Index | Introduction | Contents | Install | Dependencies | examples | Data | Viewer | Stereo | osgdem | Plan | Reference Guides |
The OpenSceneGraph is an portable, high level graphics toolkit for the development of high peformance graphics applications such as flight simulators, games, virtual reality or scientific visualization. Providing an object orientated framework on top of OpenGL, it frees the developer from implementing and optimizing low level graphics calls, and provide many additional utilities for rapid development of graphics applications.
The project was started as a hobby by Don Burns in 1998, as means of porting a hang gliding simulator written on top of the Performer scene graph running on IRIX to what was then a humble Linux PC. In 1999, Robert Osfield began helping out with the simulator development and ported the scene graph element to Windows. In september 1999 the source code was open sourced, and the openscenegraph.org website was born, with Robert taking over as project lead and Don remaining focused on the hang gliding simulator.
In April 2001, in response to growing interest in the project around the world, Robert went fulltime on the project, setting up OpenSceneGraph Professional Services providing commericial support, consultancy services and training. At the end of 2001 Don also formed his own company Andes Computer Engineering and participates in the development and support of OpenSceneGraph as well as complimentary projects like OpenProducer and BlueMarbleViewer.
A scene graph isn't a complete game or simulation engine, although it may be one of the main components of such an engine; it's primary focus is representation of your 3d worlds, and efficient rendering thereof. Physics models, collision detection and audio are left to other development libraries that a user will integrate with. The fact that scene graphs don't typically integrate all these features is actually a really good thing: it aids interoprability with clients' own applications and tools and allows it to serve many varied markets from games, visual simulation, virtual reality, scientific and commercial visualization, training through to modeling programs.
The core scene graph provides encapsulate the majority of OpenGL functionality including latest extensions, provides rending optimizations such as culling and sorting, and a whole set of add on libraries which make it possible to develop high peformance graphics applications very rapidly. The application developer is freed to concentrate on content and how that content is controlled rather than low level coding.
Combining lessons learned from established scene graphs like Performer and Open Inventor, with modern software engineering methods like Design Patterns, along with a great deal of feedback early on in the development cycle, it has been possible to design a library that is clean and extensible. This has made it easy for users to adopt to the OpenSceneGraph and to integrate it with their own applications.
For reading and writing databases an the database library (osgDB) adds support for a wide variety of database formats via a extensible dynamic plugin mechansim - the distribution now includes 33 seperate plugins for loading various 3D and Image data formats. 3D Database loaders include OpenFlight (.flt), TerraPage (.txp) including multi-threading support, LightWave (.lwo), Alias Wavefront (.obj), Carbon Graphics GEO (.geo), 3D Studio MAX (.3ds), Peformer (.pfb), Quake Character Models (.md2). Direct X (.x), and Inventor Ascii 2.0 (.iv)/ VRML 1.0 (.wrl), Designer Workshop (.dw) and AC3D (.ac) and the native .osg ASCII format. Image loaders include .rgb, .gif, .jpg, .png, .tiff, .pic, .bmp, .dds (include compressed mip mapped imagery), .tga and qucktime (under OSX). A whole set of high quality, anti-aliased fonts can also be loaded via the freetype plugin.
The scene graph also has a set of Node Kits which are seperate libraries, that can be compiled in with your applications or loaded in at runtime, which add support for particle systems (osgParticle), high quality anti-aliased text (osgText) and navigational light points (osgSim).
The community has also developed a number of additional Node Kits such as osgNV (which includes support for NVidia's vertex, fragment, combiner etc extension and NVidia's Cg shader language.), Demeter (CLOD terrain + integration with OSG). osgCal (which integrates Cal3D and the OSG), osgVortex (which integrates the CM-Labs Vortex physics enginer with OSG) and a whole set libraries that integrating the leading Windowing API's Links can be found in the bazaar sections on the download page of OpenSceneGraph webiste.
The project has also been integrated with VR Juggler and Vess virtual realilty the frameworks, with others in developments.
The project is currently in beta, which means the main core features are now in place, with a 1.0 release in second half of 2004. Despite the beta development status, the project has already earned the reputation as the leading open source scene graph, and is establishing itself as a viable alternative to the commercial scene graphs. Numerous companies, university researchers and graphics enthusiasts have already adopted the OpenSceneGraph for their projects, all over the world. Examples of the wide variety of applications already developed ontop of the OpenSceneGraph include Blue Marble Viewer, Virtual Terrain Project, Combat Simulator Project, OSG-Edit. This is just a snippet of the projects that use the project, more examples can be found on the screenshot pages and bazaar on the website.
The binary distribution contains just the libraries (.dll's /.so's) and example executables. This is suitable for using the OpenSceneGraph with an application that has already been compiled but depends at runtime on the OpenSceneGraph.
The development distribution contains the libraries (.dll's /.so's), example executables, include files, and source to the examples. This is suitable for developers using the OpenSceneGraph.
The source distribution contains all the source and include files required to build the OpenSceneGraph from scratch, and is ideal if you want to learn more about how the scene graph works, how to extend it, and to track down and fix any problems that you come across.
If you are using a source distribution then read the installation instructions for how to get the OpenSceneGraph compiling and installed on your system. You may also need to download libraries that parts of the OpenSceneGraph depend upon, such as Producer. Check the dependencies list for further details.
For full instructions of how to run the examples read the examples page.
The main collections of resources for learning how to use the
OpenSceneGraph can be found on openscenegraph.org documentaiton page,
please check this out regular for new entries.
The OpenSceneGraph distribution comes with a reference guide for each of the component libraries - osg, osgDB, osgUtil, osgText, osgSim, osgParticle and osgProducer, a set of 42 examples - the source of which can be found in examples/ directory in the distribution. For questions or help which can't be easily be answered by the reference guide and examples source, one should join the mailing list (details below).
Two sets of online tutorial been written by members of the
OpenSceneGraph community:
Jason McVeigh's OpenSceneGraph Tutorials
Joseph Sullivan's OpenSceneGraph
Tutorials
A programming guide will be available in form of a OpenSceneGraph
book
which is being written by Don Burns and Robert Osfield, parts of it
will
be available online.
Although not directly related to the OpenSceneGraph, once can learn about scene graph technology from such sources as the Open Inventor Mentor, and Performer Programming Guides. The latter is the closer in design to the OpenSceneGraph, although the Performer manuals are in C, alas. Also of use as a background to some of the techniques used is a SIGGRAPH Vis-Sim course.
The OpenSceneGraph uses OpenGL and does so with a deliberately thin layer, making it easy to control the underlying OpenGL and to extend it with OpenGL extensions. The close tie with OpenGL is also reflected in the naming of many of the OpenGL state related classes, and the parameters that they encapsulate, which means that knowledge of OpenGL itself will go a long way to understanding how to get the best out of the OpenSceneGraph. To this end it is worth obtaining a copy of the OpenGL programming guide - `Red Book` and OpenGL reference guide 'Blue Book'. The main OpenGL website is also a good source of links and further information.
Professional support is also available in the form of confidential online, phone and onsite support and consultancy, for details contact Robert Osfield at robert@openscenegraph.com.