Top Tweets for #OpenSceneGraph
I have just tagged #VulkanSceneGraph-v1.1.6 developer release that includes my work on vsg::IntrusiveAllocator which is 6 x faster at allocation/deallocations than the original allocator as well as reducing per object memory overhead.
Gap to #OpenSceneGraph now even higher:

I have written a recap of my work in 2023 and plans for 2024 for the VulkanSceneGraph and OpenSceneGraph communities and posted it to each project forum.
#VulkanSceneGraph forum post:
https://t.co/n68fxO2Vhj
#OpenSceneGraph forum post:
https://t.co/5UunOctx2C
It is now possible to change compounds on race, as you can see in this #Short video:
https://t.co/WEa6yCyimT
For now only in SSG, but soon it will be ready in #OpenSceneGraph .
#OpenSourceGame #SpeedDreams
This webinar provide a good introduction handling very large databases using paged hierarchy LODs.
A topic very dear to my heart - it's why both the #OpenSceneGraph and #VulkanSceneGraph have their DatabasePager and PagedLOD classes!
In a webinar this month, @lilleyse joined Tam Belayneh, @Esri; Michael Beale, @autodesk; and Leonard Daly of @thekhronosgroup to discuss how to use glTF for large 3D models, terrain, scanned imagery, and connect it to GIS; AEC; and BIM. https://t.co/j7yofj3nKx

I have created a @github Discussion forum for the #OpenSceneGraph and posted my thoughts on the future of the OSG project now that I'm so overloaded getting #VulkanSceneGraph-1.0.0 out the door.
https://t.co/31M6ML6F7R
@robsmallshire I've spent over 20 years working on graph data structures, they've been so crucial I've had to put the Graph in the project names: #OpenSceneGraph & #VulkanSceneGraph :-)
Flexibility, Scalability and Performance are the key reasons why they are useful for real-time graphics.
Now that I've wrapped up all the major features I planned for VulkanSceneGraph-1.0 I have also ended my near 6 month sabbatical from client work so am available once more for #OpenSceneGraph and #VulkanSceneGraph consulting/bespoke dev and training.
#VulkanSceneGraph repository just hit 600 stars on github. Small compared the the #OpenSceneGraph 2.3k stars, but it's nearly 20 years younger so a few years left to catch up.

Today I merged a community contribution of C++11 move constructor and assignment operator support for the #OpenSceneGraph's osg::ref_ptr<>
https://t.co/1xYYDfiaZL
This week I've been busy experimenting with #NVidia #RTX #MeshShader support for the #OpenSceneGraph and #VulkanSceneGraph.
To the left in osgmeshshader, to the right is vsgmeshshader example, just a very simple GLSL triangle mesh shader for now. #OpenGL and #Vulkan.

A little tease of some work I'm doing on the #OpenSceneGraph right now. Clue, you need an modern #NVidia graphics card in order to render a triangle in the way I used for this stunning demonstration of cutting edge graphics hardware ;-)

I've run a comparison of #OpenSceneGraph/osgEarth rendering and performance to #VulkanSceneGraph/vsgpagedlod example using #OpenStreetMap data.
First half is osgviewer/osgEarth, averages 878fps, second half is VSG/vsgpagedlod averaging 2598fps.
https://t.co/grB6yiQ7Pw
Finally when #OpenSceneGraph is available the vsgXchange::OSG class provides loading of all the image and model formats that the OSG provides, converting automatically to #VulkanSceneGraph equivalents, that's another 131 file extensions supported.

I've been working on adding Text support into the #Vulkan SceneGraph. Should be checked into master by end of week.
Lessons learned from developing #OpenSceneGraph's Text support - I now prefer easy user customization over hundreds of options. Simpler code but far more control.

I have been working on integrating the osg2vsg library directly in vsgXchange to make it easier for #Vulkan Scene Graph users to pull in their existing #OpenSceneGraph data and spotted an opportunity to directly support OSG native paged databases, even when loading from http.

The performance improvement comes from both moving from #OpenGL to #Vulkan and writing the new Scene Graph with all the efficiency lessons learned over the 20 years working on the OSG.
A Vulkan port of #OpenSceneGraph wouldn't provide the same benefits in performance.
Initial multi GPU test of #Vulkan Scene Graph encouraging. Same model and camera path it's nearly 4 X faster than #OpenSceneGraph!

Delighted to announce that #OpenSceneGraph-3.6.5 stable release is now available:
https://t.co/ksh6Hxc7SS
For more info and discussion about this release head over to our osg-users https://t.co/dcbqlahvZS:
https://t.co/TySOxri3eu
When testing the #VulkanSceneGraph's paging the #OpenSceneGraph has been used as reference. Using the same dataset, camera animation path and FPS lock to 60f we can see the relative CPU loads of VSG/#Vulkan to OSG/#OpenGL. The VSG can achieve the same visuals with 1/5th CPU load!

Just completed initial work on multithreaded paged database conversion from #OpenSceneGraph to #Vulkan SceneGraph. 2.4Gb database converted in 12 secs on my #Amd 8 core 2700 system!

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