#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
I am building a simulator specifically for swarm robotics and Multi-Robot systems. Built with #OpenSceneGraph and #Qt
#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.
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:
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!
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…
It is now possible to change compounds on race, as you can see in this #Short video: youtube.com/shorts/fN4_K40… For now only in SSG, but soon it will be ready in #OpenSceneGraph . #OpenSourceGame #SpeedDreams
youtube.com
YouTube
SPEED DREAMS - New feature, different compounds! #Shorts #Development
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:
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…
It is now possible to change compounds on race, as you can see in this #Short video: youtube.com/shorts/fN4_K40… For now only in SSG, but soon it will be ready in #OpenSceneGraph . #OpenSourceGame #SpeedDreams
youtube.com
YouTube
SPEED DREAMS - New feature, different compounds! #Shorts #Development
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
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…
I have created a @github Discussion forum for the #OpenSceneGraph and posted my thoughts on the future of the OSG project now that I'm so overloaded getting #VulkanSceneGraph-1.0.0 out the door. github.com/openscenegraph…
github.com
Plans for OpenSceneGraph master, 3.6.x, 3.8 and beyond · openscenegraph OpenSceneGraph · Discussion...
Hi All, Over the past 4 and half years I have been close to 100% focused on development of the VulkanSceneGraph, the successor to the OpenSceneGraph, actually it's probably nearer to 150% given...
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.
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
Initial multi GPU test of #Vulkan Scene Graph encouraging. Same model and camera path it'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.
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.
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.
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!
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 ;-)
#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.
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.
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..
Create stunning 3D graphs with one of the bestsellers #OpenGL #openscenegraphs #openscenegraph bit.ly/1CHOaea
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