OpenSceneGraph 3.0: Beginner's Guide

More Information
Learn
  • Gain an overview of scene graphs and the basic concepts in OpenSceneGraph (OSG)
  • Build and configure an OSG development environment, either with the prebuilt binaries or wholly from the source code
  • Understand memory management and the notification system in OSG
  • Create geometry entities with vertices and drawing primitives and use these features in your applications successfully
  • Make use of various types of scene graph nodes with special focus on some commonly used ones
  • Implement different rendering attributes, texture mapping, OpenGL shaders, and render-to-texture technique in OSG
  • Understand coordinates, cameras, manipulators, and stereo supports and make them work together
  • Create various animated graphics presentations in the 3D scene
  • Use mouse and keyboard devices to interact with OSG, as well as integrate other GUI toolkits with OSG rendering windows
  • Read scene data and write them out with extendable file I/O plugins
  • Develop advanced scene graph components including billboards, texts, height mapped terrains and shadows
  • Introduce techniques necessary for building a fast real-time rendering system and help developers work with massive data in a very efficient manner

 

About

Virtual reality has quite a lot of demand in computer science today and OpenSceneGraph, being one of the best 3D graphics toolkits, is being used widely. Although you can use the powerful OpenSceneGraph, based on the low-level OpenGL API, to implement virtual-reality applications that simulate different environments in the 3D world, developing picture-perfect applications is easier said than done.

This book has been written with the goal of helping readers become familiar with the structure and main functionalities of OpenSceneGraph (OSG), and guide them to develop virtual-reality applications using this powerful 3D graphics engine. This book covers the essence of OpenSceneGraph (OSG), providing programmers with detailed explanations and examples of scene graph APIs.

This book helps you take full advantages of the key features and functionalities of OpenSceneGraph (OSG). You will learn almost all of the core elements required in a virtual reality application, including memory management, geometry creation, the structure of the scene graph, realistic rendering effects, scene navigation, animation, interaction with input devices and external user interfaces, file reading and writing, and so on.

With the essential knowledge contained in this book, you will be able to start using OSG in your own projects and research fields, and extend its functionalities by referring to OSG's source code, official examples and API documentation.

This handy book divides the core functionalities of the proved and comprehensive OpenSceneGraph (OSG) 3D graphics engine into different aspects, which are introduced in separate chapters. Each chapter can be treated as an individual part that covers one important field of OSG programming, along with several examples illustrating concrete usages and solutions. But the sequence of chapters is also organized from the easy to the more difficult, to help you get to grips with OSG.

By the end of the whole book, you will have gained a ready-to-use OSG development environment for yourself and have the general ability to develop OSG-based applications and extend practical functionalities for your own purposes.

Features
  • Gain a comprehensive view of the structure and main functionalities of OpenSceneGraph
  • An ideal introduction for developing applications using OpenSceneGraph
  • Develop applications around the concepts of scene graphs and design patterns
  • Extend your own scene elements from the base interfaces of OpenSceneGraph
  • Packed with examples, this book explains each knowledge point in detail and makes you practice your knowledge for better understanding
Page Count 412
Course Length 12 hours 21 minutes
ISBN 9781849512824
Date Of Publication 14 Dec 2010

Authors

Rui Wang

Rui Wang is a Software Engineer at Beijing Crystal Digital Technology Co., Ltd. (Crystal CG), in charge of the new media interactive application design and development. He wrote a Chinese book called OpenSceneGraph Design and Implementation in 2009. He also wrote the book OpenSceneGraph 3.0 Beginner's Guide in 2010 and OpenSceneGraph 3.0 Cookbook in 2012, both of which are published by Packt Publishing and co-authored by Xuelei Qian. In his spare time he also writes novels and is a guitar lover.

Xuelei Qian

Xuelei Qian received his Ph.D. in applied graphic computing from the University of Derby in 2005. From 2006 to 2008 he worked as a post-doctoral research fellow in the Dept. of Precision Instrument and Mechanology at Tsinghua University. In 2008 he was appointed by the School of Scientific Research and Development of Tsinghua University. He is also the Deputy Director of the Overseas R&D Management Office of Tsinghua University and Deputy Secretary in General of UniversityIndustry Cooperation Committee, Tsinghua University.