This article needs additional citations for verification .(September 2009) |
Stable release | 2.1.5.10 / 2003 |
---|---|
Repository | |
Type | 3D graphics toolkit |
License | GNU Lesser General Public License [1] |
Website | web |
Open Inventor, originally IRIS Inventor, is a C++ object-oriented retained mode 3D graphics toolkit designed by SGI to provide a higher layer of programming for OpenGL. Its main goals are better programmer convenience and efficiency. Open Inventor exists as both proprietary software and free and open-source software, subject to the requirements of the GNU Lesser General Public License (LGPL), version 2.1.
The primary objective was to make 3D programming accessible by introducing an object-oriented API, allowing developers to create complex scenes without the intricacies of low-level OpenGL. The toolkit incorporated features like scene graphs, pre-defined shapes, and automatic occlusion culling to streamline scene management. While Open Inventor focused on ease of use, the OpenGL Performer project, spawned from the same context, emphasized performance optimization. The two projects later converged in an attempt to strike a balance between accessibility and performance, culminating in initiatives like Cosmo 3D and OpenGL++. These projects underwent various stages of development and refinement, contributing to the evolution of 3D graphics programming paradigms.
Around 1988–1989, Wei Yen asked Rikk Carey to lead the IRIS Inventor project. Their goal was to create a toolkit that made developing 3D graphics applications easier to do. The strategy was based on the premise that people were not developing enough 3D applications with IRIS GL because it was too time-consuming to do so with the low-level interface provided by IRIS GL. If 3D programming were made easier, through the use of an object oriented API, then more people would create 3D applications and SGI would benefit. Therefore, the credo was always “ease of use” before “performance”, and soon the tagline “3D programming for humans” was being used widely.
OpenGL (OGL) is a low level application programming interface that takes lists of simple polygons and renders them as quickly as possible. To do something more practical like “draw a house”, the programmer must break down the object into a series of simple OGL instructions and send them into the engine for rendering. One problem is that OGL performance is highly sensitive to the way these instructions are sent into the system, requiring the user to know which instructions to send and in which order, and forcing them to carefully cull the data to avoid sending in objects that aren't even visible in the resulting image. For simple programs a tremendous amount of programming has to be done just to get started.
Open Inventor (OI) was written to address this issue, and provide a common base layer to start working with. Objects could be subclassed from a number of pre-rolled shapes like cubes and polygons, and then easily modified into new shapes. The “world” to be drawn was placed in a scene graph run by OI, with the system applying occlusion culling on objects in the graph automatically. OI also included a number of controller objects and systems for applying them to the scene, making common interaction tasks easier. Finally, OI also supplied a common file format for storing “worlds,” and the code to automatically save or load a world from these files. Basic 3D applications could then be written in a few hundred lines under OI, by tying together portions of the toolkit with “glue” code.
On the downside OI tended to be slower than hand-written code, as 3D tasks are notoriously difficult to make perform well without shuffling the data in the scene graph by hand. Another practical problem was that OI could only be used with its own file format, forcing developers to write converters to and from the internal system.
About a year into the Inventor project, a different philosophy began to emerge. Instead of simply making it easy to write applications on SGI systems, the goal was changed to make it difficult to write slow applications. Members of the Inventor team left to form their own group, which founded the basis of the OpenGL Performer project. Performer was also based on an internal scene graph, but was allowed to modify it for better speed as it saw fit, even dropping “less important” objects and polygons in order to maintain guaranteed performance levels. Performer also used a number of processes to run tasks in parallel for added performance, allowing it to be run (in one version) on multiple processors. Unlike Inventor, Performer remained proprietary so that SGI would have the agility to modify the API as needed to keep in step with the latest hardware enhancements.
At some point in the mid-1990s it was realized that there was no good reason that the two systems could not be combined, resulting in a single high-level API with both performance and programmability. SGI started work on yet another project aimed at merging the two, eventually culminating in Cosmo 3D. However Cosmo had a number of practical problems that could have been avoided with better design.
Eventually all of these ideas would come together to create the OpenGL++ effort, along with Intel, IBM and DEC. Essentially a cleaned up and more “open” version of Cosmo 3D, work on Cosmo ended and SGI turned to OpenGL++ full-time. The OpenGL++ effort would drag on and eventually be killed, and SGI then tried again with Microsoft with the similar Fahrenheit project, which also died. In 1994 SGI licensed Open Inventor to two third-party developers, Template Graphics Software (TGS) and Portable Graphics; in 1996 TGS bought Portable Graphics, making them the sole licensee.
After many years of being solely available under proprietary licensing from TGS (now FEI), Inventor was released under the LGPL open source license in August 2000 and is available from SGI. Around the same time, the Coin3D API clone library was released by SIM (Systems in Motion). SIM was later acquired by the Kongsberg group and renamed Kongsberg SIM. The Coin library had been written in a clean-room fashion from scratch, sharing no code with the original SGI Inventor library but implementing the same API for compatibility reasons. Kongsberg ended development of Coin3D in 2011, [2] and released the code under the BSD 3-clause license.
The open-source version from SGI is not maintained, and SGI has not indicated a commitment to further develop the library. The open-source release is used in MeVisLab (MeVis Medical Solutions AG and Fraunhofer MEVIS), however, and development of that continues. [3] Thermo Scientific Open Inventor is still being developed, and has added a number of improvements to the original Inventor API for medical imaging, medical image computing, 3D reflection seismology, and petroleum reservoir modeling.
The Open Inventor API is still commonly used for a wide range of scientific and engineering visualization systems around the world for the development of complex 3D application software. TGS was acquired by Mercury Computer Systems in 2004. It became an independent company, Visualization Sciences Group (VSG), in June 2009. In 2012, VSG was acquired by FEI Company. FEI Company was acquired in 2016 by the Thermo Fisher Scientific Materials & Structural Analysis Division, which continues to develop (and support) Open Inventor.
IRIX is a discontinued operating system developed by Silicon Graphics (SGI) to run on the company's proprietary MIPS workstations and servers. It is based on UNIX System V with BSD extensions. In IRIX, SGI originated the XFS file system and the industry-standard OpenGL graphics API.
OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
VRML is a standard file format for representing 3-dimensional (3D) interactive vector graphics, designed particularly with the World Wide Web in mind. It has been superseded by X3D.
A scene graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games, which arranges the logical and often spatial representation of a graphical scene. It is a collection of nodes in a graph or tree structure. A tree node may have many children but only a single parent, with the effect of a parent applied to all its child nodes; an operation performed on a group automatically propagates its effect to all of its members. In many programs, associating a geometrical transformation matrix at each group level and concatenating such matrices together is an efficient and natural way to process such operations. A common feature, for instance, is the ability to group related shapes and objects into a compound object that can then be manipulated as easily as a single object.
Fahrenheit was an effort to create a unified high-level API for 3D computer graphics to unify Direct3D and OpenGL. It was designed primarily by Microsoft and SGI and also included work from an HP-Microsoft joint effort.
OpenGL Performer, formerly known as IRIS Performer and commonly referred to simply as Performer, is a commercial library of utility code built on top of OpenGL for the purpose of enabling hard real-time visual simulation applications. OpenGL Performer was developed by SGI. OpenGL Performer is available for IRIX, Linux, and several versions of Microsoft Windows. Both ANSI C and C++ bindings are available.
OpenGL++ was a graphics library written in C++ that supported object-oriented data structures on top of the OpenGL 3D graphics system. The project started as the result of a partnership between SGI, IBM and Intel, and later, Digital Equipment Corporation. It was intended to provide a higher level API than the "bare metal" support of OpenGL, as well as being an implementation for Java3D. Work on OpenGL++ ended when SGI decided to partner with Microsoft instead, leading to the Fahrenheit project, which also died.
QuickDraw 3D, or QD3D for short, is a 3D graphics API developed by Apple Inc. starting in 1995, originally for their Macintosh computers, but delivered as a cross-platform system.
GLX is an extension to the X Window System core protocol providing an interface between OpenGL and the X Window System as well as extensions to OpenGL itself. It enables programs wishing to use OpenGL to do so within a window provided by the X Window System. GLX distinguishes two "states": indirect state and direct state.
PHIGS is an application programming interface (API) standard for rendering 3D computer graphics, considered to be the 3D graphics standard for the 1980s through the early 1990s. Subsequently, a combination of features and power led to the rise of OpenGL, which became the most popular professional 3D API of the mid to late 1990s.
Java 3D is a scene graph-based 3D application programming interface (API) for the Java platform. It runs on top of either OpenGL or Direct3D until version 1.6.0, which runs on top of Java OpenGL (JOGL). Since version 1.2, Java 3D has been developed under the Java Community Process. A Java 3D scene graph is a directed acyclic graph (DAG).
OpenSceneGraph is an open-source 3D graphics application programming interface, used by application developers in fields such as visual simulation, computer games, virtual reality, scientific visualization and modeling.
Java OpenGL (JOGL) is a wrapper library that allows OpenGL to be used in the Java programming language. It was originally developed by Kenneth Bradley Russell and Christopher John Kline, and was further developed by the Game Technology Group at Sun Microsystems. Since 2010, it has been an independent open-source project under a BSD license. It is the reference implementation for Java Bindings for OpenGL (JSR-231).
Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model. Lines and surfaces outside the view volume are removed.
Retained mode in computer graphics is a major pattern of API design in graphics libraries, in which
OpenSG is a scene graph system to create real-time graphics programs, e.g. for virtual reality applications. It is developed following Open Source principles, LGPL licensed, and can be used freely. It runs on Windows, Linux, Solaris and OS X and is based on OpenGL.
Coin3D is a free and open-source implementation (library) of the Open Inventor API. Coin3D was originally developed and maintained as commercial software by the Norwegian company Kongsberg Oil & Gas Technologies. Coin3D, like Open Inventor, is a C++ object-oriented retained mode 3D graphics API used to provide a higher layer of programming for OpenGL. The API provides a number of common graphics rendering constructs to developers such as scene graphs to accomplish this. Coin3D is fully compatible with the Open Inventor API version 2.1. Coin3D can be used to drive advanced visualization solutions in a wide range of application domains such as geo-modelling, CAD, medical visualization, robotics and presentation.
IrisVision is an expansion card developed by Silicon Graphics for IBM compatible PCs in 1991 and is one of the first 3D accelerator cards available for the high end PC market. IrisVision is an adaptation of the graphics pipeline from the Personal IRIS workstation to the Micro Channel architecture and consumer ISA buses of most modern PCs of the day. It has the first variant of IRIS GL ported to the PC, predating OpenGL.
This is a glossary of terms relating to computer graphics.