Computer Graphics Elements Library

I, more or less proudly, announce the accomplished version of my Computer Graphics Elements Library (CGEL). The library includes:

  • Geometric Primitive data structures (Vectors, Matrices, Vertices, Edges, Neighbourhood-Maps, Feature-Maps, Triangle Indices) with extensive attribute data support for direct Point-based Rendering (PBR) as well as nicely-shaped Triangulations
  • Geometric Compound data structures (Triangle Surfaces currently, extensions planned) to ease up processing
  • Algorithms for Point Cloud Resampling, Triangulation and Vectors-as-Texture conversion (for use in GPU shaders); Algorithms for Level-of-Detail and Level-of-Abstraction are in the process
  • An extensive list of supported input-output data formats: 3ds, VRML, VTK, OSG, PTS, OFF. DXF is currently planned.

The library is design with high-speed, parallel processing in mind. All basic mathematical structures and functions use interfaces to Armadillo (required). In this way, a self-compiled Armadillo distribution can take most workload and parallelise it automatically via ATLAS, Intel MKL, AMD’s mathematics interface, as well as, for some parts, GPU’s.

Appended to the library are several helper programs, such as WRLconvert (extensive clipping and geometric processing, integrated into a VRML’97 reader), LDT (a Local Delaunay Triangulation of Point Sets, requires CGAL) and several data converters.

Because the library is still in early development, distribution is only on request (c.kehl@tudelft.nl). The libraries target platform is Ubuntu/Linux. It is based on CMake, so theoretically one can attempt to build it on Windows, but I don’t support nor encourage it.

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