Index Introduction Contents Install Dependencies Demos Data Viewer Stereo Plan Reference Guides

Introduction to the OpenSceneGraph

Welcome to OpenSceneGraph project!

The OpenSceneGraph is an Open Source (LGPL), Cross Platform (Widows, Linux, Mac OSX, FreeBSD, Irix, Solaris), Standard C++ and OpenGL based graphics development library, uses range from visual simulation, games, virtual reality, scientific visualization and graphics research. This pages introduces what scene graphs are, why graphics developers use them, and details about the OpenSceneGraph, project, how to learn how to use it and contribute to the OpenSceneGraph community.

Robert Osfield, Project Lead. April 2002.


What is a Scene Graph?

Its a tree! Quite simply one the best and most reusable data structures invented. Typically drawn schematically as root at the top, leaves at the bottom. It all starts with a topmost root node which encompasses your whole virtual world, be it 2D or 3D. The world is then broken down into hierarchy of nodes representing either a spatial grouping of objects, setting the position of objects, animating objects,. or define a logical relationship between objects such as to manage the various states of a traffic light. The leaves of the graph represent the physical objects themselves, the drawable geometry and their material properties.

A scene graph isn't a complete game or simulation engine, although may be one of the main components of such an engine, it's primary focus is representing your 3d worlds, and rendering it efficiently. 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 they wish to use and allows them to serve many varied markets from games, visual simulation, virtual reality, scientific and commercial visualization, training through to modeling programs.


Why use a Scene Graph - Performance, Productivity, Portability and Scalability.

  1. Performance - scene graphs provide an excellent framework for maximize graphics performance. A good scene graph employs two key techniques - culling of the objects that won't be seen on screen, and state sorting of properties such as textures and materials so that all similar objects are drawn together. Without culling the CPU, buses and GPU will all become swamped by many times the amount of data than they actually require to represent you work accurately. The hierarchical structure of the scene graph makes this culling process very efficient with whole town being culled with just a few operations! Without state sorting, the the buses and GPU will thrash between states, stalling the graphics and destroying graphics throughout. As GPU's get faster and faster, the cost of stalling the graphics is also going up, so scene graph are become ever more important.

  2. Productivity - scene graphs take much of the hard work required to develop high performance graphics applications. The scene graphs manage all the graphics for you, reducing what would be thousands of lines of OpenGL down to a few simple calls. Furthermoe, one of most powerful concepts in Object Orientated programming is that of object composition, enshrined in Composite Design Pattern, which fits the scene graph tree structure perfectly which makes it highly flexible and reusable design - in real terms this means that it can be easily adapted it to solve your problems. Scene graph also often come additional utility libraries which range for helping users set up and manage graphics windows to import of 3d modes and images. All this together allows the user to achieve a great deal with very little coding. A dozen lines of code can be enough to load your data and create an interactive viewer!

  3. Portability - scene graphs encapsulate much of the lower level tasks of rendering graphics and reading and writing data, reducing or even eradicating the platform specific coding that you require in your own application. If the underlying scene graph is portable then moving from platform to platform can be a simple as recompiling your source code.

  4. Scalability - along with being able to dynamic manage the complexity of scenes automatically to account for differences in graphics performance across a range of machines, scene graphs also make it much easier to manage complex hardware configurations, such as clusters of graphics machines, or multiprocessor/multipipe systems such as SGI's Onyx. A good scene graph will allow the developer to concentrate on developing their own application while the rendering framework of the scene graph handles the different underlying hardware configurations.


So what about the OpenSceneGraph project?

The OpenSceneGraph is an Open Source Scene Graph, and our goal is make the benefits of scene graph technology available to all. Our scene graph is still in development, but has already gained a great deal of respect amongst the development community for its high performance, cleanness of design and portability. Written entirely in Standard C++ and OpenGL, it makes full use of STL and Design Patterns, and leverages the open source development model to provide a development library that is legacy free and well focused on the solving the task. The OpenSceneGraph delivers on the four key benefits of scene graph technology outlined above using the following features:
  1. Performance - supports view frustum culling, small feature culling, Level Of Details (LOD') nodes, state sorting, vertex arrays and display list as part of the core scene graph, these together make the OpenSceneGraph one highest performance scene graph available. User feedback is that performance surpasses much more established scene graphs such as Performer, VTee, Vega Scene Graph and Jave3D! The OpenSceneGraph also supports easy customization of the drawing process, which has allowed implementation of Continuos Level of Detail (CLOD) meshes on top the scene graph, these allow the visualization of massive terrain databases interactively, examples of this approach can be found at both Vterrain.org and TerrainEngine.com which both integrate with the OpenSceneGraph.

  2. Productivity - by combining lessons learned from established scene graph like Performer and Open Inventor, with modern software engineering methodologies like Design Patterns and a great deal of feedback early on in the development cycle, it has been possible to design a design that clean and highly interpretable. This has made it easy for user to adopt to the OpenSceneGraph and to integrate with their own applications. With a full feature set in the core scene graph, utilities to set up the scene graph and viewers and a wide range of loaders it is possible to create an application and bring in user data with a very small amount of code.

  3. Portability - The core scene graph has also been designed to be have minimal platform specific dependency, requiring little more than Standard C++ and OpenGL. The has allowed the scene graph to be rapidly ported on wide range of platforms - originally developed on IRIX, then ported to Linux, then to Windows, then FreeBSD, then Mac OSX and most recently Solaris! Being completely windowing system independent makes it easy for users to add their own window specific libraries and applications on top. In the distribution there is already the osgGLUT library, and in the Bazaar found at openscenegrph.org/download/ once can find examples of how applications written on top Qt, MFC, WxWindows and SDL. Users have also integrated it with Motif, and X.

  4. Scalability - the scene graph not only runs from portables all the way up to Onyx Infinite Reality Monsters, it supports the multiple graphics subsystems found on machines like the a mulitpipe Onyx. This is possible since the core scene graph supports multiple graphics context for both OpenGL DisplayLists and texture objects, and the cull and draw traversals have been designed to cache rendering data locally and use the scene gaph almost entirely as a read only operation. This allows multiple cull-draw pairs to run on multiple CPU's which are bound to multiple graphics subsystems. This has been demonstrated using the OpenSceneGraph in conjunction with sgi's OpenGL multipipe SDK. We also have osgMP in development which will be cross platform and transparently support multiple multipipe systems like the Onyx and graphics clusters

All the source to is published under the GNU Library General Public License (LGPL) which allows both open source and closed source projects to use, modify and distribute it freely as long its usage complies with the LGPL. The project has been developed over the last four years, initiated by Don Burns, and then taken over by Robert Osfield who continues to lead project today, there are many other contributors to the library, for a full list check out the AUTHORS file. Both Robert and Don now work on the OpenSceneGraph in a professional capacity providing consultancy and bespoke developments on top the library, and are also collaborating on the book. Work on the core scene graph and support of public mailing list remains unpaid as are the contributions of the rest of the community, but this hasn't impacted the quality of the source or support which once you get stuck in you grow to appreciate.

The project is current in alpha, which means parts of the API are still to be developed, or subject to change, but the vast majority of the scene graph is there, and a beta will be published within the next few months, with a 1.0 release in late summer. Despite the alpha development status, the project has already earned the reputation the leading open source scene graph, and is establishing itself a viable alternative to the commercial scene graphs. Numerous companies, university researchers and graphics enthusiasts have already adopted their projects, and are from all over the world.


Getting started

The first thing is to select the distribution which suits you, there are binary, development and source code distributions, these can be loaded from the http://www.openscenegraph.org/download page. The latest developments area available as via a nightly tarball or via cvs.

The binary distribution contains just the libraries (.dll's /.so's) and demo 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), demo executables, include files, and source to the demos. This is suitable for using the developers using the OpenSceneGraph.

The source distribution contains the 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 is dependent upon such as glut, check the dependencies list for further details.


How to learn to use the OpenSceneGraph

The OpenSceneGraph distribution comes with a reference guide for each of the component libraries - osg, osgDB, osgUtil, osgText and osgGLUT, a set of demos - the source of which can be found in src/Demos/. For questions or help which can't be easily be answered by the reference guide and demo source, one should join the mailing list (details below). There is also the beginnings of Wiki based FAQ which may help answer a few of the common queries.

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 later is the closest in design concepts to the OpenSceneGraph, although Performer manuals is 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 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, the the parameters that they encapsulate and 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.


Support and discussion - the openscenegraph-news mailing list

For scene graph related questions, bug reports, bug fixes, and general design and development discussion one should join the openscenegraph-news mailing list, and check the the mailing list archives.

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.