[Edu-sig] PyGeo vs PovRay
Jason L. Asbahr
Fri, 03 Mar 2000 15:26:54 -0600
At 01:48 PM 3/3/00 -0500, David Scherer wrote:
>At present, I am working with a prototype implementation which, like PyGeo,
>uses PyOpenGL for rendering. Once we are satisfied with the interface, I
>plan to re-implement the library with a custom graphics engine in C++, which
>will probably use OpenGL directly to render polygons (if it's good enough
>for Quake 3... :). Although it obviously won't be a raytracer, the presence
>of an engine written by knowledgable graphics coders in a fast
>implementation language makes all kinds of powerful rendering techniques
>available. For example, the engine could transparently do stereo rendering
>with anaglyph or shutter glasses, replace lines with shaded cylinders or
>alpha 'trails', interpolate curves for added detail, or reduce unnecessary
>detail in order to maintain a high frame rate. It could also support
>advanced primitives like height and even volume fields at interactive frame
>The internals of the graphics engine aren't intended to be exposed to the
>beginning coder, any more than the internals of the Python interpreter or
>the OpenGL library itself are. I don't see that as a problem - you have to
>draw the line at *some* level of abstraction.
This is a good way to go -- also, check out the OpenRM Scene Graph
on SourceForge. Gizmo3D is also an interesting open source scene
graph effort. There may be some possibilities for merging.
Origin Systems, Inc.