Title: Open Scene Graph Visualization II MSIM 842, CS 795/895
1Open Scene GraphVisualization IIMSIM 842, CS
795/895
- Instructor
- Jessica Crouch
2Implementation work
- Time constraints and algorithmic complexity make
it impractical to implement very many of the
algorithms well discuss - Well introduce OpenSceneGraph and do a little
programming - Its a useful skill
- Good to learn after OpenGL
- Well do enough to prepare you to pursue it
further on your own - Our primary focus in class will remain on the
readings
3VTK Alternative
- VTK was another strong possibility
- OSG implements more graphics and simulation
oriented features -
- VTK Implements more visualization, 2D 3D data
processing algorithms
4Scene Graphs
- Datastructure Directed Acyclic Graph (DAG)
- Usually a tree (only one parent per node)
- Represents object-based hierarchy of geometry
- Leaves contains geometry (triangles, etc.)
- Each node holds pointers to children
- Children can be
- Group
- Geometry
- Matrix transform
- Others
5Scene Graphs
- Spatial transforms represented as graph nodes
(rotation, translation, scaling, etc.)
tricycle
T
T
Seat
Front Group
Back wheels
Handle bars
Left wheel
Right wheel
T
Front Wheel
6Scene Graphs Bounding Volumes
- Basic idea
- Augment scene graphs with bounding volume data
(spheres or blocks) at each node - Sometimes called Bounding Volume Hierarchy
(BVH) - By applying clipping/culling tests to the
bounding volumes, prune entire branches of the
tree and possibly avoid processing many triangles
7Scene graph example
scene graph
circlesBVs
root
8Culling Overview
- Hierarchical view-frustum culling
- Use bounding volumes
- Detail culling
- Choose resolution of rendering based on objects
distace to camera
9View-Frustum Culling
- If a bounding volume (BV) is outside the view
frustum, then the entire contents of that BV is
also outside (not visible) - Avoid further processing of such BVs and their
containing geometry
10Example of Hierarchical View Frustum Culling
camera
11Scene Graphs Detail Control
- In complex scenes, a large percentage of time is
wasted drawing tiny triangles - What happens if a triangle projects to one pixel
or less? - Goal Use scene graph to reduce workload of
insignificant triangles
12Detail Culling
- Idea Objects whose projected BV occupy less than
N pixels are culled - This is an approximating algorithm since the
triangles you cull may actually contribute to the
final image - Advantage trade-off quality/speed
13Example of Detail Culling
Images courtesy of ABB Robotics Products, created
by Ulf Assarsson
detail culling OFF
detail culling ON
- Not much difference, but 80-400 faster
- Good when moving
14Level-of-Detail Rendering
- Use different levels of detail at different
distances from the viewer - More triangles closer to the viewer
15LOD rendering
- Not much visual difference, but a lot faster
- Use area of projection of BV to select
appropriate LOD
16Scene graph with LODs
17Scene GraphsState Changes
- State changes affect the way the graphics
pipeline execute - Recall pipelining from your architecture class
- A change in state may require
- flushing the pipeline
- flushing the cache (on the graphics card)
- Binding to a texture is one of the most expensive
state changes
18Scene GraphsState Changes
- Ideally, a scene would be drawn with the fewest
possible state changes - Most expensive state changes would be minimized
at the expense of faster state changes - How to accomplish this?
- Must sort triangles according to their state
- Manually?
- Automatically?
19Scene GraphsState Changes
- Scene graphs are used for state sorting
- State information is stored with the nodes
- Optimized rendering algorithms take advantage of
groupings of same-state primitives - Scene graph hierarchy can be (algorithmically)
rearranged for rendering into a state graph - Branchings represent state changes
- State tends to be static
20Open Scene Graph
- Library for scene graphs
- Built on top of OpenGL
- C API
- Object oriented
- Open source
- Growing popularity in graphics community
- Commercially used (Boeing, NASA, )
- Web site
- http//www.openscenegraph.org
21Open Scene Graph
- Supports
- View frustum culling
- Occlusion culling
- Small feature culling
- Level Of Detail nodes
- State sorting
- Many other features
22OSG Distribution Contains
- Core OSG Focus on understanding this first
- NodeKits implements more node types than
available in the core - Plugins I/O for different file types
- Interoperability libs for using OSG with
various packages, languages - Examples
23Core OSG
osgNode - Base class for all nodes in the scene
graph.
24osgGroup - General group node which maintains a
list of children.
25Transform Nodes
osgTransform - A Transform is a group node for
which all children are transformed by a 4x4
matrix. It is often used for positioning objects
within a scene, producing trackball functionality
or for animation.
26Geometry Nodes
osgGeode - A Geode is a "geometry node", that
is, a leaf node on the scene graph that can have
"renderable things" attached to it. Renderable
things are represented by objects from the
Drawable class, so a Geode is a Node whose
purpose is grouping Drawables.
27Drawables
Pure virtual base class for drawable geometry.
Everything that can be rendered is implemented
as a class derived from Drawable. A Drawable is
not a Node, and therefore it cannot be directly
added to a scene graph. Instead, Drawables are
attached to Geodes, which are scene graph nodes.
The OpenGL state that must be used when
rendering a Drawable is represented by a
StateSet. Drawables can also be shared between
different Geodes, so that the same geometry
(loaded to memory just once) can be used in
different parts of the scene graph.
28Plugins for file I/O
- Has plugins to support reading/writing lots of
graphics file formats and 3D models - 3D database loaders include
- OpenFlight (.flt)
- TerraPage (.txp)
- LightWave (.lwo)
- Alias Wavefront (.obj)
- Carbon Graphics GEO (.geo)
- 3D Studio MAX (.3ds)
- Peformer (.pfb)
- Quake Character Models (.md2)
- Direct X (.x)
- Inventor Ascii 2.0 (.iv)/ VRML 1.0 (.wrl)
- Designer Workshop (.dw)
- AC3D (.ac)
- native .osg ASCII format.
- Image loaders include
- .rgb
29OSGEdit
- Helps you compose scenes for OSG
- Open source
- Import models created with other programs,
arrange your tree structure and transforms
http//osgedit.sourceforge.net/
30Open Scene Graph
- OSG documentation is incomplete
- No textbook
- Doxygen code documentation
- Some online tutorials and example programs
- Takes time to learn your way around
- Useful As-Is, development work continues
31References
- www.openscenegraph.org
- http//www.nps.navy.mil/cs/sullivan/osgTutorials/S
ceneGraphOverview.htm - http//www.realityprime.com/scenegraph.php
32Your To-Do List
- Email me (jrcrouch_at_cs.odu.edu) your paper
preferences by Sunday night. - Download and build OSG. See instructions on
course web site. - Read through and run the Example osgAnimate.
Draw the scene graph tree constructed in
osgAnimate.cpp and bring to the next class. For
each node, list object name and type. - Read the two assigned papers for the next class.