Visualization Library 2.1.0
A lightweight C++ OpenGL middleware for 2D/3D graphics
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One picture is worth a thousand words, one word is worth a million pictures...
Using tessellation shaders it is possible to control directly on the GPU the LOD and tessellation level of primitives.
The example below shows how to use tesselation shaders to implement a simple terrain rendering system with dynamic LOD (see App_TessellationShader.cpp).
Note how the size of the triangles in pixels remain roughly constant at different zoom levels.
For more info on how to use tessellation shaders with Visualization Library see vl::GLSLTessEvaluationShader and vl::GLSLTessControlShader.
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Creating stereo rendering is easy with VL. Below you can see two examples of stereo rendering using the anaglyphs technique.
See also:
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Using GLSL it is possible to create a variety of effects. The source code used to generate images below can be found here.
For more info on how to use GLSL shaders with Visualization Library see vl::GLSLProgram, GLSL.hpp and App_GLSL.cpp.
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See also:
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See also the Volume Rendering and Isosurfaces Extraction with Marching Cubes Tutorial page.
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See also the Molecule Visualization Tutorial page.
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See also the Edge Enhancement and Wireframe Rendering Tutorial page.
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See also the Extrusion Tutorial page.
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See also the Interpolators Tutorial page.
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See also the Bicubic Bézier Patches and Surfaces Tutorial page.
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See also the OpenGL-Accelerated Occlusion Culling Tutorial page.
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This sequence of pictures below show how the vl::SceneManagerActorKdTree class subdivides a set objects in both 2D and 3D. Click on the first picture and press
the left or right arrow to browse through the image sequence.
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This sequence of pictures below show how the rendering speed is dramatically incread by the use of simple frustum culling (7 -> 140 FPS!) and even more by the use of
kd-tree accelerated frustum culling (140 -> 737 FPS!). The scene contains several thousands of highly detailed objects out of which only a small portion is visible.
Using kd-trees allows to discard the vast majority of the non visible objects with just a few tests. On a Intel Core i7-740 the compilation of the
kd-tree takes roughly 1 second for ~100.000 objects.
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See also the Polygon Tessellation Tutorial page.
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See also the Geometry Primitives page.
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Visualization Library 2.1.0 Reference Documentation
Updated on Wed Mar 10 2021 16:02:43.
© Copyright Michele Bosi. All rights reserved.