[HOpenGL] Pure, garbage-collected graphics resources
David Duke
djd at comp.leeds.ac.uk
Tue Jul 21 16:21:37 EDT 2009
Sam Martin wrote:
>
> I’ve been thinking about something similar for a while, and am toying
> with the idea of building the rendering pipeline as a typed
> expression. It’s all very hand-wavey thoughts at the moment, but I
> reckon it’s possible to define a function that describes the pipeline
> you want to establish and then ‘compile’ that expression into an
> executable object.
>
We've been working on this approach at Leeds. Last year we submitted an
entry to the IEEE Visualization contest using a rendering framework
where you create something akin to a scene graph as a data structure.
Interfacing with OpenGL is done behind the scenes, including traversing
the tree to render, and to respond to events. See our paper in PADL'09
- source code at www.comp.leeds.ac.uk/funvis/.
We're currently extending this in two directions. One is better support
for writing embedded interactors, which transform a tree in response to
an event. We now have a nice parallel coordinates example with
interactive brushing of the axes embedded directly into the scene, hope
to put up on the web at some point. The other ...
>
> It’s equivalent to defining the graph of the pipeline and compiling
> that into an executable sequence.
>
... is essentially that, though for vis pipelines rather than just
graphics. Not yet at a point where we could answer Conal's questions,
but also working towards it.
David
--
Dr. David Duke E: djd at comp.leeds.ac.uk
School of Computing W: www.comp.leeds.ac.uk/djd/
University of Leeds T: +44 113 3436800
Leeds, LS2 9JT, U.K.
More information about the HOpenGL
mailing list