From: Stephane Morvan <smorvan@eng.clemson.edu>
Subject: Re: TECH: SG Software
Date: 6 Nov 1995 18:52:41 GMT
Message-ID: <47llhp$9p2@hubcap.clemson.edu>
Organization: Clemson University


From: Stephane Morvan <smorvan@eng.clemson.edu>

I'm also using OpenInventor for Virtual Worlds, and besides the fact
that there's no standard HMD/Bat/3D Mouse device capabilites it is
pretty good at manipulating stuffs, playing with textures and other
things. Developing the HMD is not a major problem either, since tools
are available for customizing the set of objects.

It depends if you're looking towards getting real-time frames in the
application or if you want to record frame-by-frame on a VCR. still OI
is a good candidate.

I think you should also consider wether you are willing to spend some
time on coding and fine-tuning your code for performances. If yes OI
is a good candidate (the release 2.1 is being shipped with improved
performance - from 200% up to 10000%). Also there's performer, but I
know nothing about it, except that *it is* the stuff you want to use
for real time/constant frame rate apps.

If you're looking more towards world-scripting, then get one of the
top names in VR toolkits (dVise from dVision, Clovis from Medialab,
Sense8 WorldToolKit...). To my knowledge two of these are written
in Performer which is also a good candidate for real-time VR animation
stuffs.

You need to figure out:

- Wether real-time is necessary (apparently not)
- Amount of coding you are willing to do
- What will be the level of computations necessary besides those
  involved in the rendering pipeline. 

Go to SG's WWW server, they have tons of informations that can be
useful for what has been/is being done with their products.

However, watch out ! Depending on the # of Textures you'll be using, their
resolution, you might be too demanding to the SG's Max. Impact. (consider a 
RE2).


Stephane Morvan


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