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Showing posts from March, 2013

omegalib 3.5 released

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Major Changes Reorganized source: all c++ and python examples are now under /examples . ( 3.5.1 ) omicron and omegalib use double precision math by default. omega Improvements to python API Camera.focusOn clip plane control ( 3.5.1 ) fixes to SceneNode ? bounding box NodeComponent ? API slightly changed to support more functionality for objects attached to scene nodes. (3.5.1) ImageUtils::loadImageFromStream() (3.5.1) Keyboard service generates button left/right/up/down events when keyboard arrows are used. omegaOsg fixed bounding box generation fixes to clipping ( 3.5.1 ) Added auto near / far Z computation toggle ( :setautonearfar [on|off] ) ( 3.5.1 ) Added support for PagedLOD and DatabasePager ? ( 3.5.1 ) FBX support can be optionally disabled omegaVtk re-added support for vtk python scripting added support for vtk lights. added support for depth peeling cyclops Context menus can be attached to entities using a simpler API that

Playing an actual game with Oculus Rift: hands-on with Valve's Team Fortress 2 'VR Mode

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This is a good article on videogames and VR. Oculus Rift sounds like an interesting platform for games in the future (assuming it solves a bunch of problems with previous generation HMDs, like making people sick after 10 minutes of use). But taking an existing game and throwing in a 'VR mode' is not enough to create a truly engaging experience. Read full article on Engadget

Distributed Sum on a 2D mesh using MPI

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For a recent class project, we had to implement an algorithm to sum an array of integers on a computer cluster. This problem is one of the easiest applications of the map-reduce approach: Since a sum is an associative operation, we can simply assign a portion of the array to each of our processing resources, and incrementally collect and merge all the partial sums until we get the final result. The Message Passing Interface (MPI) actually has primitives that support map-reduce algorithms directly. To make the project a little more challenging, we had to implement our distributed algorithm considering this additional requirements: We could only use MPI_Send and MPI_Recv primitives: in other words, all communication needed to be explicit, point-to-point messaging. We had to assume our computational resources were organized as a 2D mesh: each computation element would have an index (i, j) and could only communicate with elements on its same row or column. We wanted to minimize  

Mechdyne Corporation Licenses CAVE2 Hybrid Reality Environment from the University of Illinois at Chicago

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Mechdyne Corporation announced that it has licensed the CAVE2™ hybrid reality environment developed by the Electronic Visualization Laboratory (EVL) at University of Illinois at Chicago. The licensing agreement was signed in January of 2013, and continues the strong working relationship that began in 1994 when Mechdyne licensed the EVL-designed original CAVE™ technology.

Railsim

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  An example of another CAVE2 application developed by EVL graduate student Vaibhav Govilkar : Railsim is a visualization tool for railway simulation data developed in collaboration with the UIC Mechanical Engineering department. Railsim is developed using the omegalib cyclops toolkit and custom shaders to apply and animate deformation attributes to a railway model generated from simulation shapes.

omegalib 3.4 released

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omegalib 3.4 Improves a few existing functionalities (3D widgets, runtime application switching) and fixes a few shader and transparency bugs in cyclops. It also introduces mcserver, a mission control server that allows multiple omegalib instances to connect and share scripting commands, allowing the creation of collaborative instances. See full release notes here: https://code.google.com/p/omegalib/wiki/ReleaseNotes