Openscenegraph Reference Manual

Total Page:16

File Type:pdf, Size:1020Kb

Openscenegraph Reference Manual OpenSceneGraph Reference Manual v2.2 Editors Bob Kuehne Paul Martz Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and the authors were aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals. The authors and publishers have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein. OpenSceneGraph Reference Manual v2.2 Copyright ©2007 Blue Newt Software, LLC and Skew Matrix Software, LLC This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. To view a copy of this license, visit: http://creativecommons.org/licenses/by-nc-sa/3.0/ Blue Newt Software, LLC 445 Second Street Ann Arbor, MI 48103, USA http://www.blue-newt.com Skew Matrix Software, LLC 284 W. Elm St. Louisville, CO 80027, USA http://www.skew-matrix.com First Printing, December 2007 Contents Preface iii Audience ............................................... iv Recommended Reading ........................................ iv Organization of the Book ....................................... v Acknowledgements .......................................... vi 1 Overview of OpenSceneGraph 1 1.1 Design and Architecture .................................... 1 1.1.1 Naming Conventions .................................. 2 1.1.2 Components ...................................... 2 1.2 The osg Library ........................................ 3 1.2.1 Scene Graph Classes .................................. 3 1.2.2 Geometry Classes .................................... 3 1.2.3 State Management Classes ............................... 4 1.2.4 Utilities and Other Classes ............................... 4 1.3 The osgUtil Library ..................................... 4 1.3.1 Intersection ....................................... 5 1.3.2 Optimization ...................................... 5 1.3.3 Geometry Manipulation ................................ 5 1.4 The osgDB Library ....................................... 5 2 OpenSceneGraph Changes: v1.2 to v2.2 9 2.1 Version Number ......................................... 9 ii CONTENTS 2.2 osg: New Additions ....................................... 9 2.2.1 RenderInfo Class .................................... 9 2.2.2 View Class ....................................... 10 2.2.3 Stats Class ....................................... 10 2.2.4 TemplatePrimitiveFunctor Class ............................ 10 2.2.5 StencilTwoSided Class ................................. 10 2.2.6 ScreenIdentifier Class ................................. 10 2.2.7 DataVariance Enumerant ................................ 10 2.2.8 TransferFunction Class ................................. 10 2.2.9 Plane .......................................... 11 2.2.10 StateSet: Access To Dynamic Object Counts ..................... 11 2.2.11 Support For OpenGL Hints ............................... 11 2.2.12 VariablesMask Enumerants ............................... 11 2.2.13 ReferenceFrame Enumerant .............................. 11 2.2.14 AnimationPath ..................................... 11 2.2.15 Matrix .......................................... 11 2.2.16 HeightField ....................................... 12 2.2.17 Timer .......................................... 12 2.2.18 Billboard ........................................ 12 2.2.19 Buffer Object Support ................................. 12 2.2.20 Changes to GraphicsContext .............................. 12 2.2.21 Enhancements to ImageStream ............................. 12 2.2.22 buffered_value And buffered_object ................... 12 2.2.23 Math .......................................... 12 2.2.24 TexMat ......................................... 12 2.2.25 Access To GPU Time .................................. 13 2.2.26 Polytope ........................................ 13 2.3 osg: Bugfixes, Deprecations, and API Changes ........................ 13 2.3.1 Camera and CameraNode ............................... 13 2.3.2 Enhancements to PointSprite and Image ........................ 13 OpenSceneGraph Reference Manual v2.2 CONTENTS iii 2.3.3 Memory Leak Fixed .................................. 13 2.3.4 AutoTransform ..................................... 13 2.3.5 UnitTestFramework Removed ............................. 13 2.3.6 ClipNode Method Name Corrected .......................... 14 2.3.7 CullStack Method Return Value ............................ 14 2.3.8 CullSettings ....................................... 14 2.3.9 BlendColor ....................................... 14 2.3.10 Math .......................................... 14 2.3.11 ArrayList ........................................ 14 2.3.12 State .......................................... 14 2.3.13 Introduction Of Simulation Time ............................ 15 2.3.14 DeleteHandler ..................................... 15 2.3.15 Viewport ........................................ 15 2.3.16 GraphicsThread ..................................... 15 2.3.17 StateAttribute ...................................... 15 2.3.18 Enhancements to Sequence ............................... 15 2.3.19 Change to PrimitiveSet ................................. 16 2.4 osgUtil: New Additions ..................................... 16 2.4.1 ComputeBoundsVisitor ................................. 16 2.4.2 Statistics and StatsVisitor Exported .......................... 16 2.4.3 osgUtil::SceneView and osg::View ........................... 16 2.4.4 Optimizer Flag Added ................................. 16 2.4.5 osgUtil::RenderLeaf .................................. 16 2.4.6 Dynamic Object Counts ................................ 16 2.4.7 Intersection Support .................................. 17 2.5 osgUtil: Bugfixes, Deprecations, and API Changes ...................... 17 2.5.1 LeafDepthSortFunctor ................................. 17 2.5.2 Tesselator ........................................ 17 2.5.3 SceneView ....................................... 17 2.6 osgDB: New Additions ..................................... 17 OpenSceneGraph Reference Manual v2.2 iv CONTENTS 2.6.1 Improved Plugin Access for Static Linking ...................... 17 2.6.2 Improved Extension Alias Registration ........................ 17 2.6.3 Changes to DatabasePager ............................... 18 2.7 osgDB: Bugfixes, Deprecations, and API Changes ...................... 18 2.7.1 ReentrantMutex ..................................... 18 2.7.2 Copy Constructors ................................... 18 2.8 Other Changes within the OpenSceneGraph Suite ....................... 18 2.8.1 New osgViewer Library ................................ 18 2.8.2 New osgManipulator Library .............................. 18 2.8.3 New osgShadow Library ................................ 18 2.8.4 OpenThreads Library Name Change ........................ 19 2.8.5 osgIntrospection .................................... 19 2.8.6 Enhanced Overlay Support ............................... 19 2.8.7 Plugins ......................................... 19 3 OpenSceneGraph Environment Variables 21 3.1 Introduction ........................................... 21 3.2 Environment Variables ..................................... 21 3.2.1 DISPLAY ........................................ 21 3.2.2 DYLD_LIBRARY_PATH ............................... 21 3.2.3 LD_LIBRARY_PATH ................................. 21 3.2.4 LD_LIBRARY64_PATH, LD_LIBRARYN32_PATH ................. 22 3.2.5 LD_LIBRARY_PATH ................................. 22 3.2.6 OSG_COMPILE_CONTEXTS ............................ 22 3.2.7 OSG_COMPUTE_NEAR_FAR_MODE ....................... 22 3.2.8 OSG_CONFIG_FILE ................................. 22 3.2.9 OSG_DATABASE_PAGER_DRAWABLE ...................... 23 3.2.10 OSG_DATABASE_PAGER_GEOMETRY ...................... 23 3.2.11 OSG_DATABASE_PAGER_PRIORITY ....................... 23 3.2.12 OSG_DEFAULT_BIN_SORT_MODE ......................... 23 OpenSceneGraph Reference Manual v2.2 CONTENTS v 3.2.13 OSG_DISABLE_FAST_PATH_IN_DISPLAY_LISTS ................ 24 3.2.14 OSG_DISPLAY_TYPE ................................ 24 3.2.15 OSG_DO_PRE_COMPILE .............................. 24 3.2.16 OSG_DRIVE_MANIPULATOR_HEIGHT ...................... 25 3.2.17 OSG_EYE_SEPARATION ............................... 25 3.2.18 OSGFILEPATH .................................... 25 3.2.19 OSG_FILE_PATH ................................... 25 3.2.20 OSG_GL_EXTENSION_DISABLE .......................... 25 3.2.21 OSG_LD_LIBRARY_PATH .............................. 26 3.2.22 OSG_LIBRARY_PATH ................................ 26 3.2.23 OSG_MAX_NUMBER_OF_GRAPHICS_CONTEXTS ............... 26 3.2.24 OSG_MAX_TEXTURE_SIZE ............................. 26 3.2.25 OSG_MAXIMUM_OBJECTS_TO_COMPILE_PER_FRAME ........... 26 3.2.26 OSG_MINIMUM_COMPILE_TIME_PER_FRAME ................. 26 3.2.27 OSG_NEAR_FAR_RATIO .............................. 26 3.2.28 OSGNOTIFYLEVEL ................................. 27 3.2.29 OSG_NOTIFY_LEVEL ................................ 27 3.2.30 OSG_OPEN_FLIGHT_PLUGIN ........................... 27 3.2.31 OSG_OPTIMIZER ................................... 28 3.2.32 OSG_PROXY_HOST ................................. 29 3.2.33 OSG_PROXY_PORT ................................. 29 3.2.34 OSG_RECORD_CAMERA_PATH_FPS
Recommended publications
  • Geoviewer3d: 3D Geographical Information Viewing
    Ibero-American Symposium on Computer Graphics - SIACG (2006), pp. 1–4 P. Brunet, N. Correia, and G. Baranoski (Editors) GeoViewer3D: 3D Geographical Information Viewing Rafael Gaitán1, María Ten1, Javier Lluch1 y, Luis W. Sevilla2z 1Departamento de Sistemas Informáticos y Computación, Universidad Politécnica de Valencia, Camino de Vera s/n, 46022 2Consellería de Infraestructuras y Transporte, Avenida de Aragón Valencia, Spain Abstract Our State Government is developing a Geographical Information System (GIS), called gvSIG. This project follows the open source philosophy, and uses JAVA as development platform. Consequently, it is portable and can be used by anyone around the world. In this paper, we describe the design and architecture of a prototype for browsing 3D geospatial information. GeoViewer3D is a system that handles and displays worldwide satellite imagery in- cluding textures and elevation data. It has a modular architecture and an efficient 3D rendering system based on OpenSceneGraph. The system incorporates a disk cache to improve access to GIS data. The goal of this prototype is to join the gvSIG project as 3D information viewer. Categories and Subject Descriptors (according to ACM CCS): I.3.4 [Computer Graphics]: Graphics Utilities H.4 [Information Systems Applications]: 1. Introduction Recent advances in 3D technology are gradually enabling the development and exploitation of 3D graphical informa- A Geographical Information System (GISs) is an integrated tion systems [FPM99, Jon89]. New applications, like Nasa system that stores, analyzes, shares, edits and displays spa- World Wind or Google Earth have lately been developed. tial data and associated information. Recently GIS have be- Still, there are only a few 3D geographical information ap- come more important due to the great variety of application plications.
    [Show full text]
  • Openscenegraph (OSG)—The Cross-Platform Open Source Scene
    Project Report Student: Katerina Taskova 3-year PhD student International Postgraduate School Jozef Stefan Ljubljana, Slovenia This project was a SIMLAB student internship project financed by a scholarship of the German Academic Exchange Service (DAAD) within the framework of the Stability Pact of Southern Eastern Europe funded by the German federal government. Period of the internship: 06.01.2009 - 29. 03.2009 Department: Computation in Engineering Faculty of Civil Engineering Technique University of Munich Advisor on the project: Dr. Martin Ruess Computation in Engineering Faculty of Civil Engineering Technique University of Munich Project description Idea The main idea was to incorporate user interactivity with simulation models during runtime in order to get an immediate response to model changes, a concept known as Computational Steering. This requires an implementation of a single-sided communication concept (with Massage Passing Interface, version MPI2) for the communication between simulation and visualization (two independently running processes with their own memory). Simulation The simulation process simulates the behavior of a real physical system. More specifically, it simulates the vibration (dynamic response) from a harmonic/periodic loading on thin plates. This process permanently produces results, scalar simulation data in sequential time steps, which are the input for the visualization process. Typically this calculation is numerical expensive and time-consuming. For this purpose was used a C++ implemented Finite-Element software package for dynamic simulation by Dr.Martin Ruess and it wasn’t a task for implementation in this project. Visualization The visualization process is the second independent process responsible exclusively for the visualization of the results generated with the thin plate vibration simulator.
    [Show full text]
  • CSE 167: Introduction to Computer Graphics Lecture #9: Scene Graph
    CSE 167: Introduction to Computer Graphics Lecture #9: Scene Graph Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 Announcements Project 2 due tomorrow at 2pm Midterm next Tuesday 2 HP Summer Internship Calling all UCSD students who are interested in a computer science internship! San Diego can be a tough place to gain computer science experience as a student compared to other cities which is why I am so excited to present this positon to your sharp students! (There are 10 open spots for the right candidates) The position is with HP and will be for the duration of the upcoming summer. Here are a few details about the exciting opportunity. Company: HP Position Title: Refresh Support Technician Contract/Perm: 3-4 month contract Pay Rate: $13-15/hr based on experience Interview Process: Hire off of a resume Work Address: Rancho Bernardo location Top Skills: Refresh windows 7 & 8.1 experience Must have: Windows refresh 7 or 8.1 experience Minimum Vocational/Diploma/Associate Degree (technical field) Equivalent with 1-2 years of working experience in related fields, or Degree holder with no or less than 1 year relevant working experience. This is a competitive position and will move quickly. If you have any students who might be interested please have them contact me to be considered for this role. My direct line is 858 568 7582 . Curtis Stitts Technical Recruiter THE SELECT GROUP [email protected] | Web Site 9339 Genesee Avenue, Ste. 320 | San Diego, CA 92121 3 Lecture Overview Scene Graphs
    [Show full text]
  • Openscenegraph 3.0 Beginner's Guide
    OpenSceneGraph 3.0 Beginner's Guide Create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines Rui Wang Xuelei Qian BIRMINGHAM - MUMBAI OpenSceneGraph 3.0 Beginner's Guide Copyright © 2010 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: December 2010 Production Reference: 1081210 Published by Packt Publishing Ltd. 32 Lincoln Road Olton Birmingham, B27 6PA, UK. ISBN 978-1-849512-82-4 www.packtpub.com Cover Image by Ed Maclean ([email protected]) Credits Authors Editorial Team Leader Rui Wang Akshara Aware Xuelei Qian Project Team Leader Reviewers Lata Basantani Jean-Sébastien Guay Project Coordinator Cedric Pinson
    [Show full text]
  • Game Engines
    Game Engines Martin Samuelčík VIS GRAVIS, s.r.o. [email protected] http://www.sccg.sk/~samuelcik Game Engine • Software framework (set of tools, API) • Creation of video games, interactive presentations, simulations, … (2D, 3D) • Combining assets (models, sprites, textures, sounds, …) and programs, scripts • Rapid-development tools (IDE, editors) vs coding everything • Deployment on many platforms – Win, Linux, Mac, Android, iOS, Web, Playstation, XBOX, … Game Engines 2 Martin Samuelčík Game Engine Assets Modeling, scripting, compiling Running compiled assets + scripts + engine Game Engines 3 Martin Samuelčík Game Engine • Rendering engine • Scripting engine • User input engine • Audio engine • Networking engine • AI engine • Scene engine Game Engines 4 Martin Samuelčík Rendering Engine • Creating final picture on screen • Many methods: rasterization, ray-tracing,.. • For interactive application, rendering of one picture < 33ms = 30 FPS • Usually based on low level APIs – GDI, SDL, OpenGL, DirectX, … • Accelerated using hardware • Graphics User Interface, HUD Game Engines 5 Martin Samuelčík Scripting Engine • Adding logic to objects in scene • Controlling animations, behaviors, artificial intelligence, state changes, graphics effects, GUI, audio execution, … • Languages: C, C++, C#, Java, JavaScript, Python, Lua, … • Central control of script executions – game consoles Game Engines 6 Martin Samuelčík User input Engine • Detecting input from devices • Detecting actions or gestures • Mouse, keyboard, multitouch display, gamepads, Kinect
    [Show full text]
  • A Survey of Technologies for Building Collaborative Virtual Environments
    The International Journal of Virtual Reality, 2009, 8(1):53-66 53 A Survey of Technologies for Building Collaborative Virtual Environments Timothy E. Wright and Greg Madey Department of Computer Science & Engineering, University of Notre Dame, United States Whereas desktop virtual reality (desktop-VR) typically uses Abstract—What viable technologies exist to enable the nothing more than a keyboard, mouse, and monitor, a Cave development of so-called desktop virtual reality (desktop-VR) Automated Virtual Environment (CAVE) might include several applications? Specifically, which of these are active and capable display walls, video projectors, a haptic input device (e.g., a of helping us to engineer a collaborative, virtual environment “wand” to provide touch capabilities), and multidimensional (CVE)? A review of the literature and numerous project websites indicates an array of both overlapping and disparate approaches sound. The computing platforms to drive these systems also to this problem. In this paper, we review and perform a risk differ: desktop-VR requires a workstation-class computer, assessment of 16 prominent desktop-VR technologies (some mainstream OS, and VR libraries, while a CAVE often runs on building-blocks, some entire platforms) in an effort to determine a multi-node cluster of servers with specialized VR libraries the most efficacious tool or tools for constructing a CVE. and drivers. At first, this may seem reasonable: different levels of immersion require different hardware and software. Index Terms—Collaborative Virtual Environment, Desktop However, the same problems are being solved by both the Virtual Reality, VRML, X3D. desktop-VR and CAVE systems, with specific issues including the management and display of a three dimensional I.
    [Show full text]
  • LJMU Research Online
    CORE Metadata, citation and similar papers at core.ac.uk Provided by LJMU Research Online LJMU Research Online Tang, SOT and Hanneghan, M State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning http://researchonline.ljmu.ac.uk/205/ Article Citation (please note it is advisable to refer to the publisher’s version if you intend to cite from this work) Tang, SOT and Hanneghan, M (2011) State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning. Journal of Interactive Learning Research, 22 (4). pp. 551-605. ISSN 1093-023x LJMU has developed LJMU Research Online for users to access the research output of the University more effectively. Copyright © and Moral Rights for the papers on this site are retained by the individual authors and/or other copyright owners. Users may download and/or print one copy of any article(s) in LJMU Research Online to facilitate their private study or for non-commercial research. You may not engage in further distribution of the material or use it for any profit-making activities or any commercial gain. The version presented here may differ from the published version or from the version of the record. Please see the repository URL above for details on accessing the published version and note that access may require a subscription. For more information please contact [email protected] http://researchonline.ljmu.ac.uk/ State of the Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning Stephen Tang* and Martin Hanneghan Liverpool John Moores University, James Parsons Building, Byrom Street, Liverpool, L3 3AF, United Kingdom * Corresponding author.
    [Show full text]
  • Mapping Game Engines for Visualisation
    Mapping Game Engines for Visualisation An initial study by David Birch- [email protected] Contents Motivation & Goals: .......................................................................................................................... 2 Assessment Criteria .......................................................................................................................... 2 Methodology .................................................................................................................................... 3 Mapping Application ......................................................................................................................... 3 Data format ................................................................................................................................... 3 Classes of Game Engines ................................................................................................................... 4 Game Engines ................................................................................................................................... 5 Axes of Evaluation ......................................................................................................................... 5 3d Game Studio ....................................................................................................................................... 6 3DVIA Virtools ........................................................................................................................................
    [Show full text]
  • Interactive 3D Landscapes on Line
    International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XXXVIII-5/W16, 2011 ISPRS Trento 2011 Workshop, 2-4 March 2011, Trento, Italy INTERACTIVE 3D LANDSCAPES ON LINE B. Faninib , L. Caloria , D. Ferdanib , S. Pescarin b a CINECA, via Magnanelli 5/2, Casalecchio di Reno (BO); [email protected] b CNR ITABC, via Salaria km 29,300, 00015 Monterotondo St. (Rome); [email protected], [email protected], [email protected] Commission VI, WG VI/4 KEY WORDS: Web Applications, Web Graphics, OpenSceneGraph, Virtual Museums, Real-Time Graphics, Landscape reconstruction ABSTRACT: The paper describes challenges identified while developing browser embedded 3D landscape rendering applications, our current approach and work-flow and how recent development in browser technologies could affect. All the data, even if processed by optimization and decimation tools, result in very huge databases that require paging, streaming and Level-of-Detail techniques to be implemented to allow remote web based real time fruition. Our approach has been to select an open source scene-graph based visual simulation library with sufficient performance and flexibility and adapt it to the web by providing a browser plug-in. Within the current Montegrotto VR Project, content produced with new pipelines has been integrated. The whole Montegrotto Town has been generated procedurally by CityEngine. We used this procedural approach, based on algorithms and procedures because it is particularly functional to create extensive and credible urban reconstructions. To create the archaeological sites we used optimized mesh acquired with laser scanning and photogrammetry techniques whereas to realize the 3D reconstructions of the main historical buildings we adopted computer-graphic software like blender and 3ds Max.
    [Show full text]
  • Virtual Reality and Game Engines for Interactive Data Visu
    Virtual Reality and game engines for interactive data visu- alization and event displays in HEP, an example from the ATLAS experiment Riccardo Maria Bianchi1;∗, Claire Adam Bourdarios2, Michael Hovdesven3, and Ilija Vukotic3;∗∗ , on behalf of the ATLAS Collaboration∗∗∗ 1University of Pittsburgh, US 2LAL, Univ. Paris-Sud, CNRS/IN2P3. Orsay, FR 3University of Chicago, US Abstract. Interactive 3D data visualization plays a key role in HEP experi- ments, as it is used in many tasks at different levels of the data chain. Outside HEP, for interactive 3D graphics, the game industry makes heavy use of so- called game engines, modern software frameworks offering an extensive set of powerful graphics tools and cross-platform deployment. Recently, a very strong support for Virtual Reality (VR) technology has been added to such engines. In this talk we explore the usage of game engines and VR for HEP data visualiza- tion, discussing the needs, the challenges and the issues of using such technolo- gies. We will also make use of ATLASRift, a VR applications developed by the ATLAS experiment, to discuss the lessons learned while developing it using the game engine Unreal Engine, and the feedback on the use of Virtual Reality we got from users while using it at many demonstrations and public events. 1 Introduction Most of High Energy Physics (HEP) experiments are built underground or in confined and ATL-SOFT-PROC-2018-012 29/10/2018 restricted areas, and not accessible most of the time, not only by the public but also by the physicists themselves, especially while taking data. Recent Virtual Reality (VR) technologies ease the development of 3D environment with a high degree of resolution, letting developers create highly immersive experiences.
    [Show full text]
  • A Volume Rendering Engine for Desktops, Laptops, Mobile Devices
    Iowa State University Capstones, Theses and Graduate Theses and Dissertations Dissertations 2012 A Volume Rendering Engine for Desktops, Laptops, Mobile Devices and Immersive Virtual Reality Systems using GPU-Based Volume Raycasting Christian John Noon Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/etd Part of the Biomedical Engineering and Bioengineering Commons, Computer Engineering Commons, and the Radiology Commons Recommended Citation Noon, Christian John, "A Volume Rendering Engine for Desktops, Laptops, Mobile Devices and Immersive Virtual Reality Systems using GPU-Based Volume Raycasting" (2012). Graduate Theses and Dissertations. 12419. https://lib.dr.iastate.edu/etd/12419 This Dissertation is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. A volume rendering engine for desktops, laptops, mobile devices and immersive virtual reality systems using gpu-based volume raycasting by Christian John Noon A dissertation submitted to the graduate faculty in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Co-majors: Human Computer Interaction; Computer Engineering Program of Study Committee: Eliot Winer, Co-Major Professor James Oliver, Co-Major Professor Stephen Gilbert
    [Show full text]
  • Visualization of 3D Architectural Models on Apple Ios Platform
    Masaryk University Faculty}w¡¢£¤¥¦§¨ of Informatics !"#$%&'()+,-./012345<yA| Visualization of 3D Architectural Models on Apple iOS Platform Bachelor Thesis Martin Škrovina Brno, Autumn 2015 Declaration Hereby I declare, that this paper is my original authorial work, which I have worked out by my own. All sources, references and literature used or excerpted during elaboration of this work are properly cited and listed in complete reference to the due source. Martin Škrovina Advisor: RNDr. Jaroslav Škrabálek ii Acknowledgement I would like to thank my supervisor, RNDr. Jaroslav Škrabálek, for providing me a thesis topic of my interest and his personal attitude to our cooperation. iii Abstract The objective of this thesis is to implement an application for vi- sualization of architecture models. The application implemented targets Apple iOS platform. The thesis deals with possibilities of real time visualization of building information models. The application supports loading and navigating in architectural models in IFC for- mat, which is used in Building Information Modeling — BIM. The thesis studies the data formats of the models and examines existing visualizing applications. The creation of the application, as well as the modifications of the utilized frameworks and components, are further discussed. Finally, the final application is tested for performance. iv Keywords iOS, Objective C++, OpenSceneGraph, OpenGL ES, IfcPlusPlus, IFC, Building Information Modeling, BIM v Contents 1 Introduction ............................1 2 File Format
    [Show full text]