2013
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03.11.2013
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tinyFluids
A new plugin to tinyScenegraph's scene editor acts as a pre- and
post-processor for a new physics module: The tinyFluids
computational fluid dynamics physics engine.
Imagery in this story shows the new outfit of tinySG's scene editor
for the first time. Read more on
tinyFluids CFD.
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30.08.2013
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Voxelising Meshes
tinyScenegraph's utility library recently learned how to voxelise a scene
composed of polygons, allowing for all kinds of transparency/blending
effects and advanced GPU compute techniques.
A new techguide provides insights on render-to-3D-texture techniques
and random memory access in a GLSL shader. Read more in the techguide
on the
tinySG Voxeliser.
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22.06.2013
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OpenGL index management
OpenGL supports only one common index into mesh data with it's fixed
function pipeline. However, per-attribute indices are quite often
required for mesh data to i.e. have multiple normals for a given
vertex.
Find insights into tinySG's mesh management in the fifth tech guide
on managing
multiple mesh indices with OpenGL.
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20.04.2013
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Journey inside the human body
Recent additions to the volume editor greatly simplify the creation of transfer
functions for rendering volumetric datasets in tinySG's scene editor.
Find a report on the new functionality and some bloody insights into the human
body in this
update on volume rendering.
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18.03.2013
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tinySG Everywhere
The legacy csg streaming server code is finally ported to tinyScenegraph!
The server allows to run the tinySG renderer on a powerful machine and
stream renderings over to a network client, according to the clients
navigation commands.
Read more about
tinySG remote streaming.
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2012
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23.12.2012
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Huge texture handling
High-resolution textures often require more memory than the graphics
card or even the host can provide. A new OpenGL extension helps to
deal with massive texture memory requirements by dividing a texture into
virtual pages and keeping only required pages in graphics memory.
tinySG now implements a texture node that allows to handle such
gigatexel textures.
Read more in the associated tech guide on
partially resident textures.
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24.11.2012
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Using generic vertex attributes
Almost six month have past since the last update to this site, but many things
happened behind the stage. To start with, the organisation of shape data has been
revised. As a result, both render performance increased yet again and generic vertex
attributes are now supported by all shape nodes.
Read more in the associated tech guide on
OpenGL vertex attributes.
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11.06.2012
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Creating video files
A new plugin joined the family of extensions for tinySG's scene editor, tsgEdit:
Controlling the command line video codec ffmpeg, the plugin makes it simple to
create video files from tinySG animations or interactive sessions.
Read on about video creation.
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12.03.2012
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Faking x-ray rendering
The second tech guide focuses on a very simple, yet powerful rendering
technique - blending. Combining additive blending with carefully chosen
blending factors, it is amazingly easy to achieve an x-ray effect,
providing an inside view into polygonal data.
Creating x-ray images.
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04.03.2012
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Physics simulation
tinySG starts 2012 with a preview to a project ongoing for quite some
time - the San Jose Ball Machine. Though the project is far
from being finished, I decided its time to update this site with what's
going on. News on sbm will follow from time to time whenever new features
become available, like scripting or video generation.
More on tinySG's Rolling ball simulator.
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2011
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26.12.2011
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Building better marble
To make an upcoming demo look nicer, I needed to create an environment,
turning the dataset from a simple model into a nice looking scene.
My ideas turned out to be more complicated and to require more
experience on shader design than anticipated, so the originally
intended story will be late. But, a spin-off effect is that here is a
nice tech guide on how to design procedural marble.
HowTo on procedural textures...
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06.11.2011
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Stereo support and code cleanups
Driven by an upcoming exhibition, the roadmap of tinySG suffered yet
another reschedule. Over the last two weeks several stereoscopic
features became part of the code base, as well as a nice fullscreen
mode for tsgEdit.
More on stereoscopic rendering...
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28.08.2011
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tiny Asset Management
Exploring the possibilities of a LAMP system, I decided to take a first step to
bring tinySG to the web. With WebGL and a streaming solution in mind, tinyAssetMgr
is the initial step to enter the network.
Read on...
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09.07.2011
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Performance update
The image processor page has been
updated with performance numbers, showing different filters, datasets, GPUs and
operating systems.
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19.06.2011
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More image processor effects
The image processor page has been updated to show for more filter examples:
Sepia image aging, input scaling and distortion as well as overlay and watermark
logos. Find screenshots on the
image processor page.
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16.06.2011
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New vrml loader joins tinySG
tinySG may now load vrml 2.0 scenes. Started as a fast hack to the Inventor loader,
the code quickly became one of the worst pieces of yacc grammars I've ever seen.
I decided to yet again switch priorities and fix this loader once and for all. The
vrml loader is probably going to serve as the foundation of all new loaders.
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22.05.2011
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Introducing the tinySG Image Processor
In spite of the raytracer integration made reasonable progress in spring, it
is not coming as the next update as announced.
I decided to slide in a minor project that has been in the queue for quiet
a while: The tinySG Image Processor....
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03.01.2011
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tinySG meets raytracer
Over the last weeks, tinySG was making friends with its neighborhood, namely the
tinyRT raytracer. Both libraries already used to collaborate when it came to shadow
calculations and texture baking. Integration is now much tighter, with
tinyRT using the same scenegraph objects, plugging into tinySG's editor.
Unfortunately, it is still eating
too much memory to render real-life datasets, so it is going to take yet another
couple of weeks until a new story is ready. Expect serious interactive cluster
rendering like in this raytracing sneak preview.
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2010
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30.09.2010
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Driving Clusters
A long ongoing task has reached it's 1st milestone - the eqcsg cluster
layer finally has it's own configurator.
This story gives an inside view
on the integration of Equalizer (TM) with tinyScenegraph.
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26.09.2010
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Towards realism
With the latest updates, tinySG took quiet a leap towards
scene realism. Read more about the latest improvements in
this story on
OpenGL environments and reflections .
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11.08.2010
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tinySG eco system
The Features page finally received it's
long lasting architectural overview. Have a look there to understand
the structure of tinySG and it's eco system.
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31.07.2010
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No marching cubes, please!
The cool thing about volume rendering is that it looks different.
tinySG has finally received a port of the volume rendering code
written for a medical exhibition in Hamburg 2004.
This story gives some background on rendering volumetric datasets
with tsg.
More on volume rendering...
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10.07.2010
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Performance update.
tinySG continuously receives performance fixes. The latest work in
this area included VBO restructuring as well as optimising OpenGL
call ordering. Time for a story on performance.
Read more...
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30.05.2010
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Preliminary support for tinyRT.
tsg's companion project, the tinyRT raytracer, is now working on the
same trt scene structures, allowing for tighter and easier integration
of the two libraries. csgEdit utilises the raytracer, if available,
for 1500x faster soft shadow calculations. Furthermore, a tinyRT
viewer is available as a plugin for csgEdit.
Read more...
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2009
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29.09.2009 |
ShaderEd now ported to tsg.
csgEdit now supports GLSL vertex and fragment
shaders with a build-in shader source editor.
Geometry shader support is about to be integrated
soon.
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16.08.2009 |
tsg finally has it's own web site!
Time to celebrate. It took almost eight years for
csg/tsg to find it's representation on the web.
Still everything is kind of preliminary, but
anyways, here we go, gaining speed...
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01.08.2009 |
tsg reached v1.2.
With the integration of full-scene antialiasing,
bucket rendering and worker thread support, tsg
has reached it's 1.2 milestone.
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17.11.2008 |
tsg repository founded.
A few days ago, csg has sadly reached it's end of
life. It has truly been great seven years of fun.
However, now is the right time to look forward,
enter the future and have a fresh restart. Too many
interesting topics in graphics are still waiting to
be explored and csg has reached an architectural
borderline which is hard to overcome.
Today is the day of the initial check-in into
the new tinySceneGraph repository. Happy birthday,
tsg! Live long and prosper.
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