Mostrando entradas con la etiqueta OpenSceneGraph. Mostrar todas las entradas
Mostrando entradas con la etiqueta OpenSceneGraph. Mostrar todas las entradas

miércoles, 14 de diciembre de 2011

AI2 3D Viz group capabilities

Hi all,

Here we are after the 7th International gvSIG Conference. We were glad to see the interest demonstrated by the audience to our seminar.

We are very grateful to the project España Virtual, Prodevelop, CNIG and the gvSIG association for their support so far. But now the ai2 team is in trouble due to the lack of funding. As you probably know, the downturn has a very negative impact on R&D teams. We want to continue developing gvSIG 3D, osgVirtualPlanets and any new challenges proposed.
 
The following video shows the capabilities of our team. Some of the features showcased in the video have been developed in the scope of gvSIG 3D. Others are prototypes or research projects we are working on. Our expertise is in 3D GIS visualization for desktop and mobile environments, also in OpenSceneGraph. So if you are interested in contributing in any manner contact us.

Enjoy the video and switch on your speakers!

miércoles, 29 de junio de 2011

OpenSceneGraph-3.0.0 released!

Hi all!

A new version of OpenSceneGraph (OSG) has been released. OSG is the standard scenegraph for OpenGL Applications and we are using it extensively in our core library OSGVirtualPlanets (osgVP). We are proud to be contributors of OSG, and our last contribution was to add Android support to the library. Next releases of OSGVirtualPlanets will be built against OSG 3.0.0.

From here we'd like to thank the work done by the whole OSG community and specially to Robert Osfield, the leader of the library. 
 
FYI this is the OSG 3.0 Press Release: 

OpenSceneGraph 3.0 release adds support OpenGL ES 1.1, OpenGL ES 2.0, OpenGL 3.x to 4.0, support for Android and IOS platforms and much more

PERTHSHIRE, Scotland - 28th June 2011 - OpenSceneGraph Professional Services announces the release of OpenSceneGraph 3.0, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. OpenSceneGraph 3.0 written entirely in Standard C++ and built upon OpenGL, offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modeling markets - a real-time visualization tool which eclipses commercial scene graph toolkits in functionality, stability and performance. OpenSceneGraph 3.0 runs on all Microsoft Windows platforms, Apple OS/X, IOS, GNU/Linux, Android, IRIX, Solaris, HP-UX, AIX and FreeBSD operating systems.

Open-source development delivers industry-leading features and performance

The OpenSceneGraph 3.0 release is the culmination of 12 years of work by the lead developers and the open-source community that has grown up around the project. The real-time graphics industry and academia embraced it from the very beginning, deploying it in real-world applications, and actively participating in its development, testing and refinement. The end result is a high-quality library with a feature set relevant to application developers' needs.

Updates include:

  • OpenGL ES 1.1, and OpenGL ES 2.0 support
  • OpenGL 3.x and 4.x support along with associated OpenGL extensions
  • Support for Android on tablets and phones
  • Support for IOS on tablets and phones (end users applications have already been accepted on the App Store)
  • New extensible serializers that provide new .osgb binary, .osgt ascii and .osgx xml file native formats
  • New generalized serializable metadata architecture
  • New osgQt library that makes it straight forward to integrate OpenSceneGraph with Qt
  • new FBX plugin
  • Improvements to osgVolume enabling high quality race traced volume rendering
  • Improvements to osgManipulator making it more flexible
  • Support for Cocoa and 64bit OSX build
  • Improved thread safety and efficiency of database paging
  • New Texture and buffer object pools for efficiently managing GL object resources

Downloads and Licensing

OpenSceneGraph is open-source, so full source code is provided, and can be copied, modified and used free of charge for commercial and non-commercial use. Access to the source allows end users greater flexibility in how they develop, debug and deploy their applications. They gain productivity and freedom by being able to leverage the tool chain in accordance with their own release cycles. Downloads of binaries and source can be found in the Downloads section of the openscenegraph.org website.
OpenSceneGraph is released under the OpenSceneGraph Public License, which is based on the Lesser GNU Public License (LGPL), permitting the software to be used free of charge across the full spectrum of commercial and open-source applications. Furthermore, it allows both static and dynamic linking of the OpenSceneGraph libraries without restricting the licensing of the user's software.

OpenSceneGraph Books now available

The new book dedicated to the OpenSceneGraph 3.0 is now available https://www.packtpub.com/openscenegraph-3-0-beginners-guide/book.

Professional support and services

OpenSceneGraph project is backed up with professional services by OpenSceneGraph Professional Services, based in Scotland, and Skew-Matrix and AlphaPixel both based in the USA, and a range of Contractors from around the world. Services available include:
  • Confidential Professional Support
  • Bespoke development
  • Consultancy
  • Training

Community support and contribution

The diverse and growing community of over 5000 developers is centred around the public osg-users mailing list/forum, where members discuss how best to use OpenSceneGraph, provide mutual support, and coordinate development of new features and bug fixes. Members of this community come from many different countries with backgrounds ranging from some of the world's largest aerospace companies, game companies, and visual simulation specialists to university researchers, students and hobbyists.
The OpenSceneGraph project owes a great deal to the community for its development and support, in particular we wish to thank the 464 individuals from around the world that have directly contributed to the development and refinement of the OpenSceneGraph code base.

martes, 1 de marzo de 2011

OpenSceneGraph running on Android


Español:

Buenas, mi nombre es Jorge Izquierdo y acabo de incorporarme al equipo del ai2. Desde que entré he estado trabajando en una manera de utilizar la librería OpenSceneGraph en Android. Después de un tiempo de trabajo y revisión podemos presentar la primera versión para la cadena de compilación con Cmake/Android ndk así como un ejemplo en video.

De momento se soportan las características básicas de OSG. Sin embargo debe tomarse esta compilación como experimental y algunas características podrían fallar. Se sabe que multithreading y los serializadores de osgSim y osgShadow no funcionan correctamente. Además los wrappers marcados como deprecated en OSG no han sido incluidos en la compilación.

Las pruebas realizadas han sido hechas con Android 2.2.1 y 2.3 en una Archos Tablet 70 IT y un HTC nexus one y la librería OSG configurada para OpenGL ES 1.1. Los requisitos mínimos son Ndk r4 (Crystax)/Ndk r5 y Android 2.0. Actualmente se compila toda la librería, plugins, etc, en estático.

Seguiremos informando!

English:

Hello, my name is Jorge Izquierdo and I'm a new member of ai2 team. Since I joined the team I've been working in a way to get running OSG on Android. After some time of coding, and code refactoring we can show our very first version of a building toolchain for CMake/Android NDK and a working test example.

Right now basic OSG features are supported. But this can't be taken as a "fully" functional compilation. It's a experimental building and some features could crash without any warning. We know that multithreading and osgSim, osgShadow serializers are not supported. Deprecated wrappers have not been included in the build or the test example.

Testing was made on Android 2.2.1 and 2.3, on Archos Tablet 70 IT and HTC Nexus One respectively, with OSG configured to draw using OpenGL ES 1.1. Minimum specs are NDK r4 (Crystax)/NDK r5 and Android 2.0. The entire library and plugins are compiled in a static way.

We will keep you up to date!

martes, 2 de marzo de 2010

OpenSceneGraph plugin for Firefox


We are currently developing a Firefox plugin which shows 3D objects in a web. It uses OpenSceneGraph to set up the render canvas. Moreover the plugin also features scripting capacities based on NPAPI technology that allow access to the plugin functions and variables from web application itself.

The plugin has been tested successfully on Windows XP, Vista, 7 and Ubuntu 9.10 Linux (only 32 bits). Currently we are working to port the plugin to MacOSX.

Installation is easy: The first time you open the example web [1], Firefox will ask about additional plugins needed for its proper visualization. Plugin installation will start once you allow it by pressing the button that appears on the top-right corner of the browser.
After the plugin installation, Firefox will ask you to restart it in order to visualize the web content.

If the plugin installation doesn't start automatically, you should download the link provided in the example page. Once downloaded, drag the ".xpi" file and drop it into a Firefox window to start the installation process.

In this example we show how to change the viewer background color by accessing the color variable of the plugin and assigning a new color to it. The plugin will take charge of all the internal operations needed to manage the background color via javascript calls (eg. onchange="pluginobj.col=colorpick.value").

[1] Example test web: http://www2.ai2.upv.es/difusion/osgplugin/simpleearth/