#vulkanscenegraph search results

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:

Today I've been busy tagging developer releases for most of the #VulkanSceneGraph projects. The big addition since the last developer release are support for soft shadows, percentage closer soft shadow and spotlight shadows.

RobertOsfield's tweet image. Today I've been busy tagging developer releases for most of the #VulkanSceneGraph projects.

The big addition since the last developer release are support for soft shadows, percentage closer soft shadow and spotlight shadows.

Sneak peak of the new cascaded shadow maps functionality I have been working on for the #VulkanSceneGraph. Here the glTF-Sample-Models model FlightHelment.gltf is rendered with PBR shaders using a yellow and white directional light sources, each casting their own shadows.

RobertOsfield's tweet image. Sneak peak of the new cascaded shadow maps functionality I have been working on for the #VulkanSceneGraph. 

Here the glTF-Sample-Models model FlightHelment.gltf is rendered with PBR shaders using a yellow and white directional light sources, each casting their own shadows.

As the #VulkanSceneGraph is built from the ground up to handle whole earth databases it works seamlessly when you place our animated models on the surface of the earth without any jitter in positions, shadows or lighting.

RobertOsfield's tweet image. As the #VulkanSceneGraph is built from the ground up to handle whole earth databases it works seamlessly when you place our animated models on the surface of the earth without any jitter in positions, shadows or lighting.

Today I merged my work on Cascaded Shadow Maps support into #VulkanSceneGraph master. This is culmination of several months work that not only add shadow support but also make it easier to implement other render to texture techniques. Further details at: github.com/vsg-dev/Vulkan…

RobertOsfield's tweet image. Today I merged my work on Cascaded Shadow Maps support into #VulkanSceneGraph master.  This is culmination of several months work that not only add shadow support but also make it easier to implement other render to texture techniques.

Further details at:
github.com/vsg-dev/Vulkan…

I have added #VulkanSceneGraph support for making sure LOD transitions in the render to textures technique, such as #CascadedShadowMaps, happen at the same time as in the main 3D view. I have written up details on the VSG forum: github.com/vsg-dev/Vulkan…

RobertOsfield's tweet image. I have added #VulkanSceneGraph support for making sure LOD transitions in the render to textures technique, such as #CascadedShadowMaps, happen at the same time as in the main 3D view.

I have written up details on the VSG forum:
github.com/vsg-dev/Vulkan…

Thanks to @timoore33 the #VulkanSceneGraph now VK_debug_utils support, which enables adding scene graph information into the #Vulkan API layer as well @RenderDoc. Tim writes up the work on the forum: github.com/vsg-dev/Vulkan… I've built upon this with my own experiments:

RobertOsfield's tweet image. Thanks to @timoore33 the #VulkanSceneGraph now VK_debug_utils support, which enables adding scene graph information into the #Vulkan API layer as well @RenderDoc.  Tim writes up the work on the forum:

github.com/vsg-dev/Vulkan…

I've built upon this with my own experiments:

Welcome to the team @timoore33! Tim is a Cesium Certified Developer, the creator of vsgCs, which streams 3D Tiles in a #VulkanSceneGraph application, and now a member of our team working on Cesium for Omniverse. cesium.com/blog/2024/01/1…

CesiumJS's tweet image. Welcome to the team @timoore33! Tim is a Cesium Certified Developer, the creator of vsgCs, which streams 3D Tiles in a #VulkanSceneGraph application, and now a member of our team working on Cesium for Omniverse. 

cesium.com/blog/2024/01/1…

It's #VulkanSceneGraph family release bonanza time! I've tagged the following developer releases: VulkanSceneGraph-1.1.7 vsgXchange-1.1.3 vsgPoints-0.6.0 vsgImGui-0.5.0 vsgExamples-1.1.5 Further details on the forum thread: github.com/vsg-dev/Vulkan…


This week I'm working on adding performance stats collection to the #VulkanSceneGraph. #Vulkan has the vkQueryPool for collecting pipeline stats and timestamps that we can use vkGetQueryPoolResults to get the results for use on the CPU. But is there way to get results on GPU?


Starting 2024 with developer release of #VulkanSceneGraph-1.1.0, vsgXchange-1.1.0, vsgExamples-1.1.0, vsgQt-0.2.0, vsgImGui-0.2.0 and vsgPoints-0.3.0. Details with links on the VulkanSceneGraph forum: github.com/vsg-dev/Vulkan…


#Slang is an interesting development worth keeping an eye on. While it's too early to whether to adopt it with the #VulkanSceneGraph it's worth discussing the possibilities so I've created thread on the forum: github.com/vsg-dev/Vulkan…

github.com

Khronos anounce Slang initiative - an open source shader language · vsg-dev VulkanSceneGraph ·...

The Khronos annoucement: https://www.khronos.org/news/press/khronos-group-launches-slang-initiative-hosting-open-source-compiler-contributed-by-nvidia The github project: https://github.com/shader-...

Khronos has announced the launch of the new Slang™ Initiative. This initiative will oversee and advance the open-source Slang shading language and compiler, building on 15 years of research, development, and deployment experience by @nvidia. Learn more: khr.io/17f

thekhronosgroup's tweet image. Khronos has announced the launch of the new Slang™ Initiative. This initiative will oversee and advance the open-source Slang shading language and compiler, building on 15 years of research, development, and deployment experience by @nvidia.

Learn more: khr.io/17f


I have tagged the #VulkanSceneGraph-1.1.5 developer release, the big change with release is the move of #glslang out form an local build to be linked as an optional external dependency: github.com/vsg-dev/Vulkan…


In December my main focus was on adding an extensible instrumentation support into the #VulkanSceneGraph with support for #RenderDoc and #TracyProfiler. The changes are now merged with VSG master: github.com/vsg-dev/Vulkan… And written up the work on forum: github.com/vsg-dev/Vulkan…


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…


#Slang is an interesting development worth keeping an eye on. While it's too early to whether to adopt it with the #VulkanSceneGraph it's worth discussing the possibilities so I've created thread on the forum: github.com/vsg-dev/Vulkan…

github.com

Khronos anounce Slang initiative - an open source shader language · vsg-dev VulkanSceneGraph ·...

The Khronos annoucement: https://www.khronos.org/news/press/khronos-group-launches-slang-initiative-hosting-open-source-compiler-contributed-by-nvidia The github project: https://github.com/shader-...

Khronos has announced the launch of the new Slang™ Initiative. This initiative will oversee and advance the open-source Slang shading language and compiler, building on 15 years of research, development, and deployment experience by @nvidia. Learn more: khr.io/17f

thekhronosgroup's tweet image. Khronos has announced the launch of the new Slang™ Initiative. This initiative will oversee and advance the open-source Slang shading language and compiler, building on 15 years of research, development, and deployment experience by @nvidia.

Learn more: khr.io/17f


It's #VulkanSceneGraph family release bonanza time! I've tagged the following developer releases: VulkanSceneGraph-1.1.7 vsgXchange-1.1.3 vsgPoints-0.6.0 vsgImGui-0.5.0 vsgExamples-1.1.5 Further details on the forum thread: github.com/vsg-dev/Vulkan…


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 tagged the #VulkanSceneGraph-1.1.5 developer release, the big change with release is the move of #glslang out form an local build to be linked as an optional external dependency: github.com/vsg-dev/Vulkan…


Today I've been busy tagging developer releases for most of the #VulkanSceneGraph projects. The big addition since the last developer release are support for soft shadows, percentage closer soft shadow and spotlight shadows.

RobertOsfield's tweet image. Today I've been busy tagging developer releases for most of the #VulkanSceneGraph projects.

The big addition since the last developer release are support for soft shadows, percentage closer soft shadow and spotlight shadows.

As the #VulkanSceneGraph is built from the ground up to handle whole earth databases it works seamlessly when you place our animated models on the surface of the earth without any jitter in positions, shadows or lighting.

RobertOsfield's tweet image. As the #VulkanSceneGraph is built from the ground up to handle whole earth databases it works seamlessly when you place our animated models on the surface of the earth without any jitter in positions, shadows or lighting.

I just completed the @LunarGInc #Vulkan ecosystem survey. I have also added a post on the #VulkanSceneGraph forum if folks in the VSG/OSG community want to discuss the topics further: github.com/vsg-dev/Vulkan…

github.com

2024 LunarG Vulkan Ecosystem and SDK Survey · vsg-dev VulkanSceneGraph · Discussion #1082

Hi All, LunarG, the folks behind the VulkanSDK that many of use is conducting an online survey to get developers input on the good/bad of Vulkan eco system: Vulkan Ecosystem and SDK Survey - Februa...

The @LunarGInc 2024 Vulkan Ecosystem & SDK survey is Now Open! Please share your feedback to help drive @VulkanAPI ecosystem investments for 2024. The survey is 100% anonymous. Take the Survey Now! surveymonkey.com/r/KTBZDCM



Welcome to the team @timoore33! Tim is a Cesium Certified Developer, the creator of vsgCs, which streams 3D Tiles in a #VulkanSceneGraph application, and now a member of our team working on Cesium for Omniverse. cesium.com/blog/2024/01/1…

CesiumJS's tweet image. Welcome to the team @timoore33! Tim is a Cesium Certified Developer, the creator of vsgCs, which streams 3D Tiles in a #VulkanSceneGraph application, and now a member of our team working on Cesium for Omniverse. 

cesium.com/blog/2024/01/1…

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…


In December my main focus was on adding an extensible instrumentation support into the #VulkanSceneGraph with support for #RenderDoc and #TracyProfiler. The changes are now merged with VSG master: github.com/vsg-dev/Vulkan… And written up the work on forum: github.com/vsg-dev/Vulkan…


Starting 2024 with developer release of #VulkanSceneGraph-1.1.0, vsgXchange-1.1.0, vsgExamples-1.1.0, vsgQt-0.2.0, vsgImGui-0.2.0 and vsgPoints-0.3.0. Details with links on the VulkanSceneGraph forum: github.com/vsg-dev/Vulkan…


This week I'm working on adding performance stats collection to the #VulkanSceneGraph. #Vulkan has the vkQueryPool for collecting pipeline stats and timestamps that we can use vkGetQueryPoolResults to get the results for use on the CPU. But is there way to get results on GPU?


Thanks to @timoore33 the #VulkanSceneGraph now VK_debug_utils support, which enables adding scene graph information into the #Vulkan API layer as well @RenderDoc. Tim writes up the work on the forum: github.com/vsg-dev/Vulkan… I've built upon this with my own experiments:

RobertOsfield's tweet image. Thanks to @timoore33 the #VulkanSceneGraph now VK_debug_utils support, which enables adding scene graph information into the #Vulkan API layer as well @RenderDoc.  Tim writes up the work on the forum:

github.com/vsg-dev/Vulkan…

I've built upon this with my own experiments:

I have added #VulkanSceneGraph support for making sure LOD transitions in the render to textures technique, such as #CascadedShadowMaps, happen at the same time as in the main 3D view. I have written up details on the VSG forum: github.com/vsg-dev/Vulkan…

RobertOsfield's tweet image. I have added #VulkanSceneGraph support for making sure LOD transitions in the render to textures technique, such as #CascadedShadowMaps, happen at the same time as in the main 3D view.

I have written up details on the VSG forum:
github.com/vsg-dev/Vulkan…

Today I merged my work on Cascaded Shadow Maps support into #VulkanSceneGraph master. This is culmination of several months work that not only add shadow support but also make it easier to implement other render to texture techniques. Further details at: github.com/vsg-dev/Vulkan…

RobertOsfield's tweet image. Today I merged my work on Cascaded Shadow Maps support into #VulkanSceneGraph master.  This is culmination of several months work that not only add shadow support but also make it easier to implement other render to texture techniques.

Further details at:
github.com/vsg-dev/Vulkan…

Sneak peak of the new cascaded shadow maps functionality I have been working on for the #VulkanSceneGraph. Here the glTF-Sample-Models model FlightHelment.gltf is rendered with PBR shaders using a yellow and white directional light sources, each casting their own shadows.

RobertOsfield's tweet image. Sneak peak of the new cascaded shadow maps functionality I have been working on for the #VulkanSceneGraph. 

Here the glTF-Sample-Models model FlightHelment.gltf is rendered with PBR shaders using a yellow and white directional light sources, each casting their own shadows.

#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.

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:

@IconiqLabs has ported the #VulkanSceneGraph to #iOS, this means the scene graph now works under Windows, Linux, macOS, Android and iOS!

RobertOsfield's tweet image. @IconiqLabs has ported the #VulkanSceneGraph to #iOS, this means the scene graph now works under Windows, Linux, macOS, Android and iOS!

vsgFramework github repository is set up so it can be used a template for your own #VulkanSceneGraph based projects, note the green [Use This template] button on the #github page:

RobertOsfield's tweet image. vsgFramework github repository is set up so it can be used a template for your own #VulkanSceneGraph based projects, note the green [Use This template] button on the #github page:

I have now checked in improvements to the #VulkanSceneGraph's multi-bin support so you can now mix multi-Bin with multi-Views, with all the set up of the required Bins done automatically.

RobertOsfield's tweet image. I have now checked in improvements to the #VulkanSceneGraph's multi-bin support so you can now mix multi-Bin with multi-Views, with all the set up of the required Bins done automatically.

I have moved on to fixing some reported bugs in the #VulkanSceneGraph's multiview functionality, turns out that the new multibin functionality adds a new bug to my list: all those lovely trees have planted themselves into the wrong view!

RobertOsfield's tweet image. I have moved on to fixing some reported bugs in the #VulkanSceneGraph's multiview functionality, turns out that the new multibin functionality adds a new bug to my list: all those lovely trees have planted themselves into the wrong view!

As the #VulkanSceneGraph is built from the ground up to handle whole earth databases it works seamlessly when you place our animated models on the surface of the earth without any jitter in positions, shadows or lighting.

RobertOsfield's tweet image. As the #VulkanSceneGraph is built from the ground up to handle whole earth databases it works seamlessly when you place our animated models on the surface of the earth without any jitter in positions, shadows or lighting.

I have created a version #VulkanSceneGraph dynamic texture update example that uses #Vulkan #ComputeShader to convert RGB source data into RGBA vkImage, avoid the CPU conversion that would needed otherwise. CPU conversion : 1730fps compute shader conversion : 3340fps

RobertOsfield's tweet image. I have created a version #VulkanSceneGraph dynamic texture update example that uses #Vulkan #ComputeShader to convert RGB source data into RGBA vkImage, avoid the CPU conversion that would needed otherwise.

CPU conversion : 1730fps
compute shader conversion : 3340fps

I have just checked in support for #VulkanSceneGraph/#Qt Multi window/multi document support added to vsgQt. I had to ditch Qt's own Vulkan support as it not suitable for high performance multi-window support, feels like Vulkan is second class citizen in Qt which won't do!

RobertOsfield's tweet image. I have just checked in support for #VulkanSceneGraph/#Qt Multi window/multi document support added to vsgQt.

I had to ditch Qt's own Vulkan support as it not suitable for high performance multi-window support, feels like Vulkan is second class citizen in Qt which won't do!

I added to the #VulkanSceneGraph support for in scene graph Cameras, along with loading Camera data from 3d scene files via #Assimp. I also created an example that illustrates how to find cameras in the scene graph and set up the viewer to have multiple camera tracking views.

RobertOsfield's tweet image. I added to the #VulkanSceneGraph support for in scene graph Cameras, along with loading Camera data from 3d scene files via #Assimp.  

I also created an example that illustrates how to find cameras in the scene graph and set up the viewer to have multiple camera tracking views.

To simplify use of #GDAL and paged tile databases I've have merged the TileDatabase from vsgGIS into core #VulkanSceneGraph and #GDAL into vsgXchange library, and have deprecated the vsgGIS library as it's no longer required to do stuff like: vsgviewer models/openstreetmap.vsgt

RobertOsfield's tweet image. To simplify use of #GDAL and paged tile databases I've have merged the TileDatabase from vsgGIS into core #VulkanSceneGraph and #GDAL into vsgXchange library, and have deprecated the vsgGIS library as it's no longer required to do stuff like:

 vsgviewer models/openstreetmap.vsgt

Today I merged my work on Cascaded Shadow Maps support into #VulkanSceneGraph master. This is culmination of several months work that not only add shadow support but also make it easier to implement other render to texture techniques. Further details at: github.com/vsg-dev/Vulkan…

RobertOsfield's tweet image. Today I merged my work on Cascaded Shadow Maps support into #VulkanSceneGraph master.  This is culmination of several months work that not only add shadow support but also make it easier to implement other render to texture techniques.

Further details at:
github.com/vsg-dev/Vulkan…

Sneak peak of the new cascaded shadow maps functionality I have been working on for the #VulkanSceneGraph. Here the glTF-Sample-Models model FlightHelment.gltf is rendered with PBR shaders using a yellow and white directional light sources, each casting their own shadows.

RobertOsfield's tweet image. Sneak peak of the new cascaded shadow maps functionality I have been working on for the #VulkanSceneGraph. 

Here the glTF-Sample-Models model FlightHelment.gltf is rendered with PBR shaders using a yellow and white directional light sources, each casting their own shadows.

Today I've been busy tagging developer releases for most of the #VulkanSceneGraph projects. The big addition since the last developer release are support for soft shadows, percentage closer soft shadow and spotlight shadows.

RobertOsfield's tweet image. Today I've been busy tagging developer releases for most of the #VulkanSceneGraph projects.

The big addition since the last developer release are support for soft shadows, percentage closer soft shadow and spotlight shadows.

I have added #VulkanSceneGraph support for making sure LOD transitions in the render to textures technique, such as #CascadedShadowMaps, happen at the same time as in the main 3D view. I have written up details on the VSG forum: github.com/vsg-dev/Vulkan…

RobertOsfield's tweet image. I have added #VulkanSceneGraph support for making sure LOD transitions in the render to textures technique, such as #CascadedShadowMaps, happen at the same time as in the main 3D view.

I have written up details on the VSG forum:
github.com/vsg-dev/Vulkan…

vsgImGui integrates #VulkanSceneGraph with #ImGui and #ImPlot, making it easy to mix UI's and 3D graphics all with #Vulkan without needing a laundry list of dependencies.

RobertOsfield's tweet image. vsgImGui integrates #VulkanSceneGraph with #ImGui and #ImPlot, making it easy to mix UI's and 3D graphics all with #Vulkan without needing a laundry list of dependencies.

Welcome to the team @timoore33! Tim is a Cesium Certified Developer, the creator of vsgCs, which streams 3D Tiles in a #VulkanSceneGraph application, and now a member of our team working on Cesium for Omniverse. cesium.com/blog/2024/01/1…

CesiumJS's tweet image. Welcome to the team @timoore33! Tim is a Cesium Certified Developer, the creator of vsgCs, which streams 3D Tiles in a #VulkanSceneGraph application, and now a member of our team working on Cesium for Omniverse. 

cesium.com/blog/2024/01/1…

I have merged with #VulkanSceneGraph master work on adding convenient primitive shape creation with the new vsg::Builder class: github.com/vsg-dev/Vulkan…

RobertOsfield's tweet image. I have merged with #VulkanSceneGraph master work on adding convenient primitive shape creation with the new vsg::Builder class:  
github.com/vsg-dev/Vulkan…

I have added an illustration of setting of the Dear #ImGui font and font size to the #VulkanSceneGraph vsgimgui example: github.com/vsg-dev/vsgExa…

RobertOsfield's tweet image. I have added an illustration of setting of the Dear #ImGui font and font size to the #VulkanSceneGraph  vsgimgui example:

github.com/vsg-dev/vsgExa…

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!

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