tinySceneGraph Home Images Features Contact


News

2013

CFD 03.11.2013

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.

Voxel Spring 30.08.2013

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.
Terrain mesh 22.06.2013

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.
volume rendering 20.04.2013

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.
network streaming 18.03.2013

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.

2012

megatextures 23.12.2012

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.
bumpmap 24.11.2012

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.
ffmpeg plugin 11.06.2012

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.
X-ray render mode and blending 12.03.2012

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.
Physics simulation 04.03.2012

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.

2011

Procedural Shading 26.12.2011

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...
Anaglyphic Stereo 06.11.2011

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...
Asset Management 28.08.2011

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...
performanceChart 09.07.2011

Performance update

The image processor page has been updated with performance numbers, showing different filters, datasets, GPUs and operating systems.
overlays 19.06.2011

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.
vrml 16.06.2011

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.
image processing 22.05.2011

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....
raytracing 03.01.2011

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.

2010

cluster rendering 30.09.2010

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.
realism 26.09.2010

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 .
architecture 11.08.2010

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.
engine 31.07.2010

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...
happy buddha 10.07.2010

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...
logo 30.05.2010

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...

2009

logo 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.
logo 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...
logo 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.
logo 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.


Copyright by Christian Marten, 2009-2015
Last change: 24.03.2015