Sorry, my Paraview experience is too limited and my Unreal knowledge is
zero, so that I won't be able to give you anything else than some ideas.
First of all, Paraview cannot compete with game engines in terms of
rendering speed, because the data structures are more complicated.
Still, if you write your own "Paraview client", you'll end up with the
original paraview application reduced to only the 3d view widget. You could
suppress its output and grab the image data.
I guess you have already considered fixing the OpenGL setup. If you are
running on a headless cluster, you could install the osmesa implementation.
But without a thorough understanding of how you are interfacing with the
Unreal engine in detail and what data type and sizes and frame rates you
expect, I cannot suggest anything else than following the wiki on custom
Paraview applications. I am sure, others on this list will help.

Corinna

On Tue, Aug 16, 2016 at 2:02 PM, Magnus Elden <magnus_el...@hotmail.com>
wrote:

> Hi,
>
>
>
> I think you should explain why you don't want to use the paraview
> application as your client.
>
>
>
> I am using the Unreal Engine 4 for my project and I want to use the power
> of Paraview to read and render scientific volume data. I tried writing a
> small program using the VTK library, but I was unable to get it to work due
> to the program complaining about not being able to find/create an OpenGL
> context. As such I am forced to separate the rendering and the Unreal
> program. Having the client and the servers separated is something that
> Paraview supports natively and as such I do not imagine that it should be
> more difficult than to implement a code only client that my UE4 program
> uses to interface with the Paraview servers.
>
>
>
> As you can see, I am unable to use the paraview application because I will
> be using another application. Since UE4 has no real support for volume data
> or scientific visualization I am left between a choice of implementing
> everything that Paraview already has or writing a new client that handles
> the translation between my UE4 program and the Paraview server.
>
> The former option will force me to spend a lot of time implementing an
> inferior version of parts of Paraview and the latter require me to create a
> client that is able to communicate properly with the servers. I would argue
> that the latter is less work if good documentation and specifications are
> to be found. Further, I would think that the project can scale much more
> effectively if I am able to utilize the Paraview servers.
>
>
>
> I hope to feed the paraview servers with user made updates and then feed
> the resulting render back to the UE4 application in order to present it to
> the user.
>
>
>
> Yours,
>
> Magnus Elden
>
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