Andreas Goebel wrote:
I am doing dynamic geometry with OSG. See a gif-animation here:

http://raumgeometrie.de/drupal/de/node/48

(the original is much more fluent). But, as far as I know, you will have
to code the deformations yourself (at least I do so).

The reals strength of a scenegraph is, I think, large scenes which stay
at least partially static. Thus you will not get a real speedup by using
a scenegraph, but you might profit from using osg just as a realtime
graphics library, which makes coding much easier than using pure OpenGL.
 When I started using osg, I just used it like some object oriented
GLUT. In your case, multiple cameras might be of interest, and lots of
other stuff. But, as I said, highly dynamic scenes are not the main
purpose of a scenegraph.

OSG can also construct a Kd-tree for handling collision detection. You might gain some benefit from this as well.

You'll have to be creative, with the haptic rendering algorithm, though. Most OSG scenes can't run at the 1000 Hz you'll need for effective haptic rendering. Typically this is done by using the overall scene as a first stage representation, then you split the area near your point of interaction off into a second stage scene and run that stage at the haptic frame rate. There are papers on techniques like this out there. I'm not sure if there are any that use OSG specifically, but the general techniques should be applicable.

--"J"


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