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OpenSceneGraph

OpenSceneGraph. based on materials from http://www.openscenegraph.org/. Katia Oleinik: koleinik@bu.edu. Agenda: Introduction to OpenSceneGraph Hardware requirements Overview of OSG structure First example – displaying a model Building primitives Transformations Using OpenGL primitives

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OpenSceneGraph

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  1. OpenSceneGraph based on materials from http://www.openscenegraph.org/ Katia Oleinik: koleinik@bu.edu

  2. Agenda: • Introduction to OpenSceneGraph • Hardware requirements • Overview of OSG structure • First example – displaying a model • Building primitives • Transformations • Using OpenGL primitives • Texture • Special nodes

  3. Introduction to OpenSceneGraph • OpenSceneGraph • an open source 3D graphics API (application programming interface) • used for • - visual simulation, • - computer games, • - scientific visualization, • - modeling, • - training, etc.

  4. Introduction to OpenSceneGraph • OpenSceneGraph • written in C++ (encourages object oriented programming); • runs on a number of operating systems, including: • - MS Windows • - Max OS X • - Linux • - IRIX • - Solaris • - Sony Playstation • uses OpenGL for rendering (allows for high performance graphics); • supports the standard template library (STL);

  5. Introduction to OpenSceneGraph • OpenSceneGraph 3.0 Features: • Support for performance increasing features • View frustum, small feature and occlusion culling • Level of detail (LOD) • State sorting and lazy state updating • OpenGL latest extensions • Multi-threading and database optimization • Support for OpenGL, from 1.1 through 2.0 including the latest extensions • Support for OpenGL Shading Language • Support for a wide range of 2D image and 3D database formats • Loaders available for OpenFlight, TerraPage, OBJ, 3DS, JPEG, PNG and GeoTIFF • Particle effects • Support for anti-aliased TrueType text • Multi-threaded and configurable support for multiple CPU/multiple GPU machines

  6. Introduction to OpenSceneGraph • OpenSceneGraph 3.0 latest updates: • Support for Windows MS Visual Studio • Support for Android on tablets and phones • Support for IOS (iPhone OS) on tablets and phones • Improvements to osgVolume class enabling high quality volume rendering

  7. FightGear Flight Simulator

  8. FightGear Flight Simulator

  9. FightGear Flight Simulator

  10. Hardware requirements • Processor • OSG runs on most contemporary CPUs. • OSG is thread-safe and can take advantage of multi-processor and dual core architectures. • OSG runs on both 32- and 64-bit processors. • Graphics • OSG requires graphics hardware with robust OpenGL support • 256 MB of graphics RAM – good starting point • RAM • 1GB – good enough for many application, but you might need more, depending on your dataset • Disc • Depends on your data requirements

  11. Overview of OSG structure

  12. Overview of OSG structure Matrix Matrix

  13. First example – displaying a model • ex_simple_viewer.cpp // load the nodes from the command line arguments. osg::Node* model = osgDB::readNodeFile(argv[1]); // initialize the viewer and set the scene to render osgViewer::Viewer viewer; viewer.setSceneData(model); // run viewer returnviewer.run(); Root Node

  14. First example – displaying a model • ex_simple_viewer.cpp: compiling, linking and running To compile and link % makeex_simple_viewer To run the viewer % ex_simple_viewercow.obj First button – rotate the model Second button – translate Third button – scale Press “q” (“Esc” for Windows) button to exit

  15. First example – displaying a model • ex_viewer_args.cpp // call argument parser osg::ArgumentParser arguments (&argc, argv); std::string filename; // define the argument line option arguments.read("--model", filename); // load the nodes from the command line arguments osg::Node* model = osgDB::readNodeFile(filename);

  16. First example – displaying a model • ex_viewer_args.cpp: running To compile and link % makeex_viewer_args To run the viewer % ex_viewer_args –-model cow.obj Try a few different models: dumptruck.osg teapot.osg

  17. First example – displaying a model • Input OSG model file structure Geode{ name "teapot.osg" nodeMask 0xffffffff cullingActive TRUE num_drawables 1 Geometry { DataVariance STATIC useDisplayList FALSE useVertexBufferObjects TRUE PrimitiveSets 1 { DrawArrays TRIANGLES 0 9744 } VertexArray Vec3Array 9744 { 0.367875 -0 0.237053 0.375 -0 0.225 0.365248 0.086895 0.225 ..... } ColorBinding OVERALL ColorArray Vec4Array 1 { 1 1 1 1 } } }

  18. Building geometric primitives • ex_simple_cone.cpp cone // Create a vector to represent the "center of the cone" Vec3 vcen(xcen, ycen, zcen); osg::Cone* cone = new Cone(vcen, radius, height); // Create a drawable object based on the cone osg::ShapeDrawable*drawable = new ShapeDrawable(cone); // create a new geode (root node) osg::Geode* geode = new Geode(); geode->addDrawable(drawable); Drawable Root Node Geode

  19. Building geometric primitives • Improving ex_simple_cone.cpp // Create a vector to represent the "center of the cone" osg:: Vec3 vcen(xcen, ycen, zcen); osg::Cone* cone = new Cone(vcen, radius, height); // Create a drawable object based on the cone osg:: ShapeDrawable *drawable = new ShapeDrawable(cone); drawable->setColor(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f)); // create a new geode osg:: Geode* geode = new Geode(); geode->addDrawable(drawable); // create a root node osg::Group *root = new osg::Group(); root->addChild(geode); cone Drawable Geode Root Node

  20. Building geometric primitives • ex_simple_cone.cpp To compile and link % makeex_simple_cone To run the viewer % ex_simple_cone

  21. Building geometric primitives • ex_simple_cone.cpp OSG comes with a number of primitives • Box • Sphere • Cone • Cylinder • Capsule • Special shapes (e.g. InfinitePlane)

  22. ex_arrow.cpp • Building geometric primitives cone // Create a cone and a cylinder Geode *make_cone( float xcen, …){} Geode *make_cylinder( float xcen, …){} // create an arrow, as a transform node MatrixTransform* arrow = new MatrixTransform; arrow->setMatrix(Matrix::scale(1.0, 1.0, 1.0)); arrow->addChild(cone); arrow->addChild(cylinder); // add the arrow to the upper transform MatrixTransform* mt = new MatrixTransform(); mt->setMatrix( Matrix::rotate(inDegrees(30.0), 1.0, 0.0, 0.0)); mt->addChild(arrow); // create a root node osg::Group *root = new osg::Group(); root->addChild(mt); cylinder Transform Matrix Transform Matrix Root Node

  23. Exercise Building 3 arrows • Building geometric primitives cone cone cone cylinder cylinder cylinder Transform Transform Transform Matrix Matrix Matrix Transform Matrix Root Node

  24. Exercise: Building 3 arrows • Building geometric primitives Group *make_vec_arrow(floatshaft_radius, floattotal_length, float r, float g, float b) { floatcone_radius = 2*shaft_radius; floatcone_height = cone_radius; floatshaft_length = total_length - cone_height; osg::Geode *cylinder = make_cylinder(0.0, 0.0, shaft_length/2.0, shaft_radius, shaft_length, r,g,b,1.0); osg::Geode *cone = make_cone(0.0, 0.0, shaft_length + cone_height/4.0, cone_radius, cone_height, r, g, b, 1.0); osg::Group* vec_arrow = new Group; vec_arrow->addChild(cylinder); vec_arrow->addChild(cone); returnvec_arrow; } osg::Group*red_arrow = make_vec_arrow(…); osg::MatrixTransform* xaxis = new MatrixTransform; xaxis->addChild(red_arrow); xaxis->setMatrix(…);

  25. Reusing the geometry • Building geometric primitives Faces Colors Vertices Geometry Geode 3 Geode 1 Geode 2 Transform Transform Transform Matrix Matrix Matrix Transform Matrix Root Node

  26. PrimitiveSet Class • Using OpenGL primitives 4 1 1 3 3 2 4 2 2 4 4 0 3 3 2 0 1 0 1 Points Lines LineStrip LineLoop 1 3 5 2 3 5 6 4 2 4 0 1 0 2 4 Triangles 0 TriangleStrip 1 0 3 Polygon 7 5 2 1 2 3 3 1 TriangleFan 0 1 0 6 2 4 Quads QuadStrip

  27. PrimitiveSet Class • Using OpenGL primitives osg::Group *root = new osg::Group(); … osg::Geode* primGeode= new osg::Geode(); root->addChild(primGeode); … osg::Geometry* primGeom = new osg::Geometry(); primGeode->addDrawable(primGeom); … viewer.setSceneData(root)

  28. PrimitiveSet Class • Using OpenGL primitives osg::Vec3Array* pyramidVertices = new osg::Vec3Array; pyramidVertices->push_back( osg::Vec3( 0, 0, 0) ); // front left pyramidVertices->push_back( osg::Vec3(10, 0, 0) ); // front right pyramidVertices->push_back( osg::Vec3(10,10, 0) ); // back right pyramidVertices->push_back( osg::Vec3( 0,10, 0) ); // back left pyramidVertices->push_back( osg::Vec3( 5, 5,10) ); // peak // create primitives: quad for the base osg::DrawElementsUInt* pyramidBase = new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS, 0); pyramidBase->push_back(3); pyramidBase->push_back(2); pyramidBase->push_back(1); pyramidBase->push_back(0); // create primitives: triangles for the sides osg::DrawElementsUInt* pyramidFaceOne = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0); pyramidFaceOne->push_back(0); pyramidFaceOne->push_back(1); pyramidFaceOne->push_back(4);

  29. PrimitiveSet Class • Using OpenGL primitives // assign all primitives to the Geometry node osg::Geometry* pyramidGeometry = new osg::Geometry(); pyramidGeometry->setVertexArray( pyramidVertices); pyramidGeometry->addPrimitiveSet(pyramidBase); pyramidGeometry->addPrimitiveSet(pyramidFaceOne); pyramidGeometry->addPrimitiveSet(pyramidFaceTwo); pyramidGeometry->addPrimitiveSet(pyramidFaceThree); pyramidGeometry->addPrimitiveSet(pyramidFaceFour); // create a geode and add the geometry to the geode osg::Geode* pyramidGeode = new osg::Geode(); pyramidGeode->addDrawable(pyramidGeometry); // Create a root node and add the geode osg::Group* root = new osg::Group(); root->addChild(pyramidGeode); geometry Geode Root Node

  30. PrimitiveSet Class • Using OpenGL primitives // create an array of colors osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) ); //index 0 red colors->push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f) ); //index 1 green colors->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f) ); //index 2 blue colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f) ); //index 3 white // create an index array osg::TemplateIndexArray <unsigned int, osg::Array::UIntArrayType,4,4> *colorIndexArray; colorIndexArray = new osg::TemplateIndexArray<unsigned int, osg::Array::UIntArrayType,4,4>; colorIndexArray->push_back(0); // vertex 0 assigned color array element 0 colorIndexArray->push_back(1); // vertex 1 assigned color array element 1 colorIndexArray->push_back(2); // vertex 2 assigned color array element 2 colorIndexArray->push_back(3); // vertex 3 assigned color array element 3 colorIndexArray->push_back(0); // vertex 4 assigned color array element 0 // assign the arrays to the geometry pyramidGeometry->setColorArray(colors); pyramidGeometry->setColorIndices(colorIndexArray); pyramidGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);

  31. Transformations OSG allows for hierarchies of transformation node. Such structure makes it much easier to control the motions of each limb, part or the whole body. transform transform geode geode geode transform transform transform geode transform transform transform geode geode geode geode

  32. Transformations OSG MatrixTransform Class: // direct transformation specification transform->getMatrix(); transform->setMatrix(); // set identity Identity(); // navigation osg::Matrix mt1 = osg::Matrix::Translate(x, y, z); osg::Matrix mt2 = osg::Matrix::Rotate(angle, x, y, z); osg::Matrix mt3 = osg::Matrix:: Scale(x, y, z); // for multiplying matrices osg::Matrix resultMat = mt1 * t2 * mt3; // invert matrix osg::Matrix::Invert();

  33. AddingTexture // initialize texture class osg::Texture2D* texture= new osg::Texture2D; texture->setDataVariance(osg::Object::DYNAMIC); // load the texture image from the file: osg::Image* texImage= osgDB::readImageFile(texture_file); if (!texImage){ std::cout << " couldn't find texture, quiting." << std::endl; return -1; } // Assign the texture to the image we read from file: texture->setImage(texImage); // Create a new StateSet with default settings: osg::StateSet* stateTex= new osg::StateSet(); // Assign texture unit 0 of our new StateSet to the texture // enable the texture. stateTex->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); // Associate this state set with the Geode that contains // the primitive: geode->setStateSet(stateTex); Any file format supported by the plugins

  34. Exercise: Reading texture from the command line • AddingTexture // Add parsing texture option from a command line // call argument parser osg::ArgumentParser arguments (&argc, argv); std::string filename; // define the argument line option arguments.read("--texture", texfilename); osg::Texture2D* texture= new osg::Texture2D; texture->setDataVariance(osg::Object::DYNAMIC); // load the texture image from the file: osg::Image* texImage= osgDB::readImageFile(texture_file); if (!texImage){ std::cout << " couldn't find texture, quiting." << std::endl; return -1; } …

  35. Special Nodes Switch node - Node for switching between different states of an object LOD node - Rendering Optimization node Billboard node – rendering optimization node Text node – node for presenting text on the screen

  36. Special Nodes LOD (“level of detail” node - Rendering Optimization node This node “switches” based on the distance from the viewer to the object. It works like a regular group node: load.addChild(detailedNode); Set the visible range from the viewer to the object: load.setRange(childNumber, near, far); 

  37. Special Nodes LOD lod = new LOD(); Lod.addChild(detailedNode); Lod.setRange(0, 0, 10); Lod.addChild(NotSodetailedNode); Lod.setRange(1, 10, 100); Lod.addChild(CorseNode); Lod.setRange(2, 100, 1000); Lod.addChild(NoDetailNode); Lod.setRange(2,1000,10000);

  38. For up-to-date information on the project, in-depth details on how to compile and run libraries and examples, see the documentation on the OpenSceneGraph website: http://www.openscenegraph.org For support subscribe to OSG public mailing list: http://www.openscenegraph.org/projects/osg/wiki/MailingLists or forum: http://forum.openscenegraph.org

  39. Contact me: Katia Oleinik: koleinik@bu.edu Tutorial presentations and examples online: www.bu.edu/tech/research/training/presentations/list/ Online evaluation: http://scv.bu.edu/survey/tutorial_evaluation.html

  40. Resources • BU Scientific Computing and Visualization: • http://www.bu.edu/tech/research/scv/ • OpenSceneGraph: http://www.openscenegraph.org/ Autodesk Maya

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