of options. Simpler code but far more control.

Continuing to resolve @CoverityScan reported defects in #openscenegraph, now down to 0.32 per 1000 lines

RobertOsfield's tweet image. Continuing to resolve @CoverityScan reported defects in #openscenegraph, now down to 0.32 per 1000 lines

#VulkanSceneGraph repository just hit 600 stars on github. Small compared the the #OpenSceneGraph 2.3k stars, but it's nearly 20 years younger so a few years left to catch up.

RobertOsfield's tweet image. #VulkanSceneGraph repository just hit 600 stars on github.  Small compared the the #OpenSceneGraph 2.3k stars, but it&apos;s nearly 20 years younger so a few years left to catch up.

When testing the #VulkanSceneGraph's paging the #OpenSceneGraph has been used as reference. Using the same dataset, camera animation path and FPS lock to 60f we can see the relative CPU loads of VSG/#Vulkan to OSG/#OpenGL. The VSG can achieve the same visuals with 1/5th CPU load!

dev_vsg's tweet image. When testing the #VulkanSceneGraph&apos;s paging the #OpenSceneGraph has been used as reference. Using the same dataset, camera animation path and FPS lock to 60f we can see the relative CPU loads of VSG/#Vulkan to OSG/#OpenGL. The VSG can achieve the same visuals with 1/5th CPU load!

A little tease of some work I'm doing on the #OpenSceneGraph right now. Clue, you need an modern #NVidia graphics card in order to render a triangle in the way I used for this stunning demonstration of cutting edge graphics hardware ;-)

RobertOsfield's tweet image. A little tease of some work I&apos;m doing on the #OpenSceneGraph right now. Clue, you need an modern #NVidia graphics card in order to render a triangle in the way I used for this stunning demonstration of cutting edge graphics hardware ;-)

#osgLivetrack24 v 1.21. Now automatic 3D model is loaded according to livetrack24 database. #OpenSceneGraph #osgEarth

ToninoTarsi's tweet image. #osgLivetrack24 v 1.21. Now automatic 3D model is loaded according to livetrack24 database. #OpenSceneGraph #osgEarth

I have been working on integrating the osg2vsg library directly in vsgXchange to make it easier for #Vulkan Scene Graph users to pull in their existing #OpenSceneGraph data and spotted an opportunity to directly support OSG native paged databases, even when loading from http.

RobertOsfield's tweet image. I have been working on integrating the osg2vsg library directly in vsgXchange to make it easier for #Vulkan Scene Graph users to pull in their existing #OpenSceneGraph data and spotted an opportunity to directly support OSG native paged databases, even when loading from http.

I have just tagged #VulkanSceneGraph-v1.1.6 developer release that includes my work on vsg::IntrusiveAllocator which is 6 x faster at allocation/deallocations than the original allocator as well as reducing per object memory overhead. Gap to #OpenSceneGraph now even higher:

RobertOsfield's tweet image. I have just tagged #VulkanSceneGraph-v1.1.6 developer release that includes my work on vsg::IntrusiveAllocator which is 6 x faster at allocation/deallocations than the original allocator as well as reducing per object memory overhead.

Gap to #OpenSceneGraph now even higher:

Finally when #OpenSceneGraph is available the vsgXchange::OSG class provides loading of all the image and model formats that the OSG provides, converting automatically to #VulkanSceneGraph equivalents, that's another 131 file extensions supported.

RobertOsfield's tweet image. Finally when #OpenSceneGraph is available the vsgXchange::OSG class provides loading of all the image and model formats that the OSG provides, converting automatically to #VulkanSceneGraph equivalents, that&apos;s another 131 file extensions supported.

It's been busy few months for the #Vulkan SceneGraph (github.com/vsg-dev/Vulkan…) project, we now have an osg2vsg (github.com/vsg-dev/osg2vsg) utility for converting #OpenSceneGraph models. Still early days for the project, but it's already delivering on pretty impressive performance..

dev_vsg's tweet image. It&apos;s been busy few months for the #Vulkan SceneGraph (github.com/vsg-dev/Vulkan…) project, we now have an osg2vsg (github.com/vsg-dev/osg2vsg) utility for converting #OpenSceneGraph models. Still early days for the project, but it&apos;s already delivering on pretty impressive performance..

Create stunning 3D graphs with one of the bestsellers #OpenGL #openscenegraphs #openscenegraph bit.ly/1CHOaea

Poonam_Packt's tweet image. Create stunning 3D graphs with one of the bestsellers #OpenGL #openscenegraphs #openscenegraph bit.ly/1CHOaea

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