3D Augmented Reality Mobile Application Prototype for Visual Planning Support

Total Page:16

File Type:pdf, Size:1020Kb

3D Augmented Reality Mobile Application Prototype for Visual Planning Support 3D Augmented Reality Mobile Application Prototype for Visual Planning Support Arnau Fombuena Valero Master’s of Science Thesis in Geoinformatics TRITA-GIT EX 11-010 School of Architecture and the Built Environment Royal Institute of Technology (KTH) Stockholm, Sweden November 2011 Abstract The aim of this thesis is to implement a prototype of a 3D Augmented Reality mobile application. Using 3D is becoming more and more common for professionals as well as users. A good example of that is Google Earth and its 3D view. Implementing a mobile application that takes advantage of 3D and Augmented Reality may be very useful for planning new constructions in both urban and non-urban areas allowing to visualize how the construction will be in the future and how it will interact with its surrounding environment. There is a great potential for such kind of applications. An example could be the modification of a certain area of a city; allowing the inhabitants of that city to preview the project and, hopefully, avoiding unnecessary conflicts related to that project. In non- urban areas this application is also very useful for helping decision making by visualizing, on site, how the project will be and its impact on the environment. In order to preview a future construction there is the need to have a 3D model. Therefore, a 3D format for that model is necessary. Since COLLADA is a 3D standard interexchange format it is used in this thesis. Together with COLLADA, the computer graphics imagery and gaming technology called OpenGL ES 2.0 is used. Using COLLADA and OpenGL ES 2.0 combined with the properties of the views’ layers, the camera input, the sensors in the mobile device and the positioning technologies permit obtaining successful results displaying a 3D object in an Augmented Reality mobile prototype application. Interface elements are implemented as well in order to bring basic usability tools. The results show the advantages of combining technologies in a mobile device and the problems derived from the low accuracy in positioning in such kind of devices. Thus, ideas for improving the positioning accuracy are discussed as well. Keywords: Augmented Reality, 3D, OpenGL ES, iOS, Planning. 1 Acknowledgments It is a pleasure to thank all the people who made this thesis possible. First, I would like to thank my supervisor Jesús Manuel Palomar Vázquez at Universidad Politécnica de Valencia. He has been very supportive and helpful. I am very grateful for the orientation and support I have received. I also would like to thank my supervisor Gyözö Gidófalvi at KTH who helped me outline the thesis and improve it with his comments. Thank you. Finally, I would like to thank my family for their unconditional love and support. 2 Table of Contents List of figures 1. Introduction 5 2. Related Work and Technology 7 2.1. Mobile Platforms 7 2.2. Augmented Reality 10 2.3. Core Animation 13 2.4. 3D Modeling 14 2.5. COLLADA 16 2.6. COLLADA Basic Structure 18 2.7. 3D Rendering Technologies 21 2.7.1. Possibilities outside of iOS 21 2.7.2. OpenGL ES 21 2.7.3. OpenGL ES 1.1 and OpenGL ES 2.0 25 2.7.4. Shaders in OpenGL ES 2.0 26 2.7.5. Engines based on OpenGL ES 33 2.8 Related Work 34 3. Methodology 35 3.1. Methodology Roadmap 35 3.2. Selected Technologies 37 3.2. Application’s Architecture 41 3.4. Implementation Process 44 3.4.1. Loading the COLLADA document 45 3.4.2. Use of OpenGL ES 2.0 46 3.4.3. Using the camera 50 3.4.4. Positioning and device orientation 51 3.4.5. Positioning implementation 54 3.4.6. 3D rotation 57 3.4.7. Interface 61 3.5. Methodology Summary 62 4. Results and Discussion 64 4.1. Results 64 4.2. Discussion 67 5. Conclusions and Discussion 68 5.1. Conclusion 68 5.2. Future Research: Improvements for Positioning 68 6. References 70 7. List of Software Used 75 3 List of Figures 2.1. Mobile Ecosystem Life Spans 7 2.2. Android TweetDeck Beta Users by OS Version. 8 2.3. Eniro 2D Augmented Reality. 10 2.4. AR Theodolite. 11 2.5. Colorblind AR. 11 2.6. AR Game. 12 2.7. Metro Paris. 13 2.8. COLLADA File Tags. 18 2.9. Library Geometries of a COLLADA File. 19 2.10. Example of a Mesh Using Polylist. 20 2.11. OpenGL ES Architecture. 23 2.12. OpenGL ES Data Types. 23 2.13. Normalized Cube. 24 2.14. OpenGL ES 2.0 Graphics Pipeline. 24 2.15. OpenGL ES 2.0 Vertex Shader. 27 2.16. OpenGL ES 2.0 Fragment Shader. 28 2.17. OpenGL ES View From the Program Point of View. 30 2.18. Triangle Strip and Triangle Fan. 32 3.1. Methodology Roadmap. 35 3.2. Operations to be Performed at Initialization. 41 3.3. Application Architecture. Sensors. 42 3.4. Application Architecture. Hierarchy From Bottom to Top. 42 3.5. OpenGL ES 2.0 Layers on iOS 46 3.6. Load a Texture in OpenGL ES 2.0. 47 3.7. Complex 3D Model Rendered in iOS Using OpenGL ES 2.0 48 3.8. View Structure. 49 3.9. Rotation Axis on iOS. 52 3.10. Definition of Custom Coordinate Class. 53 3.11. Setting the Notification Center for the Device’s Orientation. 54 3.12. Setting the Use of the Accelerometer. 54 3.13. Initializing the Location Manager. 55 3.14. Draft for the Computation of Rotations. 58 3.15. Sketch for Computing Planimetry Rotation. 59 3.16. Sketch for Computing the Altimetry Rotation. 59 3.17. Initialization of a Gesture Recognizer. 61 4.1. Capture of the 3D AR Application. 64 4.2. Capture of the 3D AR Application. Edit Mode. 64 4.3. Capture of the 3D AR Application. Landscape View. 65 4.4. Capture of the 3D AR Application. Edit Mode. 65 4.5. Capture of the Settings View. 66 4 1. INTRODUCTION The aim of this thesis is to implement a prototype of a 3D Augmented Reality mobile application. Augmented Reality (AR) is a growing research field covering from very expensive simulators to smaller applications in mobile devices. The advantages of the latter are the rather low cost and the bigger size of its market. Due to mainly those two reasons, the number of applications using Augmented Reality is increasing fast. However, those applications have something in common independently of their specific purpose: They are in 2D or, at best, using 3D-like views implemented in 2.5D. Details of one of the technologies allowing the easily implementation of 3D-like applications is explained in this thesis. Most of the low cost Augmented Reality applications are running on smartphones. Nowadays, the smartphones are also referred to as hand-held devices even though this term includes a wider range of devices. Smartphones are distributed with one of the multiple mobile operating systems available in the market. From the myriad of these operating systems there are two that are more used: Android and iOS. Both operating systems are very similar and both have advantages and disadvantages. In order to implement an Augmented Reality application using 3D a 3D format and the technology to render a 3D model is required. To solve this issue the COLLADA format has proved to be a very good solution together with OpenGL ES 2.0 as a rendering technology. The fact that the Khronos Group is authoring both COLLADA and OpenGL ES 2.0 guarantees the good synergy between the 3D format and the 3D rendering technology. OpenGL ES 2.0 has proved its success as a 3D rendering technology by being the standard in mobile devices. Furthermore, OpenGL ES 2.0 is based in OpenGL, which is widely used in 3D gaming development and the computer graphics imagery used in animation movies and special effects for both movies and series. However, the complexity of OpenGL ES 2.0 has caused a considerable learning effort and a large amount of time before being possible to understand it and use it correctly. The interface of the prototype application includes a number of features for improving its functionality. More specifically, 3D transformations and gestures have been implemented as an extra in order to give model handling functionalities and visualization tools to the application that, being a prototype, also includes the basic tools that a market-ready application should include such as the application settings. 5 The remainder of this thesis is organized as follows. After this introductory Section 1, Section 2 presents the related work and technologies used in this thesis including mobile platforms, augmented reality, 2.5D graphics in iOS, the description of existing 3D modeling software, the COLLADA 3D format and 3D rendering technologies for mobile devices focusing in OpenGL ES 2.0. Section 3 explains why the technologies used in this thesis are chosen. The application’s architecture and its implementation process are also described in this section. Section 4 shows the results of the application using and describing screen captures obtained from the prototype application where a geo- located 3D model is rendered on screen at a certain location. Finally, Section 5 presents the conclusions and discussion of this thesis as well as the advantages and disadvantages of the methodology used in this thesis. The discussion includes possible improvements for positioning considering the type of device used in this thesis. 6 2. RELATED WORK AND TECHNOLOGY 2.1. Mobile Platforms Nowadays, there are several operating systems supporting mobile devices as it is shown in Figure 2.1.
Recommended publications
  • Introduction to the Vulkan Computer Graphics API
    1 Introduction to the Vulkan Computer Graphics API Mike Bailey mjb – July 24, 2020 2 Computer Graphics Introduction to the Vulkan Computer Graphics API Mike Bailey [email protected] SIGGRAPH 2020 Abridged Version This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License http://cs.oregonstate.edu/~mjb/vulkan ABRIDGED.pptx mjb – July 24, 2020 3 Course Goals • Give a sense of how Vulkan is different from OpenGL • Show how to do basic drawing in Vulkan • Leave you with working, documented, understandable sample code http://cs.oregonstate.edu/~mjb/vulkan mjb – July 24, 2020 4 Mike Bailey • Professor of Computer Science, Oregon State University • Has been in computer graphics for over 30 years • Has had over 8,000 students in his university classes • [email protected] Welcome! I’m happy to be here. I hope you are too ! http://cs.oregonstate.edu/~mjb/vulkan mjb – July 24, 2020 5 Sections 13.Swap Chain 1. Introduction 14.Push Constants 2. Sample Code 15.Physical Devices 3. Drawing 16.Logical Devices 4. Shaders and SPIR-V 17.Dynamic State Variables 5. Data Buffers 18.Getting Information Back 6. GLFW 19.Compute Shaders 7. GLM 20.Specialization Constants 8. Instancing 21.Synchronization 9. Graphics Pipeline Data Structure 22.Pipeline Barriers 10.Descriptor Sets 23.Multisampling 11.Textures 24.Multipass 12.Queues and Command Buffers 25.Ray Tracing Section titles that have been greyed-out have not been included in the ABRIDGED noteset, i.e., the one that has been made to fit in SIGGRAPH’s reduced time slot.
    [Show full text]
  • GLSL 4.50 Spec
    The OpenGL® Shading Language Language Version: 4.50 Document Revision: 7 09-May-2017 Editor: John Kessenich, Google Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2017 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions.
    [Show full text]
  • EEMBC and the Purposes of Embedded Processor Benchmarking Markus Levy, President
    EEMBC and the Purposes of Embedded Processor Benchmarking Markus Levy, President ISPASS 2005 Certified Performance Analysis for Embedded Systems Designers EEMBC: A Historical Perspective • Began as an EDN Magazine project in April 1997 • Replace Dhrystone • Have meaningful measure for explaining processor behavior • Developed business model • Invited worldwide processor vendors • A consortium was born 1 EEMBC Membership • Board Member • Membership Dues: $30,000 (1st year); $16,000 (subsequent years) • Access and Participation on ALL Subcommittees • Full Voting Rights • Subcommittee Member • Membership Dues Are Subcommittee Specific • Access to Specific Benchmarks • Technical Involvement Within Subcommittee • Help Determine Next Generation Benchmarks • Special Academic Membership EEMBC Philosophy: Standardized Benchmarks and Certified Scores • Member derived benchmarks • Determine the standard, the process, and the benchmarks • Open to industry feedback • Ensures all processor/compiler vendors are running the same tests • Certification process ensures credibility • All benchmark scores officially validated before publication • The entire benchmark environment must be disclosed 2 Embedded Industry: Represented by Very Diverse Applications • Networking • Storage, low- and high-end routers, switches • Consumer • Games, set top boxes, car navigation, smartcards • Wireless • Cellular, routers • Office Automation • Printers, copiers, imaging • Automotive • Engine control, Telematics Traditional Division of Embedded Applications Low High Power
    [Show full text]
  • Opencl on the GPU San Jose, CA | September 30, 2009
    OpenCL on the GPU San Jose, CA | September 30, 2009 Neil Trevett and Cyril Zeller, NVIDIA Welcome to the OpenCL Tutorial! • Khronos and industry perspective on OpenCL – Neil Trevett Khronos Group President OpenCL Working Group Chair NVIDIA Vice President Mobile Content • NVIDIA and OpenCL – Cyril Zeller NVIDIA Manager of Compute Developer Technology Khronos and the OpenCL Standard Neil Trevett OpenCL Working Group Chair, Khronos President NVIDIA Vice President Mobile Content Copyright Khronos 2009 Who is the Khronos Group? • Consortium creating open API standards ‘by the industry, for the industry’ – Non-profit founded nine years ago – over 100 members - any company welcome • Enabling software to leverage silicon acceleration – Low-level graphics, media and compute acceleration APIs • Strong commercial focus – Enabling members and the wider industry to grow markets • Commitment to royalty-free standards – Industry makes money through enabled products – not from standards themselves Silicon Community Software Community Copyright Khronos 2009 Apple Over 100 companies creating authoring and acceleration standards Board of Promoters Processor Parallelism CPUs GPUs Multiple cores driving Emerging Increasingly general purpose performance increases Intersection data-parallel computing Improving numerical precision Multi-processor Graphics APIs programming – Heterogeneous and Shading e.g. OpenMP Computing Languages Copyright Khronos 2009 OpenCL Commercial Objectives • Grow the market for parallel computing • Create a foundation layer for a parallel
    [Show full text]
  • Imagination Technologies Group Plc Annual Report 2006
    Imagination Technologies Group plc Annual Report 2006 The data and projections shown on pages 1-24 are the product of consolidated partner data, analyst information and Imagination Technologies research. Imagination Technologies, the Imagination Technologies logo, PowerVR, the PowerVR logo, Metagence, the Metagence logo, Ensigma, the Ensigma logo, PURE Digital, IMGworks, CodeScape, META, MTX, MBX, MBX Lite, SGX, UCC, MiniEngine, PocketDAB, ReVu, the Bug, the Bug logo, Legato, EVOKE-1, TEMPUS, CHRONOS, OASIS, PURE ONE, SONUS-1XT and Élan are trademarks or registered trademarks of Imagination Technologies Limited. All other logos, products, trademarks and registered trademarks are the property of their respective owners. Copyright © 2006 Imagination Technologies Limited, an Imagination Technologies Group plc company. 4 colour print + matt lamination on 1 side, 215x280mm (h) trim size with 4mm spin, 300gsm board fold, gather and perfect bind 19/06/2006 Contact Oscar Tse / IMG Publications / 01923 260511 / [email protected] Introduction Improvements in technology mean that more and more functions can be integrated onto just one silicon chip. Whilst in the past, half a dozen companies might each have made a specialised chip to go into an advanced product like a TV or mobile phone, now it is more likely that one large semiconductor company will make a single chip that contains most, if not all, of that specialised knowledge. That’s where silicon IP, or ‘intellectual property’ comes in. Semiconductor companies can licence parts of a chip design from companies that specialise in those advanced technologies, instead of developing the technology themselves. They are especially likely to do this in new market areas.
    [Show full text]
  • History and Evolution of the Android OS
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Springer - Publisher Connector CHAPTER 1 History and Evolution of the Android OS I’m going to destroy Android, because it’s a stolen product. I’m willing to go thermonuclear war on this. —Steve Jobs, Apple Inc. Android, Inc. started with a clear mission by its creators. According to Andy Rubin, one of Android’s founders, Android Inc. was to develop “smarter mobile devices that are more aware of its owner’s location and preferences.” Rubin further stated, “If people are smart, that information starts getting aggregated into consumer products.” The year was 2003 and the location was Palo Alto, California. This was the year Android was born. While Android, Inc. started operations secretly, today the entire world knows about Android. It is no secret that Android is an operating system (OS) for modern day smartphones, tablets, and soon-to-be laptops, but what exactly does that mean? What did Android used to look like? How has it gotten where it is today? All of these questions and more will be answered in this brief chapter. Origins Android first appeared on the technology radar in 2005 when Google, the multibillion- dollar technology company, purchased Android, Inc. At the time, not much was known about Android and what Google intended on doing with it. Information was sparse until 2007, when Google announced the world’s first truly open platform for mobile devices. The First Distribution of Android On November 5, 2007, a press release from the Open Handset Alliance set the stage for the future of the Android platform.
    [Show full text]
  • Rowpro Graphics Tester Instructions
    RowPro Graphics Tester Instructions What is the RowPro Graphics Tester? The RowPro Graphics Tester is a handy utility to quickly check and confirm RowPro 3D graphics and live water will run in your PC. Do I need to test my PC graphics? If any of the following are true you should test your PC graphics before installing or upgrading to RowPro 3: If your PC shipped new with Windows XP. If you are about to upgrade from RowPro version 2. If you have any doubts or concerns about your PC graphics system. How to download and install the RowPro Graphics Tester Click the link above to download the tester file RowProGraphicsTest.exe. In the download dialog box that appears, click Save or Save this program to disk, navigate to the folder where you want to save the download, and click OK to start the download. IMPORTANT NOTE: The RowPro Graphics Tester only tests if your PC has the required graphics components installed, it is not a graphics performance test. Passing the RowPro Graphics Test is not a guarantee that your PC will run RowPro at a frame rate that is fast enough to be useful. It is however an important test to confirm your PC is at least equipped with the necessary graphics components. How to run the RowPro Graphics Tester 1. Run RowProGraphicsTest.exe to run the test. The test normally completes in less than a second. 2. If any of the results show 'No', check the solutions below. 3. Click the x at the top right of the test panel to close the test.
    [Show full text]
  • Opengl Shading Languag 2Nd Edition (Orange Book)
    OpenGL® Shading Language, Second Edition By Randi J. Rost ............................................... Publisher: Addison Wesley Professional Pub Date: January 25, 2006 Print ISBN-10: 0-321-33489-2 Print ISBN-13: 978-0-321-33489-3 Pages: 800 Table of Contents | Index "As the 'Red Book' is known to be the gold standard for OpenGL, the 'Orange Book' is considered to be the gold standard for the OpenGL Shading Language. With Randi's extensive knowledge of OpenGL and GLSL, you can be assured you will be learning from a graphics industry veteran. Within the pages of the second edition you can find topics from beginning shader development to advanced topics such as the spherical harmonic lighting model and more." David Tommeraasen, CEO/Programmer, Plasma Software "This will be the definitive guide for OpenGL shaders; no other book goes into this detail. Rost has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together. The book includes great examples and details, and good additional coverage of 2.0 changes!" Jeffery Galinovsky, Director of Emerging Market Platform Development, Intel Corporation "The coverage in this new edition of the book is pitched just right to help many new shader- writers get started, but with enough deep information for the 'old hands.'" Marc Olano, Assistant Professor, University of Maryland "This is a really great book on GLSLwell written and organized, very accessible, and with good real-world examples and sample code. The topics flow naturally and easily, explanatory code fragments are inserted in very logical places to illustrate concepts, and all in all, this book makes an excellent tutorial as well as a reference." John Carey, Chief Technology Officer, C.O.R.E.
    [Show full text]
  • Migrating from Opengl to Vulkan Mark Kilgard, January 19, 2016 About the Speaker Who Is This Guy?
    Migrating from OpenGL to Vulkan Mark Kilgard, January 19, 2016 About the Speaker Who is this guy? Mark Kilgard Principal Graphics Software Engineer in Austin, Texas Long-time OpenGL driver developer at NVIDIA Author and implementer of many OpenGL extensions Collaborated on the development of Cg First commercial GPU shading language Recently working on GPU-accelerated vector graphics (Yes, and wrote GLUT in ages past) 2 Motivation for Talk Coming from OpenGL, Preparing for Vulkan What kinds of apps benefit from Vulkan? How to prepare your OpenGL code base to transition to Vulkan How various common OpenGL usage scenarios are re-thought in Vulkan Re-thinking your application structure for Vulkan 3 Analogy Different Valid Approaches 4 Analogy Fixed-function OpenGL Pre-assembled toy car fun out of the box, not much room for customization 5 AZDO = Approaching Zero Driver Overhead Analogy Modern AZDO OpenGL with Programmable Shaders LEGO Kit you build it yourself, comes with plenty of useful, pre-shaped pieces 6 Analogy Vulkan Pine Wood Derby Kit you build it yourself to race from raw materials power tools used to assemble, adult supervision highly recommended 7 Analogy Different Valid Approaches Fixed-function OpenGL Modern AZDO OpenGL with Vulkan Programmable Shaders 8 Beneficial Vulkan Scenarios Has Parallelizable CPU-bound Graphics Work yes Can your graphics Is your graphics work start work creation be CPU bound? parallelized? yes Vulkan friendly 9 Beneficial Vulkan Scenarios Maximizing a Graphics Platform Budget You’ll yes do whatever Your graphics start it takes to squeeze platform is fixed out max perf. yes Vulkan friendly 10 Beneficial Vulkan Scenarios Managing Predictable Performance, Free of Hitching You put yes You can a premium on manage your start avoiding graphics resource hitches allocations yes Vulkan friendly 11 Unlikely to Benefit Scenarios to Reconsider Coding to Vulkan 1.
    [Show full text]
  • Introduction to Computer Graphics with Webgl
    Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science Laboratory University of New Mexico Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015 1 Models and Architectures Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015 2 Objectives • Learn the basic design of a graphics system • Introduce pipeline architecture • Examine software components for an interactive graphics system Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015 3 Image Formation Revisited • Can we mimic the synthetic camera model to design graphics hardware software? • Application Programmer Interface (API) - Need only specify • Objects • Materials • Viewer • Lights • But how is the API implemented? Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015 4 Physical Approaches • Ray tracing: follow rays of light from center of projection until they either are absorbed by objects or go off to infinity - Can handle global effects • Multiple reflections • Translucent objects - Slow - Must have whole data base available at all times • Radiosity: Energy based approach - Very slow Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015 5 Practical Approach • Process objects one at a time in the order they are generated by the application - Can consider only local lighting • Pipeline architecture application display program • All steps can be implemented in hardware on the graphics
    [Show full text]
  • Opengl Install Guide
    OpenGL Install Guide Windows Install your favorite IDE. This tutorial assumes that you have Microsoft Visual Studio 6.0 (available from the CS Department Software Library as of Autumn 2004) installed on your machine. See specific IDE guides at the end of this document for more information. Install OpenGL OpenGL v1.1 software runtime is included as part of operating system for WinXP, Windows 2000, Windows 98, Windows 95 (OSR2) and Windows NT. If you think your copy is missing, the OpenGL v1.1 libraries are also available as the self- extracting archive file from the Microsoft website, via this url: http://download.microsoft.com/download/win95upg/info/1/W95/EN-US/Opengl95.exe OpenGL Libraries and header files are • opengl32.lib • glu32.lib • gl.h • glu.h Install GLUT GLUT is not normally pre-installed. You can download it from: http://www.xmission.com/~nate/glut/glut-3.7.6-bin.zip Install GLUT by following the instructions in the README file (copy and pasted here): Copy the files: 1. glut32.dll to %WinDir%\System, 2. glut32.lib to $(MSDevDir)\..\..\VC98\lib 3. glut.h to $(MSDevDir)\..\..\VC98\include\GL. Use OpenGL & GLUT in your source code 1. Start Visual C++ and create a new empty project of type “Win32 Console Application.” 2. To test your setup, add a simple GLUT program to the project like “drawCircle.cpp” from our sample programs. 3. You should only need to #include <GL/glut.h>. It includes the other necessary dependent libraries. You might need to modify our example programs to fit this requirement.
    [Show full text]
  • An Introduction to Openvg™ FTF-AUT-F0465
    An Introduction to OpenVG™ FTF-AUT-F0465 Oliver Tian | Auto FAE M A Y . 2 0 1 4 TM External Use Agenda • Trend of Graphics in Vehicle • Roadmap of Cluster • Introduction of Rainbow/Vybrid • OpenVG Scenario • Development Ecosystem • Conclusion TM External Use 1 Trend of Graphics in Vehicle TM External Use 2 The Connected Vehicle Infotainment + Communication + Security • Consumer electronics trends are dictating features in the car • Always connected, applications driven, advanced graphics • Infotainment systems becoming battleground for Auto differentiation • As more connected systems get introduced into the vehicle, the need for security is critical − Increasing external communication features (Bluetooth, TPMS, Ethernet, Wi-Fi, etc). − Future interface for vehicle-to-vehicle and vehicle-to-infrastructure. TM External Use 3 Mobility for Everyone Affordable Solutions for Emerging Markets • 100M vehicles annually forecasted before 2020, on top of motorcycle & e-bike growth • 80% of quantity growth after 2015 happening in emerging markets • Safety and emissions reduction are key for a sustainable development Source: IHS Automotive, February 2014 TM External Use 4 More, More, More for Less, Less, Less More performance, more embedded memory, more safety for less cost, less power and less development effort More • Electronic complexity • ECUs per car (50+) • MCUs per car (100+) • In-car Wi-Fi ® (7.2Mbps and 3.7Bpcs by 2017) iSuppli Less Reuse • Other markets have less critical applications • Some automotive specific challenges TM External Use 5 Today’s Car • Complex computerized control − Millions of lines of code, from multiple vendors − Dozens of distinct ECUs, from multiple vendors • Shared internal networking (e.g., CAN, FlexRay) − Increasing external communications features .
    [Show full text]