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SGI Releases Open Inventor As Open Source

SGI has released Open Inventor (TM) 3D graphics toolkit to the open source community. You can read the press release here and their FAQ here. I'm sure many people will ask what is this Open Inventor, so could a /. reader give a few words about it?

39 of 106 comments (clear)

  1. WOOHOO! by FascDot+Killed+My+Pr · · Score: 2

    I use Blender at home (because I only mess with this stuff for my own amusement). So as soon as I read this I thought "Can Blender and Inventor share tech, now that they are both open"? The only thing that would keep that from happening is license problems.

    But Inventor is LGPL! Woohoo! http://oss.sgi.com/projects/inven tor/license.html
    --

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  2. 'this could be useful...' by ebbv · · Score: 2


    from the FAQ :

    What is Open Inventor?
    Open Inventor is an object-oriented 3D toolkit offering a comprehensive solution to interactive graphics programming problems. It presents a programming model based on a 3D scene database that dramatically simplifies graphics programming. It includes a rich set of objects such as cubes, polygons, text, materials, cameras, lights, trackballs, handle boxes, 3D viewers, and editors that speed up your programming time and extend your 3D programming capabilities.


    so, basically it's a set of OpenGL models and widgets,.. i haven't gotten to look at it in depth but if i had to guess i'd say it could be quite handy. i have yet to see it implimented in anything, though.

    someone go out and make a 3d tetris with it ;)
    ...dave

    --

    Think different? I'd be happy if most people would just think...
    1. Re:'this could be useful...' by gfxguy · · Score: 3
      i have yet to see it implimented in anything, though.

      Maybe you haven't, but I can guarentee you've seen the results. VRML is based on OpenInventor, for example.

      Projects I've been directly involved in that used OpenInventor include: Virtual Sets (On TBS and TNT, for "Inside the NBA" and "NFL halftime shows", as well as "People Count", a public service show), Moxy Moto (a character on the Cartoon Network awhile back), and "Kenny's Kourt" (formerly "Court Vision") on Inside the NBA.

      Not only do you get "scene graph" management, but as you mentioned, you get 3D interface tools for interacting with your models, very easy selection methods for choosing parts of geometry, and really nice callback features. All this, and anything it can't do can simply be done in OpenGL, since that's the rendering context it uses anyway.

      If you can't tell, I'm very excited about this. I've been looking at open source alternatives, but haven't really been totally happy. TGS already had a linux implementation, but for us hobbyists it was quite expensive, and had a really restrictive license (everyone who used your software needed a run time license).

      But I thought that TGS (template graphics systems) "owned" Inventor now...maybe they just licensed it and the contract just expired, I don't know, but TGS has been the company maintaining it for the last couple of years. I'm really quite excited about this!


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      --
      Stupid sexy Flanders.
    2. Re:'this could be useful...' by Mithrandir · · Score: 3
      VRML is based on OpenInventor, for example.

      Not quite right. VRML 1.0 was based on OI. VRML 2.0 is not and barely resembles it terms of capabilities.

      In the end, both try to do the same thing: Scengraph based graphics representation, User programmable behaviours, customisable/extensible node types. They just do it in very different ways.

      But I thought that TGS (template graphics systems) "owned" Inventor now...maybe they just licensed it and the contract just expired,

      Correct. The interesting thing that I want to know is how does this news effect the Coin3D folks who already have an OSS (QPL) version of OI. They were showing this off at Siggraph and it looked pretty complete and very quick.

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
  3. Open InventorTM General FAQ by Mindjiver · · Score: 2
    Open InventorTM General FAQ

    What is Open Inventor?

    Open Inventor is an object-oriented 3D toolkit
    offering a comprehensive solution to
    interactive graphics programming problems. It
    presents a programming model based on a 3D
    scene database that dramatically
    simplifies graphics programming. It includes
    a rich set of objects such as cubes,
    polygons, text, materials, cameras,
    lights, trackballs, handle boxes, 3D viewers,
    and editors that speed up your programming time
    and extend your 3D programming capabilities.


    Open Inventor:

    is built on top of OpenGL

    defines a standard file format for 3D data

    interchange

    introduces a simple event model for 3D

    nteraction

    provides animation objects called Engines

    provides high performance object picking

    is window system and platform independent

    is a cross-platform 3D graphics development system

    supports PostScript printing

    encourages programmers to create new customized objects

    is fun to use

    "One World, One Web, One Program" - Microsoft Promotional Ad

    --
    I know not what course others may take; but as for me, give me liberty or give me death!
  4. there is already an OS implementation by dabadab · · Score: 2

    Humm, I think there is a company (from Norway, IIRC) who did an open source implementation of OpenInventor.
    Does anybody happen to know something more? (how does the two compare?)

    --
    Real life is overrated.
    1. Re:there is already an OS implementation by Performer+Guy · · Score: 2

      SIM have a clone called Coin which is the one you're thinking of. There are other Open Source clones but none are complete or the official version. I hope they get merged now, since multiple implementations seems pointless, particularly if all the others are incomplete.

      None of the others, not even Coin, is complete, they just don't compare favourably, the Inventor tree which has been released is the SAME fully functional code base that applications on IRIX have been developing against for years. It is the official implementation, not a separate implementation with gaps in functionality.

  5. Open Inventor and VRML by Nakoruru · · Score: 2
    If you want an idea of what Open Inventor is, just look at VRML. VRML is based on Open Inventor. Okay, so many people will not take that to be a shining example how good Open Inventor is, but I think the failure of VRML has more to do with the implementation and the content, not the technology itself.

    Open Inventors main draw (no pun intended) is its scene graph. Basically, a scene graph is a description of everything in a 3D world. You can use it to render a scene, but its not limited to that. You could visit every node in a scene graph and instead of rendering, you could build a new data structure based on the previous one which does anything you want with the geometry. Which for me means building a display list that will draw the scene using advanced texturing and shading techniques which are not available in Open Inventor. This means that I get to concentrate on the shading, and do not have to worry about how to store my geometry. Open Inventor has a file format as well, so I don't even have to worry about creating a new one.

    I mainly see Open Inventor as a prototyping tool, because its possible to get something on the screen with very little code. I also see it as an API to use to create editors and other tools. But, does anyone know any "real" applications that use Open Inventor?

    1. Re:Open Inventor and VRML by Performer+Guy · · Score: 2

      No your post is a bit misleading.

      VRML 1.0 was based on the Open Inventor ASCII *file format* with minor extensions like links to URL's but that's about all. Open Inventor is a rich 3D graphics API with manipulators and a suite of useful tools which have also been released. Literally thousands of 3D applications have been written on Open Inventor. It is primarily a 3D graphics programming interface which also has a native file format.

  6. Open Inventor by Jonathan+Blocksom · · Score: 5
    I've done some stuff using Inventor in the past, here's a non-marketing person's overview. Open Inventor is a high-level 3D graphics API which sits on top of OpenGL. With Open Inventor a programmer can work with objects, materials and cameras in a scene graph framework rather than having to deal with polygons, color/texture/lighting/material calls, and transformation matrices in their own data structure. A scene graph is a big tree which contains everything in the scene, well suited for hierarchical models.


    Open Inventor is great at rapidly creating interactive 3D applications. By 'interactive' I mean things where the user can get in and pick objects, move them around, etc. Open Inventor takes care of all the rendering and events for you and so it's pretty easy to get something up and running. Performance is good but not Inventor's main thrust -- so it'd be better to write something like a model or level editor in inventor than a first-person shooter.


    I've seen Inventor used to create an architectural modeler with great effect; the author was really able to focus on the interface and not spend a lot of time reinventing the wheel for his underlying data structure. We considered using Inventor for the project that eventually became my children's 3D building blocks program, but there were licensing issues and we didn't think the performance would be there by the time we wanted to release it. If I were starting again today, I might reconsider.

  7. Re:Graphics Attention by The+Man · · Score: 2
    Whatever, as long as Linux is finally getting varied, high-end graphics attention, I'm happy. It's the biggest piece of the puzzle for Desktop Domination(TM).

    Dammit, it's got NOTHING to do with Linux. The software is now Free, which means you can build, use, and modify it on any of a wide array of systems. It's about having the source, not about Open Inventor for Linux. There's been OI for Linux/x86 for years already. I can't believe how narrow your view is.

  8. Inventor derivation for VRML killed VRML by kbonin · · Score: 3

    Inventor is a good scene graph, albeit overly complicated. The problem is that its scene graph file format is not trivially (left-right) parsable.

    When the early VRML specification was derived from Inventor, (the spec writers used several other open source specs including one I contributed to), they based the file format on Inventor. This was good for them, as they worked at SGI and had access to the parser source.

    However, nobody ELSE had access to the parser source, and the complexity of its recreation, along with critical ambiguities in the original spec, made recreation a many man month ordeal. Until recently, those parties that did go through this ordeal chose to sell their implementations under somewhat expensive commercial licenses.

    This is why so many applications could export VRML, but few could read it back in. This led to the spec remaining in the hands of a few commercial entities, where it has remained despite claiming an "open" consortium (that you must purchase a seat on.)

    The new X3D spec is an interesting mapping of older VRML onto XML, but instead of simplifying things they chose (surprise) to map directly, retaining much of the original problem.

    Inventors source release probably has more to do with Fahrenheight(sp).

    1. Re:Inventor derivation for VRML killed VRML by istartedi · · Score: 2

      My contention has always been that failure to maintain backward compatability between VRML-1 and VRML-97 *seriously wounded* VRML. It isn't dead.

      As for parsers, I have seen yacc compatable grammars for VRML-1 and VRML-97. I'm not sure what you mean by trivially parseable. The VRML grammars are certainly a lot easier to understand than the C-grammar.

      I felt no need for a generated lexer/parser when I wrote my first VRML software back in '96. I wrote it all by hand, and continue to write parsers by hand, but maybe that's just me.

      Wow... all of the sudden, Slashdot==comp.lang.vrml

      --
      For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
    2. Re:Inventor derivation for VRML killed VRML by Performer+Guy · · Score: 3

      There are several corrections which should be made here.

      First the left right parser in order graph traversal just applies incremental state changes to the OpenGL state machine. This is easy, the application of these state changes is extremely well documented, intuitive and trivial.

      Second, this traversal design has advantages and disadvantages, but it is a conscious decision. It is actually a powerful and intuitive way of structuring a database where as changes get made to a scene graph they have repercussions for the appearance of objects based on the predictable drawing order, this is how all graphics hardware works today and the state engine in OpenGL is the primary motivation for doing things this way.

      Third, this approach seems efficient from a graphics and processing standpoint, unfortunately it is not. The main problem is that when you draw an object in the middle of the graph it's appearance potentially depends on data at any stage previously encountered in the graph traversal, this is entirely predictable but you still have to traverse the graph and at least check for the possibility. So, on balance I think it's the wrong approach but I can understand the motivation.

      Fourth, this is DEFINITELY NOT what killed VRML, what killed VRML was the utter lack of demand at that time for 3D on the web. SGI sunk millions into the Cosmo effort and pulled the plug when the "second web" didn't happen (OK you might say it did but it wasn't about 3D cartoons in a web browser). With hindsight there was insufficient interest to justify the expense of making 3D easy enough to be viable. Meanwhile folks smart enough to invest in real infrastructure software for B2B or eCommerce made a killing.

      Just look how fast VRML died when SGI stopped pumping millions into it's development & promotion. It practically vanished overnight but it was an Open 3D format, and it was good enough as a standard to get used if it was needed. Just look at some of the horrendously bad standards out there. The traversal order issue is trivial by comparison and certainly didn't affect the acceptance.

      Finally, this Open Source release has zip, nada, zero to do with the Fahrenheit project. It is definitely a grass roots effort, I know because I saw it happening and I saw the engineers (and a few folks in marketing) arguing passionately for this to happen. If Fahrenheit were still around it might have been different but one of the reasons Fahrenheit isn't around is SGI's commitment to Linux and inability to get Fahrenheit on that platform so there's nothing sinister here. This release is about helping Linux growth and applications availability, improving support for Inventor, and meeting customer demand for Inventor on Linux.

    3. Re:Inventor derivation for VRML killed VRML by kbonin · · Score: 2

      I will accept that I should have clarified my comment more carefully, here goes: "Inventor derivation for VRML was first and arguably most signifigant step in making adoption of VRML difficult, which let to its current zombie-like state". But then that wouldn't fit on a subject line, eh?

      I agree that ultimately "utter lack of demand at that time for 3D on the web" was the ultimate problem. But VRML came out at a time when, if implemented properly (i.e. high-speed plugins), it could have stimulated that demand. Those in the community continue to becry the need for "the killer app", without realising that games continue to distract the 3d mass market, and hold a bar far past the 'academic' (i.e. more accurate color model but 1/10 the frame rate) rendering pipelines available for VRML.

      Also, there is a relationship to Fahrenheit here: SGI invested a great deal of time and resources on this new scene graph model, only to have Microsoft steal some of their best people and introduce the platform restriction. Releasing OpenInventor as OpenSource is an attempt to regain mindshare in the scene graph API space that they lost when Fahrenheit was dumped back to MS.

      I'm not attributing bad motives to SGI, the LGPL Inventor release was a "good thing" (although I'd like to see a less encumbered license.) I also still remember quite vividly that they promised for SEVERAL YEARS!!!!! to make the VRML grammer available for unemcumbered use, and never did, and ultimately sold it to a corportion that merely sat on it.

    4. Re:Inventor derivation for VRML killed VRML by Performer+Guy · · Score: 2

      No, your data around Fahrenheit are just hopelessly wrong, what's disturbing is that you presented this as if it were fact and it's in such diometric opposition to the truth.

      Most of the errors are glaring but I'll address the most glaring offensive to the real engineers at SGI:

      You claim Microsoft stole SGI's best people. I can't think of one. I think one engineer form SGI did some contracting for Microsoft after SGI halted it's efforts on Fahrenheit but Microsoft didn't steal any of SGI's best people, never mind the hoards you imply. Good people have left SGI at various times for places like NVIDIA, ArtX, ATI, 3DFX and others but I can assure you that Microsoft isn't the place SGI engineers dream of working in, the very opposite is true. The assertion is almost comical, and they can keep Rocket Rick Beluzzo, he exploded on the launch pad after FSG hit the fan.

    5. Re:Inventor derivation for VRML killed VRML by Performer+Guy · · Score: 2

      You are ignoring the immense value that an off the shelf format with extant support brought to the table. You are taking one single aspect of the Open Inventor file format which you see as negative and using it to critiqe the choice while completely ignoring the many merits of the file format. That is a completely biased approach.

      Nobody can say for sure what else might have emerged in those days, but I'd guess it would have taken way longer, may have ended up worse than Open Inventor and would have ultimately fared no better in the market. The Open Inventor choice helped support for VRML especially early on, that seems obvious and contradicts your claim. Could the format be improved for some applications? Yes. Was there a better choice available for VRML? Probably not.

  9. Some History. by istartedi · · Score: 3

    Open Inventor, as the FAQs will tell you, is a 3d format designed to work with OpenGL.

    Mark Pesce used Inventor as a starting point for VRML-1 around 1995. VRML-1 was the first real attempt to create a standard 3d file format that would work over the web. It has seen limited success as a standard of exchange betweed CAD programs.

    A second version of VRML based loosely on VRML-1 (but not backward compatable with it) was proposed by one of the major industry players and rapidly became an ISO standard in 1997. By many arguments, it failed as a standard because the required plugin is not installed by default. There are other reasons too, but by and large, mention of VRML still gets a "huh?" even from some fairly computer savvy people.

    The next version of VRML being developed by the Web3D Consortium is based on XML. The tags are designed such that conversion from VRML97 to X3D is quite straightforward. If X3D is built into IE and Mozilla, we could finally see the standard VR format gaining acceptance.

    As for all the Open Source software flying around in the 3d community now, it tends to make things less exciting from a money point of view. OTOH, I'm sure the same web designers who like to make bandwidth hogging flash sites are getting very excited now.

    I am obviously biased in certain areas. Other, less biased histories can be found at: http://hiwaay.net/~crispen/vrml/history.html

    --
    For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
    1. Re:Some History. by Performer+Guy · · Score: 2

      The Open Inventor *file format* was used for VRML 1.0 but that is incidental to this product. This isn't about web graphics, (although the code could help folks working on VRML support).

      There is much more to Inventor than the file format, it is an API, not a file format, you develop powerfull 3D applications with this product, not meaningless graphics for web pages.

    2. Re:Some History. by Performer+Guy · · Score: 2

      P.S.

      ...and the FAQ WON'T tell you it's a 3D format, if you'd read the FAQ you'd know what it actually was. Go read the FAQ you cite.

    3. Re:Some History. by istartedi · · Score: 2

      Unfortunately, the API and the file format both appear to be called Open Inventor. At least, I have heard many people use the same phrase to mean too different things.

      So, do you mean Open Inventor as in Free Beer, or Open Inventor as in Free Speach?

      Of course you develop apps with the API, and of course the apps don't have to be used for stupid web graphics. That remark was tangential to... awwww fagedaboutit.

      --
      For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
    4. Re:Some History. by Performer+Guy · · Score: 2

      It's the Open Inventor file format, there are two flavors, ASCII and binary. 3DStudioMAX has a file format, but you don't call 3DStudioMAX a file format, you call it a modelling and animation package.

      It's LGPL, it's free speech..... and beer if you used to pay $4000 for a licencse from a private vendor.

  10. Re:First! by pigpogm · · Score: 2

    Keep an eye on the older stuff page - the stuff that doesn't make it to the front page sometimes has no comments for several seconds!

    --
    PigPog.
  11. Re:Offtopic, I know, but ... by mav[LAG] · · Score: 5
    How do you even get started doing 3D stuff? Both still images and animated 3D? I'm looking for cost-free stuff that isn't cripware to get started. I have a very strong math/physics background, so I have no problem describing equations of motion, but I haven't the faintest as to how to get started.

    It depends. If you want to program still and animated 3D graphics, then you have quite a few choices. Here are a (tiny) subset of the ones I know:

    • Here is a series of accessible tutorials on the mathematics and implementation of 3d graphics
    • OpenGL is the API of choice for most platforms. Simple, clear and easy to understand. It does assume that you know what the basics are though.
    • Mesa is a free workalike implementation of OpenGL for most platforms. Reading the source to the included demos is a good way to start learning.
    • Python is a very good language with OpenGL bindings with which to start messing around. If C and C++ seem too tedious just for experimenting then try PyOpenGL. Python itself can be learned in a weekend after which the GL module is there to play around with.

    If you're not interested in programming - just modelling and creating then check out:

    • Povray - a flexible raytracer
    • Blender - a modelling, animation and sequence editing suite
    • Some examples of what is possible

    All of these tools and references are free and work on Windows and Linux alike.

    Also, how prohibitive is the hardware for this kind of thing?

    All you need is a resonable midrange PC and a decent accelerator. A hardware-accelerated graphics card on your platform is a must to view complex 3D graphics at any kind of framerate. Vendors with good Linux support include include Ati, nVidia, Matrox and 3Dfx.

    --
    --- Hot Shot City is particularly good.
  12. Open Inventor, from a user's perspective by PolyDwarf · · Score: 2

    In college, I took a couple of animation courses, taught in Open Inventor. Basically, it's a handy dandy interface into OpenGL. We didn't get down and dirty with it, as it was only beginning courses (We used the OI primitives and the like). The big thing it adds (That's easier to understand than OpenGL's standard) is an object graph.
    Assume you have an arm attached to a body. You want to reach the arm out. You could rotate the shoulder, and the rest of the arm would rotate, as it would be down the object graph from the shoulder. You could add a second rotation onto the elbow, and then on down to the hand etc. Yes, you can do this with OpenGL, but the way OI does it is a bit easier to understand.
    Plus, you had a "preview" program (Can't remember what it's called) where you can basically build your models out of OI widgits, and then get the text, so you know what the coordinates of everything are, etc. One of the handiest things in the world, IMO.

  13. Re:Offtopic, I know, but ... by be-fan · · Score: 2

    Some addendums to the other guy:

    If you're on Windows, check out www.strata3d.com
    for a decent free, OpenGL accelerated modeler.

    Also, check out www.gamedev.net. They've got some good message boards for OpenGL, and some good tutorials.

    There are some good tutorials at http://nehe.gamedev.net/opengl.asp.

    --
    A deep unwavering belief is a sure sign you're missing something...
  14. F**king brilliant by joss · · Score: 2

    I have been wanting this for so long. I met the OpenInventor team about 5 years ago - smart cookies. I've been begging SGI for exactly this every year for the past 4 years.

    They did an incredible job - it's one of the best designed C++ libraries I've ever used. It's not suitable for games but for putting good 3d interactive graphics in a professional program without spending *years* learning the details of OpenGL it is wonderful.

    This is the one move that SGI could have made to prevent Direct3D winning the 3D api wars. Scenegraph based applications are an order of magnitude easier to program.

    Thanks SGI - I might even buy another SGI now (I know SGIs came with OpenInventor - but it wouldn't work gcc before)

    --
    http://rareformnewmedia.com/
  15. Re:What is Open Inventor? by be-fan · · Score: 2

    Actually, the best way to describe it is OpenGL-retained mode. It is a library that sits on top of OpenGL and deals with stuff on the object level instead of the triangle level.

    --
    A deep unwavering belief is a sure sign you're missing something...
  16. Re:But the BNF was always freely available. by Mithrandir · · Score: 2
    Subject says it...the BNF notation, which could easily be put into YACC or Bison, was freely available and downloadable from SGI.

    But not usable in a commercial product.

    Sure the file format was simple, but the event model was very ambiguous and open ended in many fashions - and that's after my working group spent a lot of time trying to fix it with revisions to the ISO spec and then the EAI spec following that. (Yes, I lead the working groups to do that. Check the user bio).

    I also spent a lot of time working on the J3D loader to get the model up to scratch and it is a real shit to do if you want anything other than a time zero loader.

    My understanding of X3D is that they still haven't cleared up many of the inconsistencies, just swept them under the carpet.

    --
    Life is complete only for brief intervals in between toys or projects -- John Dalton
  17. Performer and Open Inventor? by bfree · · Score: 2
    Harking back to this old slashdot story from July 16 1999 (particularly when you see that the first post, #3, says "As I understand it, Performer can be builtup under OpenInventor. So why not do it right and release OpenInventor4Linux. ") I have to ask what the relationship is between Performer and Open Inventor? An SGI employee (post #17) suggests that
    "Performer focuses on maximum Performance and scalability (fast hardware, multiple processors and multiple graphics pipes), Inventor is designed for ease of use and user manipulation of 3D data. Performer also has more of an emphasis on features and file formats required by the simulation and training industries. "
    I really can't see the woods from the trees on this one......all I do know is that anytime SGI announces Free software for Linux I feel more certain that Free software will live forever, and everytime it is a 3d tool I curse the fact that I work and can't spend the next few months pulling it apart.
    Slightly OT, but we have all been talking about how the nVidia cards have the best consumer OpenGL ICD and that they will not release it to help Matrox and ATI etc. catch up........what chance of SGI (who MUST have the best OpenGL ICDs period) helping everyone play catchup instead.....then we can all have some Schweeeeeeeeeeet Free ICDs.
    --

    Never underestimate the dark side of the Source

    1. Re:Performer and Open Inventor? by Performer+Guy · · Score: 2

      SGI has done as much as it can Open Sourcing the OpenGL SI, and infact they have announced new terms releasing the conformance tests too.

      On the diff between Performer and Inventor, the text you posted is completely accurate although Performer is not Open Source.

  18. Parts of blender are GPL by ghazban · · Score: 2

    Hmm. I too thought that all of blender was open source for version 2.x, but in fact only some parts of it are. Damn. Have a look at the open source section at blender's website.

  19. The importance of OpenInventor by Anonymous Coward · · Score: 2

    You guys don't get it. There is currently a battle for a general-purpose cross-platform open-source scene-graph(hey, hyphen city) and SGI just threw their hat into the ring, and a big sombrero it is. To get a feel for how many toolkits are out there, check out the Linux3D BOF notes from SIGGRAPH. http://www.linux3d.org (and that barely touches all of the offerings, not even considering the gaming scene-graphs, which are a slightly different focus) SGI's OpenInventor represents some serious man-years of design and development, and many commercial applications on the IRIX platform have been built on top of it. In fact, TGS licensed Inventor from SGI a few years back, and have gone cross-platform and extended it's functionality. They charge something like 8 grand a developer seat! Does this release hurt them? Maybe. It's just like any other open-source effort, commercial versions need to provide value-add over the free implementation to justify their cost. Right now, TGS is cross-platform, more loaders, large-model handling, volume rendering, commercially supported, etc. HP was rumoured to be releasing DirectModel, their large-model scengraph, it is in beta for Linux, but has yet to be release. HP has really been dropping the ball on that one, they even forgot to mention it at Linux3D BOF at SIGGRAPH. Sun has Java3D, which has a performance problem, and relies on good JavaVM on each machine. Windows has opted out, Farhenheit is dead, leaving Direct3D Retained Mode. So, yeah, this represents a significant blip on the open source radar, at least as it concerns 3D graphics. If there is enough involvment, and enough features are added, it has a chance at becoming the defacto standard, much like Mesa3D has. IMHO, it needs work in these 2 areas: - Performance Inventor has a rep for being slow or hard to speed up, due to it's scene-graph design. With todays 3D hardware increase, it may not be as significant. Thread-safety is another important issue these days. - Cross-platform SGI may not want this, but they need to realize that if any 3D scenegraph is going to emerge as a leader, it must be cross-platform. A lot of companies need to run on as many platforms as possible, if they want to get the most dollars they can. - New features Volume rendering, large models, decimation, loaders, etc. All are good things. But in summary, OpenInventor has as its strength a well-designed, mature, well-documented API that could really make a difference to the 3D community now that it is open sourced. Kudo's to SGI for finally making the decision. They're contribution will help set the bar for a minimum quality that the other efforts will have to compare too. Smart business move, too, imho, because people may start with Inventor, and finally demand more performance, which will lead them to Performer or SGI's hardware. It's SGI's job to make that value-add significant enough.

    1. Re:The importance of OpenInventor by Performer+Guy · · Score: 2

      No, this isn't a major scene graph dominance play. It will help apps on Linux, there may be a resurgence of interest in Open Inventor, customers can get Inventor on Linux and Open Inventor support will benefit. To see this is SGI's hat in the ring in a scene graph war is a mistake.

      It would never fly, not after Cosmo3D, OpenGL++ & Fahrenheit. The API story has come full circle and landed back at square one, if you look at the history of this you might guess why but there are other scene graph products supported by SGI based on customer demand, it's not about scene graph wars. The time for that has passed, there's a more pragmatic climate out there and as others have already observed, scene graphs make distinctive design tradeoffs which affect suitability for specific markets. For example SGI also has Volumizer, Performer, and Optimizer which fulfill rather specific requirements which Open Inventor isn't ever likely to address.

  20. Re:Why VRML Died by Paulo · · Score: 2

    You were probably using a modeller that couldn't export optimized VRML code.
    VRML was, in this aspect, pretty similar to HTML: you can write code by hand and produce tight, optimized files, or you can use FrontPage and produce bloat. Of course, it was quite more difficult to code 3D scenes on your own, by hand, (which reminds me of my POV-Ray using days... but I disgress), but that's why you had gzip for.

  21. Re:Why VRML Died by Performer+Guy · · Score: 2

    This is an interesting point.
    VRML used the ASCII 3D format which is naturally very large, much larger that a binary equivalent and a binary inventor format existed, although compressing the ascii should have been possible.

    I expect the motivation was to allow people to text edit the data in ascii format, much as you can with html. This is a strength of Inventor but it's getting to the stage where this kind of thing is impractical.

  22. Re:Real(tm) apps by Performer+Guy · · Score: 2

    Your releasing your app as Open Source is not predecated on the underlying libs being Open Source. You could go ahead and release your code today, building them would simply require a developer to own the prerequisites.

  23. Open Open Inventor, from one of its developers by Thagg · · Score: 5
    I worked with Rikk Carey and Paul Strauss, and the rest of the Inventor team from '92 through the release of Inventor 1.0. There were wholescale changes after I left, but I think that my experience is worth sharing here.

    Synopsis

    Ultimately, Open Inventor is useful as a 3D prototyping tool. It's a great way to get a simple, interactive 3D program running quickly.

    Beyond that, I don't think that it's particularly useful. It falls into the classic trap of 'jack of all trades, master of none'. There is nothing that it does particlarly well except prototyping; so there are no rich Inventor applications.

    My experience with Inventor

    When I started at Silicon Graphics working on Inventor, (or Scenario as it was called at the time) I was filled with optimism and excitement. This tool was going to make 3D ubiquitous. I had thought that the reason that there were so few 3D applications was that they were too hard to write; and that by building a generic high-level toolkit we could solve that problem.

    The big problem ended up being that by building a high-level toolkit; you end up taking over the application. If you want to provide high-level functionality, you necessarily have to circumscribe the possible applications. You have to adopt the Inventor scene graph, nodes, and traversal. These may not be appropriate for your particular application, in fact, they are almost guaranteed not to be. You can extend Inventor by creating your own nodes, and several users have done that to get more performance; and a closer match between their application and the Inventor infrastructure -- but that's only a step along the way to creating your complete independent application IMHO.

    There were great things about the Inventor development experience. I have never worked with as bright or dedicated a team of programmers as Carey, Strauss, Paul Isaacs, Nik Thompson, Dave Mott, Dave Immel, Josie Wernecke, and Alain Dumesney. I was in charge of backups, and it was not uncommon that almost every of the hundreds of source modules was changed in a day -- we were making large scale changes at an incredibly rapid pace as we prototyped, learned, and experimented. ILM was one of our beta-sites, and they got more out of Inventor than I ever thought that they would.

    Inventor also cured me of C++. It seemed at first that C++ would be perfect for something like Inventor; but it was a near disaster IMHO (not shared by everyone on the team, I should point out.) C++ gives you some extra rope; but it quickly becomes tangled around your neck.

    The biggest problem by far was nodes and traversals. You can think about them as two different dimensions. Nodes are things like cubes, cylinders, materials, colors, lights, and so on; while traversals are for rendering, bounding box calculation, printing, and the like. Nodes are the nouns, and traversals are the verbs.

    C++ works for one-dimensional extensions, but we had to resort to a traditional function table to do this two-dimensional extension. It works, but it's a mess; and the language only got in the way instead of helping. This is only one of the many examples were the promise of C++ was not only not fulfilled, but was shown to be the exact opposite of what was promised; it hindered rather than helped.

    Going forward

    At Siggraph this year, there were no less than four scene graphs for Linux discussed during the Linux/OpenGL BOF meeting. I wish them luck, and hope that they find something useful in the Inventor source.

    --
    I love Mondays. On a Monday, anything is possible.
  24. Re:Java3D (yeah, it sucks) by Sleepy · · Score: 2

    Take this from someone who was part of a LONG project to get Java 3D working up to the level a naive person would expect after hearing the Java hype... it ain't happing.

    The performance of Java 3D is abysmal. Sure, you can build a few 3D molecules, but try mapping video onto it in real-time. Uh-uh; no way. Try powering it with a big graph, oh, say 30 objects or so (*nothing* in OpenGL)... forget it. Open Inventor is not the fastest engine on the planet (not supposed to be), but it's WAY faster than Java3D.

    I still hold out hope for Java. It's got a future as a replacement for CGI, or database clients, but don't even think of using it where you need performance and access to system level hardware acceleration.

    Peace.

    Scott