#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 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 ;-)

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.

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


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!

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..

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.


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.


Most of the time has been spent improving the extension setup support in both #OpenSceneGraph and #VulkanSceneGraph in order to correctly enable and set up extension function pointers. I still much to learn about Mesh and Tasks shaders.


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…


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…


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

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.

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!

#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!

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.

#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

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

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 ;-)

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

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.

Grab your free eBook copy of #OpenSceneGraph 3.0: Beginner's Guide today! bit.ly/17aoPku #FreeLearning

TheLazySoul's tweet image. Grab your free eBook copy of #OpenSceneGraph 3.0: Beginner&apos;s Guide today! bit.ly/17aoPku #FreeLearning

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