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Low-Level

The low-level topics covered in this project are:

  • Architecture/Integration
    This work package covers the development coordination and to ensure the integratability of the results into a coherent whole. It also includes cross-package development efforts, e.g. the common mesh structure.
  • Multi-Threading
    The efficient and simple to use support of multiple independent threads working on the scenegraph is one of the central problems of a modern rendering system. This work package develops mechanisms to efficiently divide and synchronize the data used by different threads.
  • Traversal / Rendering Backend
    Traversing the graph is a central problem of a scenegraph system to fulfill different tasks. This package will define und create a mechanism which supports easy extensibility to allow adding new traversals dynamically as well as fine granularity to easily replace parts of existing tasks with new designs. Furthermore the multi-thread capabilities of the system are to be employed to distribute different connected traversal tasks to different threads.
    One of the if not THE central tasks of a scenegraph system is converting the data stored in the graph into an image. Modern algorithms for realtime rendering need more than a simple traversal to do that. Multipass methods needs multiple runs over parts of the graph, other methods need tmporary images that have to be generated before the main image, and to efficiently use the graphics hardware all the visible objects have to be sorted according to their OpenGL state. A simple traversal cannot fulfill these requirements. The approach followed here will create a efficiently parsed and sorted temporary structure to hold that data.
  • State Handling
    An important aspect of efficiently using graphics hardware using OpenGL is the minimization of changes of the state of the chip, as this disrupts the pipeline stages. In this work package mechanisms to minimize state changes are developed, together with criteria to judge the impact of the different state changes on the performance of the system.
  • Material Abstraktion
    Modern graphics hardware supports highly advanced features to render high-quality surfaces. Unfortunately the different systems support different methods of doing that. The goal of this work package is to provide a mechanism that supports a simple und uniform interface for different shading methods that can be mapped to available systems.
  • Multipipe Handling/Clustering
    To drive multi-screen immersive projection systems multiple projectors need to be powered by different video streams. These can be created by multiple graphics boards in a single system, as delivered by multiple vendors like sgi, SUN and HP. This work package will design and implement the necessary infrastructure to support these kinds of systems.
    A new trend uses multiple independent standard PCs to drive these systems. To support these the scenegraph has to be distributed across multiple machines. The support for this distribution is also developed in this package.



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