OpenGL Renderer

The OpenGL renderer for Xj3D is designed to utilize a multiprocessor environment. It borrows heavily from the SGI Performer design and utilitizes an APP, CULL, DRAW threading split. The goal of this renderer is to provide Xj3D with a low level rendering API that can be used to experiment with new features. In addition we expect this API to eventually form the core of a multipipe version of Xj3D that can be used in CAVE like systems.

The Application Stage

Xj3D is considered the application thread for this design. It maintains its own VRML SG representation and handles all events and scripting API's. Whenever a oglSG node needs updating it registers this with the SGManager. Later the SGManager will call its UpdateListener and allow changes to the oglSG. The application is responsible for double buffering its data to handle the delayed setting.


The Culling Stage

The culling stage is responsible for preparing an ordered list of nodes to render for the drawing stage. These nodes will be updated from the change list, view culled, and state sorted for effecient rendering.


This stage feeds its data to the Drawing stage via a shared que. As objects are placed on this que they can be rendered. Early implementations will likely update this que all at once, but its hoped that later optimizations can parsel work out in a concurrent fashion.

The Drawing Stage

This stage setups the viewing matrices and executes the rendering method on the nodes specified from the culling stage.


Thread Synchronization

Conceptually the App, Cull and Draw stages can be running on three different processors and possibily several pipes. The SGManager is responsible for marshalling the processes. The frameFinished calls to SGManager will block till the system is ready for further input.

OpenGL SceneGraph

The OpenGL renderer will make use of a thin scenegraph layer overtop openGL. This layer will provide the ability to deviate from the structure imposed from the VRML code. This allows optmizations like folding several transforms together into one transform. Each VRML node will have a pointer to its oglSG reference. The oglSG will maintain its tree using Weak References, so when all references from the VRML SG are gone it will magically disappear from the oglSG.

The current implementation of oglSG is a small subset of the Java3D API. We do not expect to copy the entire Java3D API so this implementation will likely diverge over time. Ideally this SG will provide one-one mappings to VRML semantics.

OpenGL SceneGraph

Intersection Utils

The openGL renderer implementation includes a set of interesection utilities. These utilities can be used for picking, selection, terrain following, and ray casting as well as other tasks. Each node includes a type mask to enable intersection differences between geometry classes. This enables terrain following applications to treat land and water differently for some objects.

Intersection Utils

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Last updated: $Date: 2004-04-30 04:50:26 $