A Multi-System VRML Viewer

Total Page:16

File Type:pdf, Size:1020Kb

A Multi-System VRML Viewer pp g y p y g g g , San Diego, California, Decemb er 1995. VRweb: A Multi-System VRML Viewer Michael Pichler, Gerb ert Orasche, Keith Andrews 1 I ICM, Graz UniversityofTechnology Ed Grossman 2 National Center for Sup ercomputing Applications Mark McCahill 3 University of Minnesota Abstract form of Silicon Graphics' Inventor [27 ] le format, an ex- tensive, proven 3D graphics le format which includes a va- riety of sp ecial-purp ose no des. VRML adopted Inventor's As VRML b ecomes the standard for describing no de-based hierarchical structure, eld syntax and instanc- 3D scenes on the Internet, many VRML viewers ing mechanism, but left out a numb er of its sp ecial-purp ose are b eing develop ed with proprietary interests or and more esoteric features. VRML de nes no des for geom- for sp eci c target systems or proto cols. etry p olygon based and primitive shap es, text, grouping, VRweb is a VRML viewer providing the same multiple levels of detail, transformations elementary and ar- user interface for multiple Web proto cols WWW, bitrary matrices, co ordinates, normal data, prop erties ma- Gopher, and Hyp er-G and multiple platforms terials, textures, rendering attributes bindings and shap e Unix, Windows, and Macintosh and is avail- hints, light sources p ositional, directional, sp ot lights, and able as b oth binary and source co de. VRweb camera de nitions p ersp ective and orthographic. source co de is copyrighted, but is freely avail- The World Wide Web WWW, W3, or \The Web" [8 ], able for non-commercial use, providing a plat- currently the most p opular Internet information system, is form for research and exp eriment. Unlike other based on the HTML [9 ] markup language and the HTTP VRML viewers available in source co de, VRweb client/server proto col. Navigation is primarily achieved by do es not require additional commercial libraries means of hyp erlinks. In contrast, navigation in the Internet like Op enInventor or Motif, it is based entirely Gopher [16 ] is primarily hierarchical, including its new 3D on freely available software comp onents. interface, GopherVR [17 ]. Both WWW and Gopher supp ort A short overview of currently available VRML add-on search facilities. Hyp er-G [4 , 5 ] combines hierarchi- browsers is followed by a more detailed lo ok at cal and hyp erlink navigation with fully integrated search fa- VRweb, including its user interface, multi-system cilities, whilst remaining interop erable with WWW and Go- nature, and software architecture. pher Hyp er-G servers sp eak WWW and Gopher proto cols as well as native Hyp er-G. All three systems allow VRML mo dels residing on their resp ective servers to b e accessed by their supp orted access proto cols. Keywords: VRML, WWW, Gopher, Hyp er-G, Op enGL, The Web's URL Universal Resource Lo cator mecha- X11, Windows, Internet, Web. nism allows do cuments and les residing on arbitrary servers somewhere on the Internet to b e sp eci ed using one conve- 1 Intro duction nient handle: a do cument's URL includes its access pro- to col for example http, gopher, ftp, or hyp erg. VRML's The Virtual Reality Mo deling Language [7, 24 ], or VRML WWWInline and WWWAnchor no des utilise the URL mech- for short, is evolving as a standard data format for the anism. The former allows a scene to b e split into parts which storage and interchange of 3D mo dels in information sys- may b e fetched on demand, for example when navigating a tems and mo deling packages. VRML is based on the ascii large, complex mo del comp onents of the mo del are fetched 1 as one approaches them imp ortantonaslow network con- Institute for Information Pro cessing and Computer Supp orted nection. The latter supp orts link anchors attached to ar- New Media I ICM, Graz Universityof Technology, A-8010 Graz, Austria. fmpichler,gorasche,[email protected] bitrary comp onents of a scene; these can b e clicked to load 2 National Center for Sup ercomputing Applications NCSA, Uni- related VRML or other les. Imp ortant for the backward- versity of Illinois, Urbana-Champaign. [email protected] compatibility of extensions to VRML is the p ossibility for a 3 Distributed Computing Services, University of Minnesota. no de to provide a description of its elds and optionally mpm@b o ombox.micro.umn.edu the name of a base no de that can b e used as its substitute. VRML 1.0 supp orts only static scene descriptions; dynamic ob ject b ehaviour is now under discussion for inclusion in VRML 2.0. 2 Related Work Since the release of the rst VRML viewers/browsers in April 1995, there have b een a o o d of releases and announce- ments. Here we presentanoverview of the eld as of Au- Figure 1: The VRweb VRML viewer displaying Lightscape's model of Jerusalem City Hal l. i3D [10 ] from the Center for Advanced Studies, Research gust 1995 which is necessarily neither complete nor up-to- and Development in Sardinia exploits the rendering capabil- date. We use the term browser to refer to software which ities of high-end machines. This VRML viewer includes a itself retrieves VRML les across the Internet and viewer prepro cessing optimisation phase and time-dep endent ren- for software which relies on another supp orting application dering facilities to guarantee constant frame rates even for to p erform le retrievals. very large scenes. It is available only for SGI machines. WebSpace [26 ] from Silicon Graphics in collab oration WebOOGL [18 ] from the Geometry Center of the Uni- with Template Graphics was the rst VRML browser to b e versity of Minnesota is available in source co de based on released. WebSpace is based on the Inventor library and Geomview. Geomview is a program for viewing and manip- has two navigational metaphors the examiner viewer and ulating 3D ob jects and is designed to act as display unit for walk viewer. WebSpace binaries are freely available un- external mo dules creating geometry. Multiple control win- supp orted with a supp orted commercial version; no source dows exist for motion control, prop erties and editing. The co de is available. WebSpace runs on SGI, IBM AIX, Sun WebOOGL browser is available for SGI and Sun OS plat- Solaris with graphics b oard, and Windows NT; versions forms. for Macintosh, DEC and HP are planned. VRweb , the VRML viewer describ ed in this pap er, is WebView [25 ] from the San Diego Sup ercomputer Center a joint pro ject between I ICM home of Hyp er-G, NCSA SDSC is a publically available VRML browser for SGI sys- home of Mosaic, and the University of Minnesota home tems, available as source co de based on the Inventor library. of Gopher. It draws on several years of exp erience with the WebView has four viewing styles examiner, y, plane, walk Harmony 3D Scene Viewer [2, 6 ] for Hyp er-G, which b ecame and an integrated editing facility. It can either b e run as a the base of VRweb. VRweb is designed to work with mul- standalone browser or as an external viewer with a Web tiple information systems, namely WWW, Hyp er-G, and browser. It is intended as a public development and test Gopher, as well as on a variety of platforms. It is cur- platform, but is limited to SGI platforms under UNIX. rently available for most common UNIX platforms SGI WorldView [12 ] from InterVista Software is targeted to IRIX, Sun Solaris, Sun OS, DEC Alpha, DEC ULTRIX, emp ower standard PCs for real-time applications. All net- HP-UX, and LINUX as well as Windows NT, 3.1, 95; work communication is built into this standalone browser, a Macintosh version is exp ected by the time this pap er is which do es not rely on a co op erating Web browser. World- published. VRweb source co de with copyright is available View is available for all Windows platforms NT, 3.1, 95; free of charge for non-commercial use, providing a platform versions for Macintosh and UNIX SGI, Sun OS are planned. for research and exp eriment. Unlike other VRML viewers WebFX [21 ] from Pap er Software is a VRML browser available in source co de, VRweb do es not require additional for the Windows environment. The binaries are free for commercial libraries like Op enInventor or Motif, it is based non-commercial use and during an evaluation p erio d. It in- entirely on freely available software comp onents see Sec- corp orates IRC3Dchatting and physically-based navigation tion 5 for more detail ab out VRweb's software architecture. metaphors including collision detection as well as VRML Figure 1 shows VRweb displaying Lightscap e's [13 ] VRML authoring facilities. It is available for Windows platforms mo del of the chamb er of Jerusalem City Hall. NT, 3.1, 95; a Macintosh version is planned. Figure 2: VRweb for Windows in Heads-Up navigation mode. Icons are overlaid atop the viewing area for looking, walking, vertical/sideways motion, and point-of-interest navigation. The rendering mode may be set separately for faster interactive navigation. Figure 3: VRweb for Unix in Fly Mode through VirtualSOMA. The speed of ight is overlaid in the bottom right corner of the viewing area, the direction of ight is determined by the position of the cursor relative to the central target crosshairs. 3 The VRweb User Interface can b e displayed in the status area.
Recommended publications
  • Serge Kosyrev Curriculum Vitae
    Serge Kosyrev Curriculum vitae ROLE SOUGHT b Zelenograd, Moscow (RU) ) Technologist T +7 (905) 5380951 ) Architect / team lead B kosyrev.serge protonmail com ) Senior software engineer E deepfire.github.io SYSTEM BUILDING EDUCATION 2000-2001 Engineering institute ) a SoC-targeted system software development and National Research University of assurance toolchain (IEEE 1149.1) Electronic Technology, Moscow ) two transpilers (one used in critical production environment) 2002-2006 Business school Institute of International Business ) a package manager and a proto-CI system for a Education, Moscow diverse environment (personal project) ) a hypervisor-based secure endpoint (prototype); the hypervisor was written from scratch PUBLIC PROJECTS 2017 undisclosed project HIGH-LEVEL DECLARATIVE DESIGN a knowledge representation & PROGRAMMING and visualisation tool. Don’t feel like talking about it yet ) pure, typed, functional: to support program rea- 2017 reflex-glfw soning, refactoring and assurance a library facilitating use of Re- • Haskell (expressive higher-kinded & dependent flex FRP with OpenGL/GLFW types, reactive (FRP), lazy evaluation) 2017 Barrelfish OS contributions ) metaprogramming: expanding ability to express Nix-based build environment solutions to very complex problems reproducibility (merged up- • Common Lisp (an extensible compiler) stream), stack traces (work in progress) PROGRAM SEMANTICS, 2015-ONGOING Contributions to Nixpkgs packaging software I need COMPILATION AND ANALYSIS for the NixOS Linux distribu- tion/package repository
    [Show full text]
  • Canvas Draw, a 2D Graphics Library
    CD Canvas Draw, A 2D Graphics Library Version 4.4 (cd tecgraf.puc-rio.br) CD (Canvas Draw) is a platform-independent graphics library. It is implemented in several platforms using native graphics libraries: Microsoft Windows (GDI) and X- Windows (XLIB). The library contains functions to support both vector and image applications, and the visualization surface can be either a canvas or a more abstract surface, such as Clipboard, Metafile, PS, and so on. This work was developed at Tecgraf/PUC-Rio by means of the partnership with PETROBRAS/CENPES. CD Project Management: Antonio Escaño Scuri Tecgraf - Computer Graphics Technology Group, PUC-Rio, Brazil http://www.tecgraf.puc-rio.br/cd Overview CD is a platform-independent graphics library. It is implemented in several platforms using native graphics libraries: Microsoft Windows (GDI and GDI+) and X-Windows (XLIB). The library contains functions to support both vector and image applications, and the visualization surface can be either a canvas or a more abstract surface, such as Clipboard, Metafile, PS, and so on. To make the Application Programmers Interface (API) simple, all data are standard C types (int, double or char). Thus the application program does not have to maintain parallel data structures to deal with the graphic library. Furthermore, the list of parameters of the CD primitive functions contains only the geometrical descriptions of the objects (line, circle, text, etc.). Where these objects should appear and what is the their color, thickness, etc. are defined as current state variables stored in the visualization surfaces. That is, the library is visualization-surface oriented, meaning that all attributes are stored in each visualization surface.
    [Show full text]
  • Mesa Documentation Release 12.0
    Mesa Documentation Release 12.0 Brian Paul et al. August 28, 2016 General 1 Introduction 1 2 Developers 7 3 Supported Systems and Drivers9 4 Disclaimer 11 5 Mesa Frequently Asked Questions 13 6 Release Notes 19 7 Acknowledgements 25 8 Conformance 27 9 Downloading 39 10 Compiling and Installing 41 11 Compilation and Installation using Autoconf 45 12 Precompiled Libraries 49 13 Mailing Lists 51 14 Bug Database 53 15 Webmaster 55 16 Shading Language Support 57 17 Mesa EGL 61 18 OpenGL ES 65 19 Environment Variables 67 20 Off-screen Rendering 73 21 Debugging Tips 75 i 22 Performance Tips 77 23 Mesa Extensions 79 24 Function Name Mangling 81 25 llvmpipe 83 26 VMware guest GL driver 87 27 Gallium Post-processing 91 28 Application Issues 93 29 Viewperf Issues 95 30 Code Repository 99 31 Mesa source code tree overview 103 32 Development Utilities 107 33 Help Wanted / To-Do List 109 34 Development Notes 111 35 Source Code Documentation 121 36 GL Dispatch in Mesa 123 37 Indices and tables 127 ii CHAPTER 1 Introduction Mesa is an open-source implementation of the OpenGL specification - a system for rendering interactive 3D graphics. A variety of device drivers allows Mesa to be used in many different environments ranging from software emulation to complete hardware acceleration for modern GPUs. Mesa ties into several other open-source projects: the Direct Rendering Infrastructure and X.org to provide OpenGL support to users of X on Linux, FreeBSD and other operating systems. Project History The Mesa project was originally started by Brian Paul.
    [Show full text]
  • Portal 2 the Dark
    GAMING ON LINUX GAMING ON LINUX The tastiest brain candy to relax those tired neurons TENTACLES OF CTHULU Portal 2 Prepare to return to the Aperture Science Labs. ook out puzzle fans – here comes a big What is left of the labs! Lone! Valve, our new benevolent gaming overlord, has unleashed the Linux beta version of its highly praised sequel to Portal, and Liam Dawe is our Games Editor and the founder of gamingonlinux.com, appropriately named this the home of Tux gaming on the web. beast Portal 2. It was originally released in 2007, and Linux teamOS, from Valve, is a Linux users now get to join in on distribution aimed solely at the fun as Valve pushes more gaming, with Valve’s own S games our way. patches included to increase performance of various systems Something important to Portal 2 is a first-person a co-op mode too, so you can within the distribution. SteamOS was remember is the fact that it is puzzle game involving a solve puzzles with your friends one of the major announcements that in beta, so there will be certain special gun that opens portals – we suggest playing the Valve made in September 2013, bugs and issues you may between two places for you to single-player first. alongside its own gaming controller come across, but it is still well jump through and overcome http://store.steampowered. (the Steam Controller), and also its console-like Steam Machines. The worth a look. obstacles. This sequel includes com/app/620 distribution will be pre-installed on Steam Machines, removing a barrier to Linux adoption.
    [Show full text]
  • Moving to Opengl
    MOVING TO OPENGL Jason Mitchell Dan Ginsburg Rich Geldreich Peter Lohrmann Outline • OpenGL Strategy - Jason • Shipping shaders - Dan • New debugging tools – Rich & Peter You are going to use OpenGL OpenGL is Everywhere • SteamOS • Desktop Linux, OS X & Windows • China overwhelmingly XP but fairly modern hardware • Mobile OpenGL ES is ubiquitous • Even “Big OpenGL” arriving • WebGL Steam Graphics Hardware OpenGL Direct3D Steam Hardware Survey, Dec 2013 Steam OpenGL Drivers Hardware Capability Installed Drivers • Over time, we want the chart on the right to look more like the chart on the left • Some challenges: • Apple currently on 4.1 • Vendors have varying XP support Steam Hardware Survey, Dec 2013 Steam Operating Systems Steam Hardware Survey, Dec 2013 DirectX and Total Available Market GPUs Systems (Windows Vista, 7, 8) DirectX 11 67% 62% DirectX 10.x 96% 86% DirectX 9 100% 100% OpenGL and Total Available Market GPUs Systems OpenGL 4.x 67% 67% OpenGL 3.3 96% 96% OpenGL 2.1 100% 100% Emerging Markets • Valve is expanding beyond its traditional borders • The most recent example is Dota in China • Windows XP is extremely prevalent in China Chinese Cyber Cafe OS Versions No DirectX10 or DirectX11 games for these customers Data from the Yi You cyber cafe platform Dota Users in China • Windows XP very popular • We think this is a lower bound on XP in China • Hardware is modern! • Use OpenGL to access that hardware! Dota users in China January 2014 OpenGL Strategy • Source 2 has multiple rendering backends • OpenGL backend is a peer to others
    [Show full text]
  • An Architecture-Agnostic Analysis Framework for Binary Executables
    MENTALESE - An Architecture-Agnostic Analysis Framework for Binary Executables Dissertation zur Erlangung des Grades eines Doktor-Ingenieurs der Fakultät für Elektrotechnik und Informationstechnik an der Ruhr-Universität Bochum vorgelegt von Behrad Garmany geboren in Maschhad Bochum, November 2020 ii Gutachter: Prof. Dr. Thorsten Holz, Ruhr-Universität Bochum Zweitgutachter: Prof. Dr. Konrad Rieck, Technische Universität Braunschweig Tag der mündlichen Prüfung: 11. Februar 2021 Acknowledgements I am deeply grateful to my advisor Prof. Dr. Thorsten Holz for his support, guidance, and patience. He has given me the chance to pursue my interests in binary analysis and reverse engineering, which have been the focus of my studies for the past years. I would also like to thank Prof. Dr. Konrad Rieck for spending his valuable time for the review of this work. During my time at the chair of systems security, I had the chance and the pleasure to work with inspiring, collaborating, and hard working people to achieve common research goals. In particular, I would like to mention Martin Stoffel, Robert Gawlik, Jannik Pewny, Moritz Contag, Philipp Koppe, Benjamin Kollenda, Andre Pawlowski, Tim Blazytko, and Sebastian Vogl. Special thanks goes to Jannik Pewny who was spending his precious time to present our paper at the 34th Annual Computer Security Applications Conference whilst I was unable to travel, even though he was not part of the group of authors. Additionally, I would like to thank Cornelius Aschermann for inspiring talks and brainstorming discussions as well as a continuous reminder to keep going. I would also like to thank all other students who I had a great time with during my years at the chair.
    [Show full text]
  • 3D Application Debugging Master Dissertation
    Universidade do Minho Escola de Engenharia Departamento de Informatica´ Master Course in Computing Engineering Andre´ Alexandre Wang Liu 3D Application Debugging Master dissertation Supervised by: Antonio´ Jose´ Borba Ramires Fernandes, Braga, November 12, 2014 ACKNOWLEDGEMENTS I would like to sincerely and gratefully thank my adviser Antonio´ Jose´ Borba Ramires Fernandes for all the guidance, patience and understanding in my studies at Universidade do Minho. His interest and help in this thesis was crucial and without it I could not accomplish this work. I would also like to thank all members of Departamento de Informatica for all the knowledge I learned during this course. I would like to thank all my colleagues in AgroSocial for sticking with me and giving me time to make the necessary studies while I worked along in our collaborative project. I also would like to thank all the colleagues I met during my years in Universidade do Minho for all help provided during my student years. Finally I would like to thank my family for supporting my life here in Campus Gualtar for it is their hard work that I could sustain myself so far and it is their hard work that I have reached so far. ABSTRACT It’s rare for a bugless program to exist, this includes 3D applications with their respective shaders. In particular shaders are harder to debug than common applications, since they are loaded to the gpu and executed in thousands of smaller threads simultaneously. It isn’t easy to obtain the variables values, the application state and it’s hard to detect what causes the errors even with posterior correction.
    [Show full text]
  • Mitsuba Documentation Version 0.4.4
    Mitsuba Documentation Version 0.4.4 Wenzel Jakob February 28, 2013 Contents Contents Contents I. Using Mitsuba 7 1. About Mitsuba 7 2. Limitations 8 3. License 8 4. Compiling the renderer 9 4.1. Common steps ......................................... 9 4.1.1. Build conigurations ................................. 9 4.1.2. Selecting a coniguration .............................. 10 4.2. Compilation lags ....................................... 10 4.3. Building on Debian or Ubuntu Linux ............................ 11 4.3.1. Creating Debian or Ubuntu Linux packages ................... 12 4.3.2. Releasing Ubuntu packages ............................. 12 4.4. Building on Fedora Core ................................... 13 4.4.1. Creating Fedora Core packages ........................... 13 4.5. Building on Arch Linux .................................... 13 4.5.1. Creating Arch Linux packages ........................... 14 4.6. Building on Windows ..................................... 14 4.6.1. Integration with the Visual Studio interface ................... 15 4.7. Building on Mac OS X .................................... 15 5. Basic usage 16 5.1. Interactive frontend ...................................... 16 5.2. Command line interface ................................... 16 5.2.1. Passing parameters .................................. 18 5.2.2. Writing partial images to disk ........................... 19 5.2.3. Rendering an animation ............................... 19 5.3. Direct connection server ................................... 19 5.4. Utility
    [Show full text]
  • 3D Application Debugging Master Dissertation
    Universidade do Minho Escola de Engenharia Departamento de Informática Master Course in Computing Engineering André Alexandre Wang Liu 3D Application Debugging Master dissertation Supervised by: António José Borba Ramires Fernandes, Braga, December 21, 2014 ACKNOWLEDGEMENTS I would like to sincerely and gratefully thank my adviser António José Borba Ramires Fernandes for all the guidance, patience and understanding in my studies at Universidade do Minho. His interest and help in this thesis was crucial and without it I would not have accomplished this work. I would also like to thank all members of Departamento de Informática for all the knowledge I accumulated during this course. I would like to thank all my colleagues in AgroSocial for sticking with me and giving me time to make the necessary studies while I worked along in our collaborative project. I also would like to thank all the colleagues I met during my years in Universidade do Minho for all help provided during my student years. Finally I would like to thank my family for supporting my life here in Campus Gualtar for it is their hard work that I could sustain myself so far and it is their hard work that I have reached so far. ABSTRACT It is rare for a bugless program to exist, this includes 3D applications with their respective shaders. In particular shaders are harder to debug than common applications, since they are loaded to the GPU and executed in thousands of smaller threads simultaneously. It is not easy to obtain variables values, the application state and it is hard to detect what causes errors.
    [Show full text]
  • Advanced Linux Game Programming
    Advanced Linux Game Programming Leszek Godlewski Programmer, Nordic Games Nordic Games GmbH • Started in 2011 as a sister company to Nordic Games Publishing (We Sing) • Base IP acquired from JoWooD and DreamCatcher (SpellForce, The Guild, Aquanox, Painkiller) • Initially focusing on smaller, niche games • Acquired THQ IPs in 2013 (Darksiders, Titan Quest, Red Faction, MX vs. ATV) • Now shifting towards being a production company with internal devs • Since fall 2013: internal studio in Munich, Germany (Grimlore Games) 2 Leszek Godlewski Programmer, Nordic Games • Ports ● Painkiller Hell & Damnation (The Farm 51) ● Deadfall Adventures (The Farm 51) ● Darksiders (Nordic Games) • Formerly generalist programmer on PKHD & DA at TF51 3 Objective of this talk Your game engine on Linux, before porting: Missing! 4 Objective of this talk (cont.) Your first “working” Linux port: Oops. Bat-Signal! 5 Objective of this talk (cont.) Where I want to try helping you get to: 6 In other words, from this: 7 To this: 8 And that's mostly debugging All sorts of debuggers! apitrace 9 Demo code available is.gd/GDCE14Linux 10 Intended takeaway ● Build system improvements ● Signal handlers ● Memory debugging with Valgrind ● OpenGL debugging techniques 11 Intended takeaway Agenda ● Build system improvements ● Signal handlers ● Memory debugging with Valgrind ● OpenGL debugging techniques 12 Build systems What I had initially with UE3: ● Copy/paste of the Mac OS X toolchain ● It worked, but... ● Slow ● Huge binaries because of debug symbols ● Problematic linking of circular dependencies 13 Build systems (cont.) ● 32-bit binaries required for feature/hardware parity with Windows ● Original solution: a chroot jail with an entire 32-bit Ubuntu system just for building 14 Cross-compiling for 32/64-bit ● gcc -m32/-m64 is not enough! ● Only sets target code generation ● Not headers & libraries (CRT, OpenMP, libgcc etc.) ● Fixed by installing gcc-multilib ● Dependency package for non-default architectures (i.e.
    [Show full text]