The following API documentation of OSPRay can also be found as a pdf document.
For a deeper explanation of the concepts, design, features and performance of OSPRay also have a look at the IEEE Vis 2016 paper “OSPRay – A CPU Ray Tracing Framework for Scientific Visualization” (49MB, or get the smaller version 1.8MB). The slides of the talk (5.2MB) are also available.
To access the OSPRay API you first need to include the OSPRay header
#include "ospray/ospray.h"
where the API is compatible with C99 and C++.
To use the API, OSPRay must be initialized with a “device”. A device
is the object which implements the API. Creating and initializing a
device can be done in either of two ways: command line arguments using
ospInit
or manually instantiating a device and setting
parameters on it.
The first is to do so by giving OSPRay the command line from
main()
by calling
(int *argc, const char **argv); OSPError ospInit
OSPRay parses (and removes) its known command line parameters from
your application’s main
function. For an example see the tutorial. For possible error codes
see section Error Handling
and Status Messages. It is important to note that the arguments
passed to ospInit
are processed in order they are listed.
The following parameters (which are prefixed by convention with
“--osp:
”) are understood:
Parameter | Description |
---|---|
--osp:debug |
enables various extra checks and debug output, and disables multi-threading |
--osp:num-threads=<n> |
use n threads instead of per
default using all detected hardware threads |
--osp:log-level=<str> |
set logging level; valid values (in order
of severity) are none , error ,
warning , info , and debug |
--osp:warn-as-error |
send warning and
error messages through the error callback, otherwise send
warning messages through the message callback; must have
sufficient logLevel to enable warnings |
--osp:verbose |
shortcut for
--osp:log-level=info and enable debug output on
cout , error output on cerr |
--osp:vv |
shortcut for
--osp:log-level=debug and enable debug output on
cout , error output on cerr |
--osp:load-modules=<name>[,...] |
load one or more modules during
initialization; equivalent to calling
ospLoadModule(name) |
--osp:log-output=<dst> |
convenience for setting where status
messages go; valid values for dst are cerr and
cout |
--osp:error-output=<dst> |
convenience for setting where error
messages go; valid values for dst are cerr and
cout |
--osp:device=<name> |
use name as the type of
device for OSPRay to create; e.g., --osp:device=cpu gives
you the default cpu device; Note if the device to be used
is defined in a module, remember to pass
--osp:load-modules=<name> first |
--osp:set-affinity=<n> |
if 1 , bind software threads
to hardware threads; 0 disables binding; default is
0 |
--osp:device-params=<param>:<value>[,...] |
set one or more other device parameters;
equivalent to calling ospDeviceSet*(param, value) |
The second method of initialization is to explicitly create the device and possibly set parameters. This method looks almost identical to how other objects are created and used by OSPRay (described in later sections). The first step is to create the device with
(const char *type); OSPDevice ospNewDevice
where the type
string maps to a specific device
implementation. OSPRay always provides the “cpu
” device,
which maps to a fast, local CPU implementation. Other devices can also
be added through additional modules, such as distributed MPI device
implementations. See next Chapter for details.
Once a device is created, you can call
void ospDeviceSetParam(OSPObject, const char *id, OSPDataType type, const void *mem);
to set parameters on the device. The semantics of setting parameters
is exactly the same as ospSetParam
, which is documented
below in the parameters section. The following
parameters can be set on all devices:
Type | Name | Description |
---|---|---|
int | numThreads | number of threads which OSPRay should use |
bool | disableMipMapGeneration | disable the default generation of MIP maps for textures (e.g., to save the additional memory needed) |
uint | logLevel | logging level; valid values (in order of
severity) are OSP_LOG_NONE , OSP_LOG_ERROR ,
OSP_LOG_WARNING , OSP_LOG_INFO , and
OSP_LOG_DEBUG |
string | logOutput | convenience for setting where status
messages go; valid values are cerr and
cout |
string | errorOutput | convenience for setting where error
messages go; valid values are cerr and
cout |
bool | debug | set debug mode; equivalent to
logLevel=debug and numThreads=1 |
bool | warnAsError | send warning and
error messages through the error callback, otherwise send
warning messages through the message callback; must have
sufficient logLevel to enable warnings |
bool | setAffinity | bind software threads to hardware threads if set to 1; 0 disables binding omitting the parameter will let OSPRay choose |
Once parameters are set on the created device, the device must be committed with
void ospDeviceCommit(OSPDevice);
To use the newly committed device, you must call
void ospSetCurrentDevice(OSPDevice);
This then sets the given device as the object which will respond to all other OSPRay API calls.
Device handle lifetimes are managed with two calls, the first which
increments the internal reference count to the given
OSPDevice
void ospDeviceRetain(OSPDevice)
and the second which decrements the reference count
void ospDeviceRelease(OSPDevice)
Users can change parameters on the device after initialization (from either method above), by calling
(); OSPDevice ospGetCurrentDevice
This function returns the handle to the device currently used to
respond to OSPRay API calls, where users can set/change parameters and
recommit the device. If changes are made to the device that is already
set as the current device, it does not need to be set as current again.
Note this API call will increment the ref count of the returned device
handle, so applications must use ospDeviceRelease
when
finished using the handle to avoid leaking the underlying device object.
If there is no current device set, this will return an invalid
NULL
handle.
When a device is created, its reference count is initially
1
. When a device is set as the current device, it
internally has its reference count incremented. Note that
ospDeviceRetain
and ospDeviceRelease
should
only be used with reference counts that the application tracks: removing
reference held by the current set device should be handled by
ospShutdown
. Thus, ospDeviceRelease
should
only decrement the reference counts that come from
ospNewDevice
, ospGetCurrentDevice
, and the
number of explicit calls to ospDeviceRetain
.
OSPRay allows applications to query runtime properties of a device in order to do enhanced validation of what device was loaded at runtime. The following function can be used to get these device-specific properties (attributes about the device, not parameter values)
int64_t ospDeviceGetProperty(OSPDevice, OSPDeviceProperty);
It returns an integer value of the queried property and the following properties can be provided as parameter:
OSP_DEVICE_VERSION
OSP_DEVICE_VERSION_MAJOR
OSP_DEVICE_VERSION_MINOR
OSP_DEVICE_VERSION_PATCH OSP_DEVICE_SO_VERSION
OSPRay’s generic device parameters can be overridden via environment
variables for easy changes to OSPRay’s behavior without needing to
change the application (variables are prefixed by convention with
“OSPRAY_
”):
Variable | Description |
---|---|
OSPRAY_NUM_THREADS | equivalent to
--osp:num-threads |
OSPRAY_LOG_LEVEL | equivalent to
--osp:log-level |
OSPRAY_LOG_OUTPUT | equivalent to
--osp:log-output |
OSPRAY_ERROR_OUTPUT | equivalent to
--osp:error-output |
OSPRAY_DEBUG | equivalent to
--osp:debug |
OSPRAY_WARN_AS_ERROR | equivalent to
--osp:warn-as-error |
OSPRAY_SET_AFFINITY | equivalent to
--osp:set-affinity |
OSPRAY_LOAD_MODULES | equivalent to
--osp:load-modules , can be a comma separated list of
modules which will be loaded in order |
OSPRAY_DEVICE | equivalent to
--osp:device: |
Note that these environment variables take precedence over values
specified through ospInit
or manually set device
parameters.
The following errors are currently used by OSPRay:
Name | Description |
---|---|
OSP_NO_ERROR | no error occurred |
OSP_UNKNOWN_ERROR | an unknown error occurred |
OSP_INVALID_ARGUMENT | an invalid argument was specified |
OSP_INVALID_OPERATION | the operation is not allowed for the specified object |
OSP_OUT_OF_MEMORY | there is not enough memory to execute the command |
OSP_UNSUPPORTED_CPU | the CPU is not supported (minimum ISA is SSE4.1 on x86_64 and NEON on ARM64) |
OSP_VERSION_MISMATCH | a module could not be loaded due to mismatching version |
These error codes are either directly return by some API functions, or are recorded to be later queried by the application via
(OSPDevice); OSPError ospDeviceGetLastErrorCode
A more descriptive error message can be queried by calling
const char* ospDeviceGetLastErrorMsg(OSPDevice);
Alternatively, the application can also register a callback function of type
typedef void (*OSPErrorCallback)(void *userData, OSPError, const char* errorDetails);
via
void ospDeviceSetErrorCallback(OSPDevice, OSPErrorCallback, void *userData);
to get notified when errors occur.
Applications may be interested in messages which OSPRay emits, whether for debugging or logging events. Applications can call
void ospDeviceSetStatusCallback(OSPDevice, OSPStatusCallback, void *userData);
in order to register a callback function of type
typedef void (*OSPStatusCallback)(void *userData, const char* messageText);
which OSPRay will use to emit status messages. By default, OSPRay
uses a callback which does nothing, so any output desired by an
application will require that a callback is provided. Note that
callbacks for C++ std::cout
and std::cerr
can
be alternatively set through ospInit
or the
OSPRAY_LOG_OUTPUT
environment variable.
Applications can clear either callback by passing NULL
instead of an actual function pointer.
OSPRay’s functionality can be extended via plugins (which we call
“modules”), which are implemented in shared libraries. To load module
name
from libospray_module_<name>.so
(on
Linux and Mac OS X) or ospray_module_<name>.dll
(on
Windows) use
(const char *name); OSPError ospLoadModule
Modules are searched in OS-dependent paths.
ospLoadModule
returns OSP_NO_ERROR
if the
plugin could be successfully loaded.
When the application is finished using OSPRay (typically on application exit), the OSPRay API should be finalized with
void ospShutdown();
This API call ensures that the current device is cleaned up
appropriately. Due to static object allocation having non-deterministic
ordering, it is recommended that applications call
ospShutdown
before the calling application process
terminates.
All entities of OSPRay (the renderer, volumes, geometries, lights, cameras, …) are a
logical specialization of OSPObject
and share common
mechanism to deal with parameters and lifetime.
An important aspect of object parameters is that parameters do not get passed to objects immediately. Instead, parameters are not visible at all to objects until they get explicitly committed to a given object via a call to
void ospCommit(OSPObject);
at which time all previously additions or changes to parameters are visible at the same time. If a user wants to change the state of an existing object (e.g., to change the origin of an already existing camera) it is perfectly valid to do so, as long as the changed parameters are recommitted.
The commit semantic allow for batching up multiple small changes, and specifies exactly when changes to objects will occur. This can impact performance and consistency for devices crossing a PCI bus or across a network.
Note that OSPRay uses reference counting to manage the lifetime of all objects, so one cannot explicitly “delete” any object. Instead, to indicate that the application does not need and does not access the given object anymore, call
void ospRelease(OSPObject);
This decreases its reference count and if the count reaches
0
the object will automatically get deleted. Passing
NULL
is not an error. Note that every handle returned via
the API needs to be released when the object is no longer needed, to
avoid memory leaks.
Sometimes applications may want to have more than one reference to an object, where it is desirable for the application to increment the reference count of an object. This is done with
void ospRetain(OSPObject);
It is important to note that this is only necessary if the
application wants to call ospRelease
on an object more than
once: objects which contain other objects as parameters internally
increment/decrement ref counts and should not be explicitly done by the
application.
Parameters allow to configure the behavior of and to pass data to
objects. However, objects do not have an explicit interface for
reasons of high flexibility and a more stable compile-time API. Instead,
parameters are passed separately to objects in an arbitrary order, and
unknown parameters will simply be ignored (though a warning message will
be posted). The following function allows adding various types of
parameters with name id
to a given object:
void ospSetParam(OSPObject, const char *id, OSPDataType type, const void *mem);
The valid parameter names for all OSPObject
s and what
types are valid are discussed in future sections.
Note that mem
must always be a pointer to the
object, otherwise accidental type casting can occur. This is especially
true for pointer types (OSP_VOID_PTR
and
OSPObject
handles), as they will implicitly cast to
void\ *
, but be incorrectly interpreted. To help with some
of these issues, there also exist variants of ospSetParam
for specific types, such as ospSetInt
and
ospSetVec3f
in the OSPRay utility library (found in
ospray_util.h
). Note that half precision float parameters
OSP_HALF, OSP_VEC[234]H
are not supported.
Users can also remove parameters that have been explicitly set from
ospSetParam
. Any parameters which have been removed will go
back to their default value during the next commit unless a new
parameter was set after the parameter was removed. To remove a
parameter, use
void ospRemoveParam(OSPObject, const char *id);
OSPRay consumes data arrays from the application using a specific
object type, OSPData
. There are several components to
describing a data array: element type, 1/2/3 dimensional striding, and
whether the array is shared with the application or copied into opaque,
OSPRay-owned memory.
Shared data arrays require that the application’s array memory
outlives the lifetime of the created OSPData
, as OSPRay is
referring to application memory. Where this is not preferable,
applications use opaque arrays to allow the OSPData
to own
the lifetime of the array memory. However, opaque arrays dictate the
cost of copying data into it, which should be kept in mind.
Thus, the most efficient way to specify a data array from the application is to created a shared data array, which is done with
(const void *sharedData,
OSPData ospNewSharedData,
OSPDataTypeuint64_t numItems1,
int64_t byteStride1 = 0,
uint64_t numItems2 = 1,
int64_t byteStride2 = 0,
uint64_t numItems3 = 1,
int64_t byteStride3 = 0,
= NULL,
OSPDeleterCallback void *userData = NULL);
The call returns an OSPData
handle to the created array.
The calling program guarantees that the sharedData
pointer
will remain valid for the duration that this data array is being used.
The number of elements numItems
must be positive (there
cannot be an empty data object). The data is arranged in three
dimensions, with specializations to two or one dimension (if some
numItems
are 1). The distance between consecutive elements
(per dimension) is given in bytes with byteStride
and can
also be negative. If byteStride
is zero it will be
determined automatically (e.g., as sizeof(type)
). Strides
do not need to be ordered, i.e., byteStride2
can be smaller
than byteStride1
, which is equivalent to a transpose.
However, if the stride should be calculated, then an ordering in
dimensions is assumed to disambiguate, i.e.,
byteStride1 < byteStride2 < byteStride3
.
An application can pass ownership of shared data to OSPRay (for example, when it temporarily created a modified version of its data only to make it compatible with OSPRay) by providing a deleter function that OSPRay will call whenever the time comes to deallocate the shared buffer. The deleter function has the following signature:
typedef void (*OSPDeleterCallback)(const void *userData, const void *sharedData);
where sharedData
will receive the address of the buffer
and userData
will receive whatever additional state the
function needs to perform the deletion (both provided to
ospNewSharedData
when sharing the data with OSPRay).
The enum type OSPDataType
describes the different
element types that can be represented in OSPRay; valid constants are
listed in the table below.
Type / Name | Description |
---|---|
OSP_DEVICE | API device object reference |
OSP_DATA | data reference |
OSP_OBJECT | generic object reference |
OSP_CAMERA | camera object reference |
OSP_FRAMEBUFFER | framebuffer object reference |
OSP_FUTURE | future object reference |
OSP_LIGHT | light object reference |
OSP_MATERIAL | material object reference |
OSP_TEXTURE | texture object reference |
OSP_RENDERER | renderer object reference |
OSP_WORLD | world object reference |
OSP_GROUP | group object reference |
OSP_INSTANCE | instance object reference |
OSP_GEOMETRY | geometry object reference |
OSP_GEOMETRIC_MODEL | geometric model object reference |
OSP_VOLUME | volume object reference |
OSP_VOLUMETRIC_MODEL | volumetric model object reference |
OSP_TRANSFER_FUNCTION | transfer function object reference |
OSP_IMAGE_OPERATION | image operation object reference |
OSP_STRING | C-style zero-terminated character string |
OSP_BOOL | 8 bit boolean |
OSP_CHAR, OSP_VEC[234]C | 8 bit signed character scalar and [234]-element vector |
OSP_UCHAR, OSP_VEC[234]UC | 8 bit unsigned character scalar and [234]-element vector |
OSP_SHORT, OSP_VEC[234]S | 16 bit unsigned integer scalar and [234]-element vector |
OSP_USHORT, OSP_VEC[234]US | 16 bit unsigned integer scalar and [234]-element vector |
OSP_INT, OSP_VEC[234]I | 32 bit signed integer scalar and [234]-element vector |
OSP_UINT, OSP_VEC[234]UI | 32 bit unsigned integer scalar and [234]-element vector |
OSP_LONG, OSP_VEC[234]L | 64 bit signed integer scalar and [234]-element vector |
OSP_ULONG, OSP_VEC[234]UL | 64 bit unsigned integer scalar and [234]-element vector |
OSP_HALF, OSP_VEC[234]H | 16 bit half precision floating-point
scalar and [234]-element vector (IEEE 754 binary16 ) |
OSP_FLOAT, OSP_VEC[234]F | 32 bit single precision floating-point scalar and [234]-element vector |
OSP_DOUBLE, OSP_VEC[234]D | 64 bit double precision floating-point scalar and [234]-element vector |
OSP_BOX[1234]I | 32 bit integer box (lower + upper bounds) |
OSP_BOX[1234]F | 32 bit single precision floating-point box (lower + upper bounds) |
OSP_LINEAR[23]F | 32 bit single precision floating-point linear transform ([23] vectors) |
OSP_AFFINE[23]F | 32 bit single precision floating-point affine transform (linear transform plus translation) |
OSP_QUATF | 32 bit single precision floating-point quaternion, in (i,j,k,w) layout |
OSP_VOID_PTR | raw memory address (only found in module extensions) |
If the elements of the array are handles to objects, then their reference counter is incremented.
An opaque OSPData
with memory allocated by OSPRay is
created with
(OSPDataType,
OSPData ospNewDatauint64_t numItems1,
uint64_t numItems2 = 1,
uint64_t numItems3 = 1);
To allow for (partial) copies or updates of data arrays use
void ospCopyData(const OSPData source,
,
OSPData destinationuint64_t destinationIndex1 = 0,
uint64_t destinationIndex2 = 0,
uint64_t destinationIndex3 = 0);
which will copy the whole1 content of the
source
array into destination
at the given
location destinationIndex
. The OSPDataType
s of
the data objects must match. The region to be copied must be valid
inside the destination, i.e., in all dimensions,
destinationIndex + sourceSize <= destinationSize
. The
affected region
[destinationIndex, destinationIndex + sourceSize)
is marked
as dirty, which may be used by OSPRay to only process or update that
sub-region (e.g., updating an acceleration structure). If the
destination array is shared with OSPData by the application (created
with ospNewSharedData
), then
ospCopyData
cannot be used to read opaque data)OSPData
)To add a data array as parameter named id
to another
object call also use
void ospSetObject(OSPObject, const char *id, OSPData);
Volumes are volumetric data sets with discretely sampled values in 3D
space, typically a 3D scalar field. To create a new volume object of
given type type
use
(const char *type); OSPVolume ospNewVolume
Note that OSPRay’s implementation forwards type
directly
to Open VKL, allowing new Open VKL volume types to be usable within
OSPRay without the need to change (or even recompile) OSPRay.
Structured volumes only need to store the values of the samples, because their addresses in memory can be easily computed from a 3D position. A common type of structured volumes are regular grids.
Structured regular volumes are created by passing the type string
“structuredRegular
” to ospNewVolume
.
Structured volumes are represented through an OSPData
3D
array data
(which may or may not be shared with the
application). The voxel data must be laid out in xyz-order2 and
can be compact (best for performance) or can have a stride between
voxels, specified through the byteStride1
parameter when
creating the OSPData
. Only 1D strides are supported,
additional strides between scanlines (2D, byteStride2
) and
slices (3D, byteStride3
) are not.
The parameters understood by structured volumes are summarized in the table below.
Type | Name | Default | Description |
---|---|---|---|
vec3f | gridOrigin | (0,0,0) | origin of the grid in object-space |
vec3f | gridSpacing | (1,1,1) | size of the grid cells in object-space |
OSPData | data | the actual voxel 3D data | |
bool | cellCentered | false | whether the data is provided per cell (as opposed to per vertex) |
uint | filter | OSP_VOLUME_FILTER_LINEAR |
filter used for reconstructing the field,
also allowed is OSP_VOLUME_FILTER_NEAREST and
OSP_VOLUME_FILTER_CUBIC |
uint | gradientFilter | same as filter |
filter used during gradient computations |
float | background | NaN |
value that is used when sampling an undefined region outside the volume domain |
The size of the volume is inferred from the size of the 3D array
data
, as is the type of the voxel values (currently
supported are: OSP_UCHAR
, OSP_SHORT
,
OSP_USHORT
, OSP_HALF
, OSP_FLOAT
,
and OSP_DOUBLE
). Data can be provided either per cell or
per vertex (the default), selectable via the cellCentered
parameter (which will also affect the computed bounding box).
Structured spherical volumes are also supported, which are created by
passing a type string of “structuredSpherical
” to
ospNewVolume
. The grid dimensions and parameters are
defined in terms of radial distance r, inclination angle θ, and azimuthal angle ϕ, conforming with the ISO
convention for spherical coordinate systems. The coordinate system and
parameters understood by structured spherical volumes are summarized
below.
Type | Name | Default | Description |
---|---|---|---|
vec3f | gridOrigin | (0,0,0) | origin of the grid in units of (r,θ,ϕ); angles in degrees |
vec3f | gridSpacing | (1,180/dim.y,360/dim.z) | size of the grid cells in units of (r,θ,ϕ), per default covering the full sphere; angles in degrees |
OSPData | data | the actual voxel 3D data | |
uint | filter | OSP_VOLUME_FILTER_LINEAR |
filter used for reconstructing the field,
also allowed is OSP_VOLUME_FILTER_NEAREST |
uint | gradientFilter | same as filter |
filter used during gradient computations |
float | background | NaN |
value that is used when sampling an undefined region outside the volume domain |
The dimensions (r,θ,ϕ) of the
volume are inferred from the size of the 3D array data
, as
is the type of the voxel values (currently supported are:
OSP_UCHAR
, OSP_SHORT
, OSP_USHORT
,
OSP_HALF
, OSP_FLOAT
, and
OSP_DOUBLE
).
These grid parameters support flexible specification of spheres,
hemispheres, spherical shells, spherical wedges, and so forth. The grid
extents (computed as
[gridOrigin, gridOrigin + (dimensions - 1) * gridSpacing]
)
however must be constrained such that:
OSPRay currently supports block-structured (Berger-Colella) AMR volumes. Volumes are specified as a list of blocks, which exist at levels of refinement in potentially overlapping regions. Blocks exist in a tree structure, with coarser refinement level blocks containing finer blocks. The cell width is equal for all blocks at the same refinement level, though blocks at a coarser level have a larger cell width than finer levels.
There can be any number of refinement levels and any number of blocks
at any level of refinement. An AMR volume type is created by passing the
type string “amr
” to ospNewVolume
.
Blocks are defined by three parameters: their bounds, the refinement level in which they reside, and the scalar data contained within each block.
Note that cell widths are defined per refinement level, not per block.
Type | Name | Default | Description |
---|---|---|---|
uint | method | OSP_AMR_CURRENT |
OSPAMRMethod sampling method.
Supported methods are: |
OSP_AMR_CURRENT |
|||
OSP_AMR_FINEST |
|||
OSP_AMR_OCTANT |
|||
float[] | cellWidth | NULL | array of each level’s cell width |
box3i[] | block.bounds | NULL | data array of grid sizes (in voxels) for each AMR block |
int[] | block.level | NULL | array of each block’s refinement level |
OSPData[] | block.data | NULL | data
array of OSPData containing the actual scalar voxel data, only
OSP_FLOAT is supported as OSPDataType |
vec3f | gridOrigin | (0,0,0) | origin of the grid |
vec3f | gridSpacing | (1,1,1) | size of the grid cells |
float | background | NaN |
value that is used when sampling an undefined region outside the volume domain |
Lastly, note that the gridOrigin
and
gridSpacing
parameters act just like the structured volume
equivalent, but they only modify the root (coarsest level) of
refinement.
In particular, OSPRay’s / Open VKL’s AMR implementation was designed
to cover Berger-Colella [1] and Chombo [2] AMR data. The
method
parameter above determines the interpolation method
used when sampling the volume.
Details and more information can be found in the publication for the implementation [3].
Unstructured volumes can have their topology and geometry freely
defined. Geometry can be composed of tetrahedral, hexahedral, wedge or
pyramid cell types. The data format used is compatible with VTK and
consists of multiple arrays: vertex positions and values, vertex
indices, cell start indices, cell types, and cell values. An
unstructured volume type is created by passing the type string
“unstructured
” to ospNewVolume
.
Sampled cell values can be specified either per-vertex
(vertex.data
) or per-cell (cell.data
). If both
arrays are set, cell.data
takes precedence.
Similar to a mesh, each cell is formed by a group of indices into the
vertices. For each vertex, the corresponding (by array index) data value
will be used for sampling when rendering, if specified. The index order
for a tetrahedron is the same as VTK_TETRA
: bottom triangle
counterclockwise, then the top vertex.
For hexahedral cells, each hexahedron is formed by a group of eight
indices into the vertices and data values. Vertex ordering is the same
as VTK_HEXAHEDRON
: four bottom vertices counterclockwise,
then top four counterclockwise.
For wedge cells, each wedge is formed by a group of six indices into
the vertices and data values. Vertex ordering is the same as
VTK_WEDGE
: three bottom vertices counterclockwise, then top
three counterclockwise.
For pyramid cells, each cell is formed by a group of five indices
into the vertices and data values. Vertex ordering is the same as
VTK_PYRAMID
: four bottom vertices counterclockwise, then
the top vertex.
To maintain VTK data compatibility, the index
array may
be specified with cell sizes interleaved with vertex indices in the
following format: n, id1, ..., idn, m, id1, ..., idm.
This alternative index
array layout can be enabled through
the indexPrefixed
flag (in which case, the
cell.type
parameter must be omitted).
Type | Name | Default | Description |
---|---|---|---|
vec3f[] | vertex.position | data array of vertex positions | |
float[] | vertex.data | data array of vertex data values to be sampled | |
uint32[] / uint64[] | index | data array of indices (into the vertex array(s)) that form cells | |
bool | indexPrefixed | false | indicates that the index
array is compatible to VTK, where the indices of each cell are prefixed
with the number of vertices |
uint32[] / uint64[] | cell.index | data array of locations (into the index array), specifying the first index of each cell | |
float[] | cell.data | data array of cell data values to be sampled | |
uint8[] | cell.type | data
array of cell types (VTK compatible), only set if
indexPrefixed = false . Supported types are: |
|
OSP_TETRAHEDRON |
|||
OSP_HEXAHEDRON |
|||
OSP_WEDGE |
|||
OSP_PYRAMID |
|||
bool | hexIterative | false | hexahedron interpolation method, defaults to fast non-iterative version which could have rendering inaccuracies may appear if hex is not parallelepiped |
bool | precomputedNormals | false | whether to accelerate by precomputing, at a cost of 12 bytes/face |
float | background | NaN |
value that is used when sampling an undefined region outside the volume domain |
VDB volumes implement a data structure that is very similar to the
data structure outlined in Museth [1], they are created by passing the
type string “vdb
” to ospNewVolume
.
The data structure is a hierarchical regular grid at its core: Nodes are regular grids, and each grid cell may either store a constant value (this is called a tile), or child pointers. Nodes in VDB trees are wide: Nodes on the first level have a resolution of 323 voxels, on the next level 163, and on the leaf level 83 voxels. All nodes on a given level have the same resolution. This makes it easy to find the node containing a coordinate using shift operations (see [1]). VDB leaf nodes are implicit in OSPRay / Open VKL: they are stored as pointers to user-provided data.
VDB volumes interpret input data as constant cells (which are then
potentially filtered). This is in contrast to
structuredRegular
volumes, which have a vertex-centered
interpretation.
The VDB implementation in OSPRay / Open VKL follows the following goals:
.vdb
files created
through the OpenVDB library..vdb
file may be loaded with minimal overhead.VDB volumes have the following parameters:
Type | Name | Description |
---|---|---|
int | maxSamplingDepth | do not descend further than to this depth during sampling, the maximum value and the default is 3 |
uint32[] | node.level | level on which each input node exists, may be 1, 2 or 3 (levels are counted from the root level = 0 down) |
vec3i[] | node.origin | the node origin index (per input node) |
OSPData[] | node.data | data
arrays with the node data (per input node). Nodes that are tiles are
expected to have single-item arrays. Leaf-nodes with grid data expected
to have compact 3D arrays in zyx layout (z changes most quickly) with
the correct number of voxels for the level . Only
OSP_FLOAT is supported as field
OSPDataType . |
OSPData | nodesPackedDense | optionally provided instead of
node.data , a single array of all dense node data in a
contiguous zyx layout, provided in the same order as the corresponding
node.* parameters |
OSPData | nodesPackedTile | optionally provided instead of
node.data , a single array of all tile node data in a
contiguous layout, provided in the same order as the corresponding
node.* parameters |
uint32[] | node.format | for each input node, whether it is of
format OSP_VOLUME_FORMAT_DENSE_ZYX (and thus stored in
nodesPackedDense ), or OSP_VOLUME_FORMAT_TILE
(stored in nodesPackedTile ) |
uint | filter | filter used for reconstructing the field,
default is OSP_VOLUME_FILTER_LINEAR , alternatively
OSP_VOLUME_FILTER_NEAREST , or
OSP_VOLUME_FILTER_CUBIC . |
uint | gradientFilter | filter used for reconstructing the field
during gradient computations, default same as filter |
float | background | value that is used when sampling an
undefined region outside the volume domain, default
NaN |
The nodesPackedDense
and nodesPackedTile
together with node.format
parameters may be provided
instead of node.data
; this packed data layout may provide
better performance.
Particle volumes consist of a set of points in space. Each point has
a position, a radius, and a weight typically associated with an
attribute. Particle volumes are created by passing the type string
“particle
” to ospNewVolume
.
A radial basis function defines the contribution of that particle. Currently, we use the Gaussian radial basis function $$\phi(P) = w \exp\left(-\frac{(P - p)^2}{2 r^2}\right),$$ where P is the particle position, p is the sample position, r is the radius and w is the weight. At each sample, the scalar field value is then computed as the sum of each radial basis function ϕ, for each particle that overlaps it.
The OSPRay / Open VKL implementation is similar to direct evaluation of samples in Reda et al. [2]. It uses an Embree-built BVH with a custom traversal, similar to the method in [1].
Type | Name | Default | Description |
---|---|---|---|
vec3f[] | particle.position | data array of particle positions | |
float[] | particle.radius | data array of particle radii | |
float[] | particle.weight | NULL | optional data array of particle weights, specifying the height of the kernel. |
float | radiusSupportFactor | 3.0 | The multiplier of the particle radius required for support. Larger radii ensure smooth results at the cost of performance. In the Gaussian kernel, the radius is one standard deviation (σ), so a value of 3 corresponds to 3σ. |
float | clampMaxCumulativeValue | 0 | The maximum cumulative value possible, set by user. All cumulative values will be clamped to this, and further traversal (RBF summation) of particle contributions will halt when this value is reached. A value of zero or less turns this off. |
bool | estimateValueRanges | true | Enable heuristic estimation of value
ranges which are used in internal acceleration structures as well as for
determining the volume’s overall value range. When set to
false , the user must specify
clampMaxCumulativeValue , and all value ranges will be
assumed [0–clampMaxCumulativeValue ]. Disabling this switch
may improve volume commit time, but will make volume rendering less
efficient. |
A. Knoll, I. Wald, P. Navratil, A. Bowen, K. Reda, M.E., Papka, and K. Gaither, “RBF Volume Ray Casting on Multicore and Manycore CPUs”, 2014, Computer Graphics Forum, 33: 71–80. doi:10.1111/cgf.12363
K. Reda, A. Knoll, K. Nomura, M. E. Papka, A. E. Johnson and J. Leigh, “Visualizing large-scale atomistic simulations in ultra-resolution immersive environments”, 2013 IEEE Symposium on Large-Scale Data Analysis and Visualization (LDAV), Atlanta, GA, 2013, pp. 59–65.
Transfer functions map the scalar values of volumes to color and
opacity and thus they can be used to visually emphasize certain features
of the volume. To create a new transfer function of given type
type
use
(const char *type); OSPTransferFunction ospNewTransferFunction
The returned handle can be assigned to a volumetric model (described
below) as parameter “transferFunction
” using
ospSetObject
.
One type of transfer function that is supported by OSPRay is the
linear transfer function, which interpolates between given equidistant
colors and opacities. It is create by passing the string
“piecewiseLinear
” to ospNewTransferFunction
and it is controlled by these parameters:
Type | Name | Description |
---|---|---|
vec3f[] | color | data array of colors (linear RGB) |
float[] | opacity | data array of opacities |
box1f | value | domain (scalar range) this function maps from |
The arrays color
and opacity
can be of
different length.
Volumes in OSPRay are given volume rendering appearance information through VolumetricModels. This decouples the physical representation of the volume (and possible acceleration structures it contains) to rendering-specific parameters (where more than one set may exist concurrently). To create a volume instance, call
(OSPVolume); OSPVolumetricModel ospNewVolumetricModel
The passed volume can be NULL
as long as the volume to
be used is passed as a parameter. If both a volume is specified on
object creation and as a parameter, the parameter value is used. If the
parameter value is later removed, the volume object passed on object
creation is again used.
Type | Name | Default | Description |
---|---|---|---|
OSPVolume | volume | optional volume object this model references | |
OSPTransferFunction | transferFunction | transfer function to use | |
float | densityScale | 1.0 | makes volumes uniformly thinner or thicker |
float | anisotropy | 0.0 | anisotropy of the (Henyey-Greenstein) phase function in [-1–1] (path tracer only), default to isotropic scattering |
uint32 | id | -1u | optional user ID, for framebuffer channel
OSP_FB_ID_OBJECT |
Geometries in OSPRay are objects that describe intersectable
surfaces. To create a new geometry object of given type
type
use
(const char *type); OSPGeometry ospNewGeometry
Note that in the current implementation geometries are limited to a maximum of 232 primitives.
A mesh consisting of either triangles or quads is created by calling
ospNewGeometry
with type string “mesh
”. Once
created, a mesh recognizes the following parameters:
Type | Name | Description |
---|---|---|
vec3f[] | vertex.position | data
array of vertex positions, overridden by motion.*
arrays |
vec3f[] | normal | data
array of face-varying normals, overridden by motion.*
arrays |
vec3f[] | vertex.normal | data
array of vertex-varying normals, overridden by motion.*
arrays |
vec4f[] / vec3f[] | color | data array of face-varying colors (linear RGBA/RGB) |
vec4f[] / vec3f[] | vertex.color | data array of vertex-varying colors (linear RGBA/RGB) |
vec2f[] | texcoord | data array of face-varying texture coordinates |
vec2f[] | vertex.texcoord | data array of vertex-varying texture coordinates |
vec3ui[] / vec4ui[] | index | data array of (either triangle or quad) indices (into the vertex array(s)) |
bool | quadSoup | when no explicit index is
given, indicates whether to assume a ‘soup’ of quads instead of
triangles, default false |
vec3f[][] | motion.vertex.position | data array of vertex position arrays (uniformly distributed keys for deformation motion blur) |
vec3f[][] | motion.normal | data array of face-varying normal arrays (uniformly distributed keys for deformation motion blur) |
vec3f[][] | motion.vertex.normal | data array of vertex-varying normal arrays (uniformly distributed keys for deformation motion blur) |
box1f | time | time associated with first and last key in
motion.* arrays (for deformation motion blur), default [0,
1] |
The data type of index arrays differentiates between the underlying
geometry, triangles are used for a index with vec3ui
type
and quads for vec4ui
type. Quads are internally handled as
a pair of two triangles, thus mixing triangles and quads is supported by
encoding some triangle as a quad with the last two vertex indices being
identical (w=z
).
The vertex.position
array is mandatory to create a valid
mesh.
The index
array is optional. If none is provided, a
‘triangle soup’ is assumed, i.e., each three consecutive vertices form
one triangle; unless the boolean quadSoup
is set to true,
then a ‘quad soup’ is assumed i.e., each four subsequent vertices form
one quad. If the size of the vertex.position
array is not a
multiple of three for triangles or four for quads, the remainder
vertices are ignored.
Face-varying attributes (normal
,
motion.normal
, color
, texcoord
)
map unique values to each vertex of a primitive/face (triangle or quad),
thus attributes can be different for the same vertex that is shared by
multiple primitives. Essentially, face-varying attributes are a
‘attribute soup’ and behave similar to the implicit index, the size of
the array must be at least three times the number of triangles or four
times the number of quads, respectively. Face-varying attributes take
precedence over the respective vertex attributes
(vertex.normal
, motion.vertex.normal
,
vertex.color
, vertex.texcoord
) when both
arrays of the same attribute are present.
A mesh consisting of subdivision surfaces, created by specifying a
geometry of type “subdivision
”. Once created, a subdivision
recognizes the following parameters:
Type | Name | Description |
---|---|---|
vec3f[] | vertex.position | data array of vertex positions |
vec4f[] | color | optional data array of face-varying colors (linear RGBA) |
vec4f[] | vertex.color | optional data array of vertex-varying colors (linear RGBA) |
vec2f[] | texcoord | optional data array of vertex-varying texture coordinates |
vec2f[] | vertex.texcoord | optional data array of vertex-varying texture coordinates |
float | level | global level of tessellation, default 5 |
uint[] | index | data array of indices (into the vertex array(s)) |
float[] | index.level | optional data array of per-edge levels of tessellation, overrides global level |
uint[] | face | optional data array holding the number of indices/edges (3 to 15) per face, defaults to 4 (a pure quad mesh) |
vec2i[] | edgeCrease.index | optional data array of edge crease indices |
float[] | edgeCrease.weight | optional data array of edge crease weights |
uint[] | vertexCrease.index | optional data array of vertex crease indices |
float[] | vertexCrease.weight | optional data array of vertex crease weights |
uint | mode | OSPSubdivisionMode
subdivision edge boundary mode, supported modes are: |
OSP_SUBDIVISION_NO_BOUNDARY |
||
OSP_SUBDIVISION_SMOOTH_BOUNDARY
(default) |
||
OSP_SUBDIVISION_PIN_CORNERS |
||
OSP_SUBDIVISION_PIN_BOUNDARY |
||
OSP_SUBDIVISION_PIN_ALL |
The vertex
and index
arrays are mandatory
to create a valid subdivision surface. If no face
array is
present then a pure quad mesh is assumed (the number of indices must be
a multiple of 4). Optionally supported are edge and vertex creases.
A geometry consisting of individual spheres, each of which can have
an own radius, is created by calling ospNewGeometry
with
type string “sphere
”. The spheres will not be tessellated
but rendered procedurally and are thus perfectly round. To allow a
variety of sphere representations in the application this geometry
allows a flexible way of specifying the data of center position and
radius within a data array:
Type | Name | Default | Description |
---|---|---|---|
vec3f[] | sphere.position | data array of center positions | |
float[] | sphere.radius | NULL | optional data array of the per-sphere radius |
vec3f[] | sphere.normal | NULL | optional data array of normals (only for “oriented disc”) |
vec2f[] | sphere.texcoord | NULL | optional data array of texture coordinates (constant per sphere) |
float | radius | 0.01 | default radius for all spheres (if
sphere.radius is not set) |
uint | type | OSPSphereType for rendering
the sphere. Supported types are: |
|
OSP_SPHERE (default) |
|||
OSP_DISC |
|||
OSP_ORIENTED_DISC |
A geometry consisting of multiple curves is created by calling
ospNewGeometry
with type string “curve
”. The
parameters defining this geometry are listed in the table below.
Type | Name | Description |
---|---|---|
vec4f[] | vertex.position_radius | data array of vertex position and per-vertex radius |
vec2f[] | vertex.texcoord | data array of per-vertex texture coordinates |
vec4f[] | vertex.color | data array of corresponding vertex colors (linear RGBA) |
vec3f[] | vertex.normal | data array of curve normals (only for “ribbon” curves) |
vec4f[] | vertex.tangent | data array of curve tangents (only for “hermite” curves) |
uint32[] | index | data array of indices to the first vertex or tangent of a curve segment |
uint | type | OSPCurveType for rendering
the curve. Supported types are: |
OSP_FLAT |
||
OSP_ROUND |
||
OSP_RIBBON |
||
OSP_DISJOINT |
||
uint | basis | OSPCurveBasis for defining
the curve. Supported bases are: |
OSP_LINEAR |
||
OSP_BEZIER |
||
OSP_BSPLINE |
||
OSP_HERMITE |
||
OSP_CATMULL_ROM |
Positions in vertex.position_radius
parameter supports
per-vertex varying radii with data type vec4f[]
and
instantiate Embree curves internally for the relevant type/basis
mapping.
The following section describes the properties of different curve basis’ and how they use the data provided in data buffers:
The following section describes the properties of different curve types’ and how they define the geometry of a curve:
OSP_LINEAR
.
OSP_LINEAR
; the segments are open
and not connected at the joints, i.e., the curve segments are either
individual cones or cylinders.
OSPRay can directly render axis-aligned bounding boxes without the
need to convert them to quads or triangles. To do so create a boxes
geometry by calling ospNewGeometry
with type string
“box
”.
Type | Name | Description |
---|---|---|
box3f[] | box | data array of boxes |
OSPRay can directly render planes defined by plane equation
coefficients in its implicit form ax + by + cz + d = 0.
By default planes are infinite but their extents can be limited by
defining optional bounding boxes. A planes geometry can be created by
calling ospNewGeometry
with type string
“plane
”.
Type | Name | Description |
---|---|---|
vec4f[] | plane.coefficients | data array of plane coefficients (a,b,c,d) |
box3f[] | plane.bounds | optional data array of bounding boxes |
OSPRay can directly render multiple isosurfaces of a volume without
first tessellating them. To do so create an isosurfaces geometry by
calling ospNewGeometry
with type string
“isosurface
”. The appearance information of the surfaces is
set through the Geometric Model. Per-isosurface colors can be set by
passing per-primitive colors to the Geometric Model, in order of the
isosurface array.
Type | Name | Description |
---|---|---|
float | isovalue | single isovalues |
float[] | isovalue | data array of isovalues |
OSPVolume | volume | handle of the Volume to be isosurfaced |
Geometries are matched with surface appearance information through GeometricModels. These take a geometry, which defines the surface representation, and applies either full-object or per-primitive color and material information. To create a geometric model, call
(OSPGeometry); OSPGeometricModel ospNewGeometricModel
The passed geometry can be NULL
as long as the geometry
to be used is passed as a parameter. If both a geometry is specified on
object creation and as a parameter, the parameter value is used. If the
parameter value is later removed, the geometry object passed on object
creation is again used.
Color and material are fetched with the primitive ID of the hit
(clamped to the valid range, thus a single color or material is fine),
or mapped first via the index
array (if present). All
parameters are optional, however, some renderers (notably the path tracer) require a
material to be set. Materials are either handles of
OSPMaterial
, or indices into the material
array on the renderer, which
allows to build a world which can
be used by different types of renderers.
An invertNormals
flag allows to invert (shading) normal
vectors of the rendered geometry. That is particularly useful for
clipping. By changing normal vectors orientation one can control whether
inside or outside of the clipping geometry is being removed. For
example, a clipping geometry with normals oriented outside clips
everything what’s inside.
Type | Name | Description |
---|---|---|
OSPGeometry | geometry | optional geometry object this model references |
OSPMaterial / OSPMaterial[] / uint32 / uint32[] | material | optional (data array of per-primitive) material, may be an index into
the material parameter on the renderer (if it exists) |
vec4f / vec4f[] | color | optional (data array of per-primitive) color assigned to the geometry (linear RGBA) |
uint8[] | index | optional data array of per-primitive indices
into color and material |
bool | invertNormals | inverts all shading normals (Ns), default false |
uint32 | id | optional user ID, for framebuffer channel
OSP_FB_ID_OBJECT , default -1u |
To create a new light source of given type type
use
(const char *type); OSPLight ospNewLight
All light sources accept the following parameters:
Type | Name | Default | Description |
---|---|---|---|
vec3f | color | white | color of the light (linear RGB) |
float | intensity | 1 | intensity of the light (a factor) |
uint | intensityQuantity | OSPIntensityQuantity to set
the radiometric quantity represented by intensity . The
default value depends on the light source. |
|
bool | visible | true | whether the light can be directly seen |
In OSPRay the intensity
parameter of a light source can
correspond to different types of radiometric quantities. The type of the
value represented by a light’s intensity
parameter is set
using intensityQuantity
, which accepts values from the enum
type OSPIntensityQuantity
. The supported types of
OSPIntensityQuantity
differ between the different light
sources (see documentation of each specific light source).
Name | Description |
---|---|
OSP_INTENSITY_QUANTITY_POWER | the overall amount of light energy emitted by the light source into the scene, unit is W |
OSP_INTENSITY_QUANTITY_INTENSITY | the overall amount of light emitted by the light in a given direction, unit is W/sr |
OSP_INTENSITY_QUANTITY_RADIANCE | the amount of light emitted by a point on the light source in a given direction, unit is W/sr/m2 |
OSP_INTENSITY_QUANTITY_IRRADIANCE | the amount of light arriving at a surface point, assuming the light is oriented towards to the surface, unit is W/m2 |
OSP_INTENSITY_QUANTITY_SCALE | a linear scaling factor for light sources
with a built-in quantity (e.g., HDRI , or
sunSky , or when using
intensityDistribution ). |
Measured light sources (IES, EULUMDAT, …) are supported by the
sphere
, spot
, and quad
lights
when setting an intensityDistribution
data array to modulate the intensity
per direction. The mapping is using the C-γ coordinate system (see also
below figure): the values of the first (or only) dimension of
intensityDistribution
are uniformly mapped to γ in [0–π];
the first intensity value to 0, the last value to π, thus at least two
values need to be present.
If the array has a second dimension then the intensities are not
rotational symmetric around the main direction (where angle γ is zero),
but are accordingly mapped to the C-halfplanes in [0–2π]; the first
“row” of values to 0 and 2π, the other rows such that they have uniform
distance to its neighbors. The orientation of the C0-plane is specified
via c0
.
Type | Name | Description |
---|---|---|
float[] | intensityDistribution | luminous intensity distribution for photometric lights; can be 2D for asymmetric illumination; values are assumed to be uniformly distributed |
vec3f | c0 | orientation, i.e., direction of the
C0-(half)plane (only needed if illumination via
intensityDistribution is asymmetric) |
When using an intensityDistribution
then the default and
only valid value for intensityQuantity
is
OSP_INTENSITY_QUANTITY_SCALE
.
The following light types are supported by most OSPRay renderers.
The distant light (or traditionally the directional light) is thought
to be far away (outside of the scene), thus its light arrives (almost)
as parallel rays. It is created by passing the type string
“distant
” to ospNewLight
. The distant light
supports OSP_INTENSITY_QUANTITY_RADIANCE
and
OSP_INTENSITY_QUANTITY_IRRADIANCE
(default) as
intensityQuantity
parameter value. In addition to the general parameters understood by all lights the
distant light supports the following special parameters:
Type | Name | Default | Description |
---|---|---|---|
vec3f | direction | (0,0,1) | main emission direction of the distant light |
float | angularDiameter | 0 | apparent size (angle in degree) of the light |
Setting the angular diameter to a value greater than zero will result in soft shadows when the renderer uses stochastic sampling (like the path tracer). For instance, the apparent size of the sun is about 0.53°.
The sphere light (or the special case point light) is a light
emitting uniformly in all directions from the surface toward the
outside. It does not emit any light toward the inside of the sphere. It
is created by passing the type string “sphere
” to
ospNewLight
. The point light supports only
OSP_INTENSITY_QUANTITY_SCALE
when
intensityDistribution
is set, or otherwise
OSP_INTENSITY_QUANTITY_POWER
,
OSP_INTENSITY_QUANTITY_INTENSITY
(then default) and
OSP_INTENSITY_QUANTITY_RADIANCE
as
intensityQuantity
parameter value. In addition to the general parameters understood by all lights and the
photometric parameters the sphere
light supports the following special parameters:
Type | Name | Default | Description |
---|---|---|---|
vec3f | position | (0,0,0) | the center of the sphere light |
float | radius | 0 | the size of the sphere light |
vec3f | direction | (0,0,1) | main orientation of
intensityDistribution |
Setting the radius to a value greater than zero will result in soft shadows when the renderer uses stochastic sampling (like the path tracer).
The spotlight is a light emitting into a cone of directions. It is
created by passing the type string “spot
” to
ospNewLight
. The spotlight supports only
OSP_INTENSITY_QUANTITY_SCALE
when
intensityDistribution
is set, or otherwise
OSP_INTENSITY_QUANTITY_POWER
,
OSP_INTENSITY_QUANTITY_INTENSITY
(then default) and
OSP_INTENSITY_QUANTITY_RADIANCE
as
intensityQuantity
parameter value. In addition to the general parameters understood by all lights and the
photometric parameters the spotlight
supports the special parameters listed in the table.
Type | Name | Default | Description |
---|---|---|---|
vec3f | position | (0,0,0) | the center of the spotlight |
vec3f | direction | (0,0,1) | main emission direction of the spot |
float | openingAngle | 180 | full opening angle (in degree) of the spot; outside of this cone is no illumination |
float | penumbraAngle | 5 | size (angle in degree) of the “penumbra”,
the region between the rim (of the illumination cone) and full intensity
of the spot; should be smaller than half of
openingAngle |
float | radius | 0 | the size of the spotlight, the radius of a
disk with normal direction |
float | innerRadius | 0 | in combination with radius
turns the disk into a ring |
Setting the radius to a value greater than zero will result in soft shadows when the renderer uses stochastic sampling (like the path tracer). Additionally setting the inner radius will result in a ring instead of a disk emitting the light.
The quad3 light is a planar, procedural area
light source emitting uniformly on one side into the half-space. It is
created by passing the type string “quad
” to
ospNewLight
. The quad light supports only
OSP_INTENSITY_QUANTITY_SCALE
when
intensityDistribution
is set, or otherwise
OSP_INTENSITY_QUANTITY_POWER
,
OSP_INTENSITY_QUANTITY_INTENSITY
and
OSP_INTENSITY_QUANTITY_RADIANCE
(then default) as
intensityQuantity
parameter. In addition to the general parameters understood by all lights and the
photometric parameters the quad light
supports the following special parameters:
Type | Name | Default | Description |
---|---|---|---|
vec3f | position | (0,0,0) | position of one vertex of the quad light |
vec3f | edge1 | (1,0,0) | vector to one adjacent vertex |
vec3f | edge2 | (0,1,0) | vector to the other adjacent vertex |
The emission side is determined by the cross product of
edge1
×edge2
. which is also the main emission
direction for intensityDistribution
. Note that only
renderers that use stochastic sampling (like the path tracer) will
compute soft shadows from the quad light. Other renderers will just
sample the center of the quad light, which results in hard shadows.
The cylinder light is a cylinderical, procedural area light source
emitting uniformly outwardly into the space beyond the boundary. It is
created by passing the type string “cylinder
” to
ospNewLight
. The cylinder light supports
OSP_INTENSITY_QUANTITY_POWER
,
OSP_INTENSITY_QUANTITY_INTENSITY
and
OSP_INTENSITY_QUANTITY_RADIANCE
(default) as
intensityQuantity
parameter. In addition to the general parameters understood by all lights the
cylinder light supports the following special parameters:
Type | Name | Default | Description |
---|---|---|---|
vec3f | position0 | (0,0,0) | position of the start of the cylinder |
vec3f | position1 | (0,0,1) | position of the end of the cylinder |
float | radius | 1 | radius of the cylinder |
Note that only renderers that use stochastic sampling (like the path tracer) will compute soft shadows from the cylinder light. Other renderers will just sample the closest point on the cylinder light, which results in hard shadows.
The HDRI light is a textured light source surrounding the scene and
illuminating it from infinity. It is created by passing the type string
“hdri
” to ospNewLight
. The values of the HDRI
correspond to radiance and therefore the HDRI light only accepts
OSP_INTENSITY_QUANTITY_SCALE
as
intensityQuantity
parameter value. In addition to the general parameters the HDRI light supports the
following special parameters:
Type | Name | Default | Description |
---|---|---|---|
vec3f | up | (0,1,0) | up direction of the light |
vec3f | direction | (0,0,1) | direction to which the center of the texture will be mapped to (analog to panoramic camera) |
OSPTexture | map | environment map in latitude / longitude format |
Note that the SciVis renderer only shows the HDRI light in the background (like an environment map) without computing illumination of the scene.
The ambient light surrounds the scene and illuminates it from
infinity with constant radiance (determined by combining the parameters color
and
intensity
). It is created by passing the type string
“ambient
” to ospNewLight
. The ambient light
supports OSP_INTENSITY_QUANTITY_RADIANCE
and
OSP_INTENSITY_QUANTITY_IRRADIANCE
(default) as
intensityQuantity
parameter value.
Note that the SciVis renderer uses ambient lights to control the color and intensity of the computed ambient occlusion (AO).
The sun-sky light is a combination of a distant
light
for the sun and a procedural hdri
light for the sky. It is
created by passing the type string “sunSky
” to
ospNewLight
. The sun-sky light surrounds the scene and
illuminates it from infinity and can be used for rendering outdoor
scenes. The radiance values are calculated using the Hošek-Wilkie sky
model and solar radiance function. The underlying model of the sun-sky
light returns radiance values and therefore the light only accepts
OSP_INTENSITY_QUANTITY_SCALE
as
intensityQuantity
parameter value. To rescale the returned
radiance of the sky model the default value for the
intensity
parameter is set to 0.025
. In
addition to the general parameters the following
special parameters are supported:
Type | Name | Default | Description |
---|---|---|---|
vec3f | up | (0,1,0) | zenith of sky |
vec3f | direction | (0,−1,0) | main emission direction of the sun |
float | turbidity | 3 | atmospheric turbidity due to particles, in [1–10] |
float | albedo | 0.3 | ground reflectance, in [0–1] |
float | horizonExtension | 0.01 | extend the sky dome by stretching the horizon, fraction of the lower hemisphere to cover, in [0–1] |
The lowest elevation for the sun is restricted to the horizon.
Note that the SciVis renderer only computes illumination from the sun (yet the sky is still shown in the background, like an environment map).
The path tracer will consider illumination by geometries which have a light emitting material assigned (for example the Luminous or Principled material).
Materials describe how light interacts with surfaces, they give
objects their distinctive look. To create a new material of given type
type
call
(const char *material_type); OSPMaterial ospNewMaterial
The returned handle can then be used to assign the material to a given geometry with
void ospSetObject(OSPGeometricModel, "material", OSPMaterial);
The OBJ material is the workhorse material supported by both the SciVis renderer and the path tracer (the Ambient Occlusion renderer only
uses the kd
and d
parameter). It offers widely
used common properties like diffuse and specular reflection and is based
on the MTL material
format of Lightwave’s OBJ scene files. To create an OBJ material
pass the type string “obj
” to ospNewMaterial
.
Its main parameters are
Type | Name | Default | Description |
---|---|---|---|
vec3f | kd | white 0.8 | diffuse color (linear RGB) |
vec3f | ks | black | specular color (linear RGB) |
float | ns | 10 | shininess (Phong exponent), usually in [2–104] |
float | d | opaque | opacity |
vec3f | tf | black | transparency filter color (linear RGB) |
OSPTexture | map_bump | NULL | normal map |
In particular when using the path tracer it is important to adhere to
the principle of energy conservation, i.e., that the amount of light
reflected by a surface is not larger than the light arriving. Therefore
the path tracer issues a warning and renormalizes the color parameters
if the sum of kd
, ks
, and tf
is
larger than one in any color channel. Similarly important to mention is
that almost all materials of the real world reflect at most only about
80% of the incoming light. So even for a white sheet of paper or white
wall paint do better not set kd
larger than 0.8; otherwise
rendering times are unnecessary long and the contrast in the final
images is low (for example, the corners of a white room would hardly be
discernible, as can be seen in the figure below).
If present, the color component of geometries is also used for the diffuse color
kd
and the alpha component is also used for the opacity
d
.
Normal mapping can simulate small geometric features via the texture
map_bump
. The normals n in the normal map are with respect
to the local tangential shading coordinate system and are encoded as
½(n+1), thus a texel (0.5,0.5,1)4
represents the unperturbed shading normal (0,0,1). Because of this encoding an sRGB
gamma texture format is ignored and normals are
always fetched as linear from a normal map. Note that the orientation of
normal maps is important for a visually consistent look: by convention
OSPRay uses a coordinate system with the origin in the lower left
corner; thus a convexity will look green toward the top of the texture
image (see also the example image of a normal map). If this is not the
case flip the normal map vertically or invert its green channel.
Note that tf
colored transparency is implemented in the
SciVis and the path tracer but normal mapping with map_bump
is currently supported in the path tracer only.
All parameters (except tf
) can be textured by passing a
texture handle, prefixed with
“map_
”. The fetched texels are multiplied by the respective
parameter value. If only the texture is given (but not the corresponding
parameter), only the texture is used (the default value of the parameter
is not multiplied). The color textures map_kd
and
map_ks
are typically in one of the sRGB gamma encoded
formats, whereas textures map_ns
and map_d
are
usually in a linear format (and only the first component is used).
Additionally, all textures support texture
transformations.
The Principled material is the most complex material offered by the
path tracer, which is
capable of producing a wide variety of materials (e.g., plastic, metal,
wood, glass) by combining multiple different layers and lobes. It uses
the GGX microfacet distribution with approximate multiple scattering for
dielectrics and metals, uses the Oren-Nayar model for diffuse
reflection, and is energy conserving. To create a Principled material,
pass the type string “principled
” to
ospNewMaterial
. Its parameters are listed in the table
below.
Type | Name | Default | Description |
---|---|---|---|
vec3f | baseColor | white 0.8 | base reflectivity (diffuse and/or metallic, linear RGB) |
vec3f | edgeColor | white | edge tint (metallic only, linear RGB) |
float | metallic | 0 | mix between dielectric (diffuse and/or specular) and metallic (specular only with complex IOR) in [0–1] |
float | diffuse | 1 | diffuse reflection weight in [0–1] |
float | specular | 1 | specular reflection/transmission weight in [0–1] |
float | ior | 1 | dielectric index of refraction |
float | transmission | 0 | specular transmission weight in [0–1] |
vec3f | transmissionColor | white | attenuated color due to transmission (Beer’s law, linear RGB) |
float | transmissionDepth | 1 | distance at which color attenuation is equal to transmissionColor |
float | roughness | 0 | diffuse and specular roughness in [0–1], 0 is perfectly smooth |
float | anisotropy | 0 | amount of specular anisotropy in [0–1] |
float | rotation | 0 | rotation of the direction of anisotropy in [0–1], 1 is going full circle |
float | normal | 1 | default normal map/scale for all layers |
float | baseNormal | 1 | base normal map/scale (overrides default normal) |
bool | thin | false | flag specifying whether the material is thin or solid |
float | thickness | 1 | thickness of the material (thin only), affects the amount of color attenuation due to specular transmission |
float | backlight | 0 | amount of diffuse transmission (thin only) in [0–2], 1 is 50% reflection and 50% transmission, 2 is transmission only |
float | coat | 0 | clear coat layer weight in [0–1] |
float | coatIor | 1.5 | clear coat index of refraction |
vec3f | coatColor | white | clear coat color tint (linear RGB) |
float | coatThickness | 1 | clear coat thickness, affects the amount of color attenuation |
float | coatRoughness | 0 | clear coat roughness in [0–1], 0 is perfectly smooth |
float | coatNormal | 1 | clear coat normal map/scale (overrides default normal) |
float | sheen | 0 | sheen layer weight in [0–1] |
vec3f | sheenColor | white | sheen color tint (linear RGB) |
float | sheenTint | 0 | how much sheen is tinted from sheenColor toward baseColor |
float | sheenRoughness | 0.2 | sheen roughness in [0–1], 0 is perfectly smooth |
float | opacity | 1 | cut-out opacity/transparency, 1 is fully opaque |
vec3f | emissiveColor | black | color (and intensity) of the emitted light |
All parameters can be textured by passing a texture handle, prefixed with “map_
”
(e.g., “map_baseColor
”). texture
transformations are supported as well.
The CarPaint material is a specialized version of the Principled
material for rendering different types of car paints. To create a
CarPaint material, pass the type string “carPaint
” to
ospNewMaterial
. Its parameters are listed in the table
below.
Type | Name | Default | Description |
---|---|---|---|
vec3f | baseColor | white 0.8 | diffuse base reflectivity (linear RGB) |
float | roughness | 0 | diffuse roughness in [0–1], 0 is perfectly smooth |
float | normal | 1 | normal map/scale |
vec3f | flakeColor | Aluminium | color of metallic flakes (linear RGB) |
float | flakeDensity | 0 | density of metallic flakes in [0–1], 0 disables flakes, 1 fully covers the surface with flakes |
float | flakeScale | 100 | scale of the flake structure, higher values increase the amount of flakes |
float | flakeSpread | 0.3 | flake spread in [0–1] |
float | flakeJitter | 0.75 | flake randomness in [0–1] |
float | flakeRoughness | 0.3 | flake roughness in [0–1], 0 is perfectly smooth |
float | coat | 1 | clear coat layer weight in [0–1] |
float | coatIor | 1.5 | clear coat index of refraction |
vec3f | coatColor | white | clear coat color tint (linear RGB) |
float | coatThickness | 1 | clear coat thickness, affects the amount of color attenuation |
float | coatRoughness | 0 | clear coat roughness in [0–1], 0 is perfectly smooth |
float | coatNormal | 1 | clear coat normal map/scale |
vec3f | flipflopColor | white | reflectivity of coated flakes at grazing angle, used together with coatColor produces a pearlescent paint (linear RGB) |
float | flipflopFalloff | 1 | flip flop color falloff, 1 disables the flip flop effect |
All parameters can be textured by passing a texture handle, prefixed with “map_
”
(e.g., “map_baseColor
”). texture
transformations are supported as well.
The path tracer offers a
physical metal, supporting changing roughness and realistic color shifts
at edges. To create a Metal material pass the type string
“metal
” to ospNewMaterial
. Its parameters
are
Type | Name | Default | Description |
---|---|---|---|
vec3f[] | ior | Aluminium | data array of spectral samples of complex refractive index, each entry in the form (wavelength, eta, k), ordered by wavelength (which is in nm) |
vec3f | eta | RGB complex refractive index, real part | |
vec3f | k | RGB complex refractive index, imaginary part | |
float | roughness | 0.1 | roughness in [0–1], 0 is perfect mirror |
The main appearance (mostly the color) of the Metal material is
controlled by the physical parameters eta
and
k
, the wavelength-dependent, complex index of refraction.
These coefficients are quite counter-intuitive but can be found in published measurements. For
accuracy the index of refraction can be given as an array of spectral
samples in ior
, each sample a triplet of wavelength (in
nm), eta, and k, ordered monotonically increasing by wavelength; OSPRay
will then calculate the Fresnel in the spectral domain. Alternatively,
eta
and k
can also be specified as
approximated RGB coefficients; some examples are given in below
table.
Metal | eta | k |
---|---|---|
Ag, Silver | (0.051, 0.043, 0.041) | (5.3, 3.6, 2.3) |
Al, Aluminium | (1.5, 0.98, 0.6) | (7.6, 6.6, 5.4) |
Au, Gold | (0.07, 0.37, 1.5) | (3.7, 2.3, 1.7) |
Cr, Chromium | (3.2, 3.1, 2.3) | (3.3, 3.3, 3.1) |
Cu, Copper | (0.1, 0.8, 1.1) | (3.5, 2.5, 2.4) |
The roughness
parameter controls the variation of
microfacets and thus how polished the metal will look. The roughness can
be modified by a texture
map_roughness
(texture
transformations are supported as well) to create notable edging
effects.
The path tracer offers
an alloy material, which behaves similar to Metal,
but allows for more intuitive and flexible control of the color. To
create an Alloy material pass the type string “alloy
” to
ospNewMaterial
. Its parameters are
Type | Name | Default | Description |
---|---|---|---|
vec3f | color | white 0.9 | reflectivity at normal incidence (0 degree, linear RGB) |
vec3f | edgeColor | white | reflectivity at grazing angle (90 degree, linear RGB) |
float | roughness | 0.1 | roughness, in [0–1], 0 is perfect mirror |
The main appearance of the Alloy material is controlled by the
parameter color
, while edgeColor
influences
the tint of reflections when seen at grazing angles (for real metals
this is always 100% white). If present, the color component of geometries is also used for reflectivity at
normal incidence color
. As in Metal
the roughness
parameter controls the variation of
microfacets and thus how polished the alloy will look. All parameters
can be textured by passing a texture handle,
prefixed with “map_
”; texture
transformations are supported as well.
The path tracer offers a
realistic a glass material, supporting refraction and volumetric
attenuation (i.e., the transparency color varies with the geometric
thickness). To create a Glass material pass the type string
“glass
” to ospNewMaterial
. Its parameters
are
Type | Name | Default | Description |
---|---|---|---|
float | eta | 1.5 | index of refraction |
vec3f | attenuationColor | white | resulting color due to attenuation (linear RGB) |
float | attenuationDistance | 1 | distance affecting attenuation |
For convenience, the rather counter-intuitive physical attenuation
coefficients will be calculated from the user inputs in such a way, that
the attenuationColor
will be the result when white light
traveled through a glass of thickness
attenuationDistance
.
The path tracer offers a
thin glass material useful for objects with just a single surface, most
prominently windows. It models a thin, transparent slab, i.e., it
behaves as if a second, virtual surface is parallel to the real
geometric surface. The implementation accounts for multiple internal
reflections between the interfaces (including attenuation), but neglects
parallax effects due to its (virtual) thickness. To create a such a thin
glass material pass the type string “thinGlass
” to
ospNewMaterial
. Its parameters are
Type | Name | Default | Description |
---|---|---|---|
float | eta | 1.5 | index of refraction |
vec3f | attenuationColor | white | resulting color due to attenuation (linear RGB) |
float | attenuationDistance | 1 | distance affecting attenuation |
float | thickness | 1 | virtual thickness |
For convenience the attenuation is controlled the same way as with
the Glass material. Additionally, the color due to
attenuation can be modulated with a texture
map_attenuationColor
(texture
transformations are supported as well). If present, the color
component of geometries is also used for the
attenuation color. The thickness
parameter sets the
(virtual) thickness and allows for easy exchange of parameters with the
(real) Glass material; internally just the ratio
between attenuationDistance
and thickness
is
used to calculate the resulting attenuation and thus the material
appearance.
The path tracer offers a
metallic paint material, consisting of a base coat with optional flakes
and a clear coat. To create a MetallicPaint material pass the type
string “metallicPaint
” to ospNewMaterial
. Its
parameters are listed in the table below.
Type | Name | Default | Description |
---|---|---|---|
vec3f | baseColor | white 0.8 | color of base coat (linear RGB) |
float | flakeAmount | 0.3 | amount of flakes, in [0–1] |
vec3f | flakeColor | Aluminium | color of metallic flakes (linear RGB) |
float | flakeSpread | 0.5 | spread of flakes, in [0–1] |
float | eta | 1.5 | index of refraction of clear coat |
The color of the base coat baseColor
can be textured by
a texture map_baseColor
, which also
supports texture
transformations. If present, the color component of geometries is also used for the color of the base
coat. Parameter flakeAmount
controls the proportion of
flakes in the base coat, so when setting it to 1 the
baseColor
will not be visible. The shininess of the
metallic component is governed by flakeSpread
, which
controls the variation of the orientation of the flakes, similar to the
roughness
parameter of Metal. Note
that the effect of the metallic flakes is currently only computed on
average, thus individual flakes are not visible.
The path tracer supports
the Luminous material which emits light uniformly in all directions and
which can thus be used to turn any geometric object into a light source.
It is created by passing the type string “luminous
” to
ospNewMaterial
. The amount of constant radiance that is
emitted is determined by combining the general parameters of lights: color
and intensity
(which
essentially means that parameter intensityQuantity
is not
needed because it is always
OSP_INTENSITY_QUANTITY_RADIANCE
).
Type | Name | Default | Description |
---|---|---|---|
vec3f | color | white | color of the emitted light (linear RGB) |
float | intensity | 1 | intensity of the light (a factor) |
float | transparency | 0 | material transparency |
The emission can be textured by passing a map_color
texture handle, texture
transformations are supported as well.
OSPRay currently implements two texture types (texture2d
and volume
) and is open for extension to other types by
applications. More types may be added in future releases.
To create a new texture use
(const char *type); OSPTexture ospNewTexture
The texture2d
texture type implements an image-based
texture, where its parameters are as follows
Type | Name | Description |
---|---|---|
uint | format | OSPTextureFormat for the
texture |
uint | filter | default
OSP_TEXTURE_FILTER_LINEAR , alternatively
OSP_TEXTURE_FILTER_NEAREST |
OSPData | data | the actual texel 2D data |
uint / vec2ui | wrapMode | OSPTextureWrapMode for the
texture coordinates s and t; supported wrap modes are: |
OSP_TEXTURE_WRAP_REPEAT
(default) |
||
OSP_TEXTURE_WRAP_MIRRORED_REPEAT |
||
OSP_TEXTURE_WRAP_CLAMP_TO_EDGE |
The supported texture formats for texture2d
are:
Name | Description |
---|---|
OSP_TEXTURE_RGBA8 | 8 bit [0–255] linear components red, green, blue, alpha |
OSP_TEXTURE_SRGBA | 8 bit sRGB gamma encoded color components, and linear alpha |
OSP_TEXTURE_RGBA32F | 32 bit float components red, green, blue, alpha |
OSP_TEXTURE_RGBA16F | 16 bit float components red, green, blue, alpha |
OSP_TEXTURE_RGB8 | 8 bit [0–255] linear components red, green, blue |
OSP_TEXTURE_SRGB | 8 bit sRGB gamma encoded components red, green, blue |
OSP_TEXTURE_RGB32F | 32 bit float components red, green, blue |
OSP_TEXTURE_RGB16F | 16 bit float components red, green, blue |
OSP_TEXTURE_R8 | 8 bit [0–255] linear single component red |
OSP_TEXTURE_RA8 | 8 bit [0–255] linear two components red, alpha |
OSP_TEXTURE_L8 | 8 bit [0–255] gamma encoded luminance (replicated into red, green, blue) |
OSP_TEXTURE_LA8 | 8 bit [0–255] gamma encoded luminance, and linear alpha |
OSP_TEXTURE_RA32F | 32 bit float two component red, alpha |
OSP_TEXTURE_R32F | 32 bit float single component red |
OSP_TEXTURE_RA16F | 16 bit float two component red, alpha |
OSP_TEXTURE_R16F | 16 bit float single component red |
OSP_TEXTURE_RGBA16 | 16 bit [0–65535] linear components red, green, blue, alpha |
OSP_TEXTURE_RGB16 | 16 bit [0–65535] linear components red, green, blue |
OSP_TEXTURE_RA16 | 16 bit [0–65535] linear two components red, alpha |
OSP_TEXTURE_R16 | 16 bit [0–65535] linear single component red |
The size of the texture is inferred from the size of the 2D array
data
, which also needs have a compatible type to
format
. The texel data in data
starts with the
texels in the lower left corner of the texture image, like in OpenGL.
Per default a texture fetch is filtered by performing bi-linear
interpolation of the nearest 2×2 texels; if instead fetching only the
nearest texel is desired (i.e., no filtering) then pass the
OSP_TEXTURE_FILTER_NEAREST
flag.
Texturing with texture2d
image textures requires geometries with texture coordinates, e.g., a mesh with vertex.texcoord
provided.
The volume
texture type implements texture lookups based
on 3D object coordinates of the surface hit point on the associated
geometry. If the given hit point is within the attached volume, the
volume is sampled and classified with the transfer function attached to
the volume. This implements the ability to visualize volume values (as
colored by a transfer function) on arbitrary surfaces inside the volume
(as opposed to an isosurface showing a particular value in the volume).
Its parameters are as follows
Type | Name | Description |
---|---|---|
OSPVolume | volume | Volume used to generate color lookups |
OSPTransferFunction | transferFunction | transfer
function applied to volume |
TextureVolume can be used for implementing slicing of volumes with any geometry type. It enables coloring of the slicing geometry with a different transfer function than that of the sliced volume.
All materials with textures also offer to manipulate the placement of
these textures with the help of texture transformations. If so, this
convention shall be used: the following parameters are prefixed with
“texture_name.*
”).
Type | Name | Description |
---|---|---|
linear2f | transform | linear transformation (rotation, scale) |
float | rotation | angle in degree, counterclockwise, around center |
vec2f | scale | enlarge texture, relative to center (0.5,0.5) |
vec2f | translation | move texture in positive direction (right/up) |
Above parameters are combined into a single affine2d
transformation matrix and the transformations are applied in the given
order. Rotation, scale and translation are interpreted “texture
centric”, i.e., their effect seen by an user are relative to the texture
(although the transformations are applied to the texture
coordinates).
Type | Name | Description |
---|---|---|
affine3f | transform | linear transformation (rotation, scale) plus translation |
Similarly, volume texture placement can also be modified by an
affine3f
transformation matrix.
To create a new camera of given type type
use
(const char *type); OSPCamera ospNewCamera
All cameras accept these parameters:
Type | Name | Default | Description |
---|---|---|---|
vec3f | position | (0,0,0) | position of the camera |
vec3f | direction | (0,0,1) | main viewing direction of the camera |
vec3f | up | (0,1,0) | up direction of the camera |
affine3f | transform | identity | additional world-space transform,
overridden by motion.* arrays |
float | nearClip | 10-6 | near clipping distance |
vec2f | imageStart | (0,0) | start of image region (lower left corner) |
vec2f | imageEnd | (1,1) | end of image region (upper right corner) |
affine3f[] | motion.transform | additional uniformly distributed world-space transforms | |
vec3f[] | motion.scale | additional uniformly distributed
world-space scale, overridden by motion.transform |
|
vec3f[] | motion.pivot | additional uniformly distributed
world-space translation which is applied before
motion.rotation (i.e., the rotation center), overridden by
motion.transform |
|
quatf[] | motion.rotation | additional uniformly distributed
world-space quaternion rotation, overridden by
motion.transform |
|
vec3f[] | motion.translation | additional uniformly distributed
world-space translation, overridden by
motion.transform |
|
box1f | time | [0, 1] | time associated with first and last key in
motion.* arrays |
box1f | shutter | [0.5, 0.5] | start and end of shutter time (for motion blur), in [0, 1] |
uint | shutterType | OSP_SHUTTER_GLOBAL |
OSPShutterType for motion
blur, also allowed are: |
OSP_SHUTTER_ROLLING_RIGHT |
|||
OSP_SHUTTER_ROLLING_LEFT |
|||
OSP_SHUTTER_ROLLING_DOWN |
|||
OSP_SHUTTER_ROLLING_UP |
|||
float | rollingShutterDuration | 0 | for a rolling shutter (see
shutterType ) the “open” time per line, in [0,
shutter .upper-shutter .lower] |
The camera is placed and oriented in the world with
position
, direction
and up
.
Additionally, an extra transformation transform
can be
specified, which will only be applied to 3D vectors (i.e.,
position
, direction
and up
), but
does not affect any sizes (e.g., nearClip
,
apertureRadius
, or height
). The same holds for
the array of transformations motion.transform
to achieve
camera motion blur (in combination with time
and
shutter
).
OSPRay uses a right-handed coordinate system. The region of the
camera sensor that is rendered to the image can be specified in
normalized screen-space coordinates with imageStart
(lower
left corner) and imageEnd
(upper right corner). This can be
used, for example, to crop the image, to achieve asymmetrical view
frusta, or to horizontally flip the image to view scenes which are
specified in a left-handed coordinate system. Note that values outside
the default range of [0–1] are valid, which is useful to easily realize
overscan or film gate, or to emulate a shifted sensor.
The perspective camera implements a simple thin lens camera for
perspective rendering, supporting optionally depth of field and stereo
rendering (with the path
tracer). It is created by passing the type string
“perspective
” to ospNewCamera
. In addition to
the general parameters understood by all cameras
the perspective camera supports the special parameters listed in the
table below.
Type | Name | Default | Description |
---|---|---|---|
float | fovy | 60 | the field of view (angle in degree) of the frame’s height |
float | aspect | 1 | ratio of width by height of the frame (and image region) |
float | apertureRadius | 0 | size of the aperture, controls the depth of field |
float | focusDistance | 1 | distance at where the image is sharpest when depth of field is enabled |
bool | architectural | false | vertical edges are projected to be parallel |
uint | stereoMode | OSP_STEREO_NONE |
OSPStereoMode for stereo
rendering, also allowed are: |
OSP_STEREO_LEFT |
|||
OSP_STEREO_RIGHT |
|||
OSP_STEREO_SIDE_BY_SIDE |
|||
OSP_STEREO_TOP_BOTTOM (left
eye at top half) |
|||
float | interpupillaryDistance | 0.0635 | distance between left and right eye when stereo is enabled |
Note that when computing the aspect
ratio a potentially
set image region (using imageStart
&
imageEnd
) needs to be regarded as well.
In architectural photography it is often desired for aesthetic
reasons to display the vertical edges of buildings or walls vertically
in the image as well, regardless of how the camera is tilted. Enabling
the architectural
mode achieves this by internally leveling
the camera parallel to the ground (based on the up
direction) and then shifting the lens such that the objects in direction
dir
are centered in the image. If finer control of the lens
shift is needed use imageStart
& imageEnd
.
Because the camera is now effectively leveled its image plane and thus
the plane of focus is oriented parallel to the front of buildings, the
whole façade appears sharp, as can be seen in the example images below.
The resolution of the framebuffer is not
altered by imageStart
/imageEnd
.
The orthographic camera implements a simple camera with orthographic
projection, without support for depth. It is created by passing the type
string “orthographic
” to ospNewCamera
. In
addition to the general parameters understood by
all cameras the orthographic camera supports the following special
parameters:
Type | Name | Description |
---|---|---|
float | height | size of the camera’s image plane in y, in world coordinates |
float | aspect | ratio of width by height of the frame |
For convenience the size of the camera sensor, and thus the extent of
the scene that is captured in the image, can be controlled with the
height
parameter. The same effect can be achieved with
imageStart
and imageEnd
, and both methods can
be combined. In any case, the aspect
ratio needs to be set
accordingly to get an undistorted image.
The panoramic camera implements a simple camera with support for
stereo rendering. It captures the complete surrounding with a latitude /
longitude mapping and thus the rendered images should best have a ratio
of 2:1. A panoramic camera is created by passing the type string
“panoramic
” to ospNewCamera
. It is placed and
oriented in the scene by using the general
parameters understood by all cameras.
Type | Name | Description |
---|---|---|
uint | stereoMode | OSPStereoMode for stereo
rendering, possible values are: |
OSP_STEREO_NONE
(default) |
||
OSP_STEREO_LEFT |
||
OSP_STEREO_RIGHT |
||
OSP_STEREO_SIDE_BY_SIDE |
||
OSP_STEREO_TOP_BOTTOM (left
eye at top half) |
||
float | interpupillaryDistance | distance between left and right eye when stereo is enabled, default 0.0635 |
Groups in OSPRay represent collections of GeometricModels, VolumetricModels and Lights which share a common local-space coordinate system. To create a group call
(); OSPGroup ospNewGroup
Groups take arrays of geometric models, volumetric models, clipping geometric models and lights, but they are all optional. In other words, there is no need to create empty arrays if there are no geometries, volumes or lights in the group.
By adding OSPGeometricModel
s to the
clippingGeometry
array a clipping geometry feature is
enabled. Geometries assigned to this parameter will be used as clipping
geometries. Any supported geometry can be used for clipping5, the only requirement is that it has
to distinctly partition space into clipping and non-clipping one. The
use of clipping geometry that is not closed or infinite could result in
rendering artifacts. User can decide which part of space is clipped by
changing shading normals orientation with the invertNormals
flag of the GeometricModel. All
geometries and volumes assigned to geometry
or
volume
will be clipped. All clipping geometries from all
groups and Instances will be combined together
– a union of these areas will be applied to all other objects in the world.
Type | Name | Default | Description |
---|---|---|---|
OSPGeometricModel[] | geometry | NULL | data array of GeometricModels |
OSPVolumetricModel[] | volume | NULL | data array of VolumetricModels |
OSPGeometricModel[] | clippingGeometry | NULL | data array of GeometricModels used for clipping |
OSPLight[] | light | NULL | data array of lights |
bool | dynamicScene | false | tell Embree to use faster BVH build (slower ray traversal), otherwise optimized for faster ray traversal (slightly slower BVH build) |
bool | compactMode | false | tell Embree to use a more compact BVH in memory by trading ray traversal performance |
bool | robustMode | false | tell Embree to enable more robust ray intersection code paths (slightly slower) |
Instances in OSPRay represent a single group’s placement into the world via a transform. To create and instance call
(OSPGroup); OSPInstance ospNewInstance
The passed group can be NULL
as long as the group to be
instanced is passed as a parameter. If both a group is specified on
object creation and as a parameter, the parameter value is used. If the
parameter value is later removed, the group object passed on object
creation is again used.
Type | Name | Default | Description |
---|---|---|---|
OSPGroup | group | optional group object to be instanced | |
affine3f | transform | identity | world-space transform for all attached
geometries and volumes, overridden by motion.* arrays |
affine3f[] | motion.transform | uniformly distributed world-space transforms | |
vec3f[] | motion.scale | uniformly distributed world-space scale,
overridden by motion.transform |
|
vec3f[] | motion.pivot | uniformly distributed world-space
translation which is applied before motion.rotation (i.e.,
the rotation center), overridden by motion.transform |
|
quatf[] | motion.rotation | uniformly distributed world-space
quaternion rotation, overridden by motion.transform |
|
vec3f[] | motion.translation | uniformly distributed world-space
translation, overridden by motion.transform |
|
box1f | time | [0, 1] | time associated with first and last key in
motion.* arrays (for motion blur) |
uint32 | id | -1u | optional user ID, for framebuffer channel
OSP_FB_ID_INSTANCE |
Worlds are a container of scene data represented by instances. To create an (empty) world call
(); OSPWorld ospNewWorld
Objects are placed in the world through an array of instances. Similar to groups, the array of instances is optional: there is no need to create empty arrays if there are no instances (though there will be nothing to render).
Applications can query the world (axis-aligned) bounding box after the world has been committed. To get this information, call
(OSPObject); OSPBounds ospGetBounds
The result is returned in the provided OSPBounds
6 struct:
typedef struct {
float lower[3];
float upper[3];
} OSPBounds;
This call can also take OSPGroup
and
OSPInstance
as well: all other object types will return an
empty bounding box.
Finally, Worlds can be configured with parameters for making various feature/performance trade-offs (similar to groups).
Type | Name | Default | Description |
---|---|---|---|
OSPInstance[] | instance | NULL | data array with handles of the instances |
OSPLight[] | light | NULL | data array with handles of the lights |
bool | dynamicScene | false | tell Embree to use faster BVH build (slower ray traversal), otherwise optimized for faster ray traversal (slightly slower BVH build) |
bool | compactMode | false | tell Embree to use a more compact BVH in memory by trading ray traversal performance |
bool | robustMode | false | tell Embree to enable more robust ray intersection code paths (slightly slower) |
A renderer is the central object for rendering in OSPRay. Different
renderers implement different features and support different materials.
To create a new renderer of given type type
use
(const char *type); OSPRenderer ospNewRenderer
General parameters of all renderers are
Type | Name | Default | Description |
---|---|---|---|
int | pixelSamples | 1 | samples per pixel, best results when a power of 2 |
int | maxPathLength | 20 | maximum ray recursion depth |
float | minContribution | 0.001 | sample contributions below this value will be neglected to speedup rendering |
float | varianceThreshold | 0 | threshold for adaptive accumulation |
float / vec3f / vec4f | backgroundColor | black, transparent | background color and alpha (linear
A/RGB/RGBA), if no map_backplate is set |
OSPTexture | map_backplate | optional texture
image used as background (use texture type texture2d ) |
|
OSPTexture | map_maxDepth | optional screen-sized float texture with maximum far distance per pixel (use
texture type texture2d ) |
|
OSPMaterial[] | material | optional data array of materials which can be indexed by a GeometricModel’s
material parameter |
|
uint | pixelFilter | OSP_PIXELFILTER_GAUSS |
OSPPixelFilterType to select
the pixel filter used by the renderer for antialiasing. Possible pixel
filters are listed below. |
float | mipMapBias | 0 | bias for texture MIP-mapping, balancing between sharpness/aliasing and blurriness due to prefiltering |
OSPRay’s renderers support a feature called adaptive accumulation,
which accelerates progressive rendering by
stopping the rendering and refinement of image regions that have an
estimated variance below the varianceThreshold
. This
feature requires a framebuffer with an
OSP_FB_VARIANCE
channel.
Per default the background of the rendered image will be transparent
black, i.e., the alpha channel holds the opacity of the rendered
objects. This eases transparency-aware blending of the image with an
arbitrary background image by the application (via ospray.rgb + appBackground.rgb ⋅ (1−ospray.alpha)).
The parameter backgroundColor
or map_backplate
can be used to already blend with a constant background color or
backplate texture, respectively, (and alpha) during rendering.
OSPRay renderers support depth composition with images of other
renderers, for example to incorporate help geometries of a 3D UI that
were rendered with OpenGL. The screen-sized texture map_maxDepth
must have format
OSP_TEXTURE_R32F
and flag
OSP_TEXTURE_FILTER_NEAREST
. The fetched values are used to
limit the distance of primary rays, thus objects of other renderers can
hide objects rendered by OSPRay.
OSPRay supports antialiasing in image space by using pixel filters,
which are aligned around the center of a pixel. The size w × w of the filter depends
on the selected filter type. The types of supported pixel filters are
defined by the OSPPixelFilterType
enum and can be set using
the pixelFilter
parameter.
Name | Description |
---|---|
OSP_PIXELFILTER_POINT | a point filter only samples the center of the pixel, therefore the filter width is w = 0 |
OSP_PIXELFILTER_BOX | a uniform box filter with a width of w = 1 |
OSP_PIXELFILTER_GAUSS | a truncated, smooth Gaussian filter with a standard deviation of σ = 0.5 and a filter width of w = 3 |
OSP_PIXELFILTER_MITCHELL | the Mitchell-Netravali filter with a width of w = 4 |
OSP_PIXELFILTER_BLACKMAN_HARRIS | the Blackman-Harris filter with a width of w = 3 |
OSPRay also antialiases textures with prefiltering and MIP-mapping,
which can be adjusted with parameter mipMapBias
. For final
frame rendering with a high number of pixelSamples
or
accumulated frames mipMapBias
can be lowered (e.g., set to
-0.5 or -2) to result in sharper textures which are essentially
anisotropically filtered. Conversely, for preview rendering with just a
single sample per pixel a higher mipMapBias
of 1 or 2 can
reduce texture aliasing and increase rendering speed.
The SciVis renderer is a fast ray tracer for scientific visualization
which supports volume rendering and ambient occlusion (AO). It is
created by passing the type string “scivis
” to
ospNewRenderer
. In addition to the general parameters understood by all renderers, the
SciVis renderer supports the following parameters:
Type | Name | Default | Description |
---|---|---|---|
bool | shadows | false | whether to compute (hard) shadows |
int | aoSamples | 0 | number of rays per sample to compute ambient occlusion |
float | aoDistance | 1020 | maximum distance to consider for ambient occlusion |
float | volumeSamplingRate | 1 | sampling rate for volumes |
bool | visibleLights | false | whether light sources are potentially
visible (as in the path
tracer, regarding each light’s visible ) |
Note that the intensity (and color) of AO is deduced from an ambient light in the lights
array.7 If aoSamples
is zero
(the default) then ambient lights cause ambient illumination (without
occlusion).
This renderer supports only a subset of the features of the SciVis renderer to gain
performance. As the name suggest its main shading method is ambient
occlusion (AO), lights are not considered
at all. Volume rendering is supported. The Ambient Occlusion renderer is
created by passing the type string “ao
” to
ospNewRenderer
. In addition to the general parameters understood by all renderers the
following parameters are supported as well:
Type | Name | Default | Description |
---|---|---|---|
int | aoSamples | 1 | number of rays per sample to compute ambient occlusion |
float | aoDistance | 1020 | maximum distance to consider for ambient occlusion |
float | aoIntensity | 1 | ambient occlusion strength |
float | volumeSamplingRate | 1 | sampling rate for volumes |
The path tracer supports soft shadows, indirect illumination and
realistic materials. This renderer is created by passing the type string
“pathtracer
” to ospNewRenderer
. In addition to
the general parameters understood by all
renderers the path tracer supports the following special parameters:
Type | Name | Default | Description |
---|---|---|---|
int | lightSamples | all | number of random light samples per path vertex, best results when a power of 2; per default all light sources are sampled |
bool | limitIndirectLightSamples | true | after the first non-specular (i.e.,
diffuse and glossy) path vertex take (at most) a single light sample
(instead of lightSamples many) |
int | roulettePathLength | 5 | ray recursion depth at which to start Russian roulette termination |
int | maxScatteringEvents | 20 | maximum number of non-specular (i.e., diffuse and glossy) bounces |
float | maxContribution | ∞ | samples are clamped to this value before they are accumulated into the framebuffer |
bool | backgroundRefraction | false | allow for alpha blending even if background is seen through refractive objects like glass |
The path tracer requires that materials are assigned to geometries, otherwise surfaces are treated as completely black.
The path tracer supports volumes with multiple scattering. The scattering albedo can be specified using the transfer function. Extinction is assumed to be spectrally constant.
The framebuffer holds the rendered 2D image (and optionally auxiliary
information associated with pixels). To create a new framebuffer object
of given size size
(in pixels), color format, and channels
use
(int size_x, int size_y,
OSPFrameBuffer ospNewFrameBuffer= OSP_FB_SRGBA,
OSPFrameBufferFormat format uint32_t frameBufferChannels = OSP_FB_COLOR);
The parameter format
describes the format the color
buffer has on the host, and the format that
ospMapFrameBuffer
will eventually return. Valid values
are:
Name | Description |
---|---|
OSP_FB_NONE | framebuffer will not be mapped by the application |
OSP_FB_RGBA8 | 8 bit [0–255] linear component red, green, blue, alpha |
OSP_FB_SRGBA | 8 bit sRGB gamma encoded color components, and linear alpha |
OSP_FB_RGBA32F | 32 bit float components red, green, blue, alpha |
The parameter frameBufferChannels
specifies which
channels the framebuffer holds, and can be combined together by bitwise
OR from the values of OSPFrameBufferChannel
listed in the
table below.
Name | Description |
---|---|
OSP_FB_COLOR | RGB color including alpha |
OSP_FB_DEPTH | euclidean distance to the camera (not to the image plane), as linear 32 bit float; for multiple samples per pixel their minimum is taken |
OSP_FB_ACCUM | accumulation buffer for progressive refinement |
OSP_FB_VARIANCE | for estimation of the current noise level if OSP_FB_ACCUM is also present, see rendering |
OSP_FB_NORMAL | accumulated world-space normal of the first non-specular hit, as vec3f |
OSP_FB_ALBEDO | accumulated material albedo (color without illumination) at the first non-specular hit, as vec3f |
OSP_FB_ID_PRIMITIVE | primitive index of the first hit, as uint32 |
OSP_FB_ID_OBJECT | geometric/volumetric model
id , if specified, or index in group of first hit, as uint32 |
OSP_FB_ID_INSTANCE | user defined instance id , if
specified, or instance index of first hit, as uint32 |
If a certain channel value is not specified, the given
buffer channel will not be present. Note that OSPRay makes a clear
distinction between the external format of the framebuffer and
the internal one: The external format is the format the user specifies
in the format
parameter; it specifies what color format
OSPRay will eventually return the framebuffer to the
application (when calling ospMapFrameBuffer
): no matter
what OSPRay uses internally, it will simply return a 2D array of pixels
of that format, with possibly all kinds of reformatting,
compression/decompression, etc., going on in-between the generation of
the internal framebuffer and the mapping of the externally
visible one.
In particular, OSP_FB_NONE
is a perfectly valid pixel
format for a framebuffer that an application will never map. For
example, an application driving a display wall may well generate an
intermediate framebuffer and eventually transfer its pixel to the
individual displays using an OSPImageOperation
image operation.
The application can map the given channel of a framebuffer – and thus access the stored pixel information – via
const void *ospMapFrameBuffer(OSPFrameBuffer, OSPFrameBufferChannel = OSP_FB_COLOR);
Note that OSP_FB_ACCUM
or OSP_FB_VARIANCE
cannot be mapped. The origin of the screen coordinate system in OSPRay
is the lower left corner (as in OpenGL), thus the first pixel addressed
by the returned pointer is the lower left pixel of the image.
A previously mapped channel of a framebuffer can be unmapped by
passing the received pointer mapped
to
void ospUnmapFrameBuffer(const void *mapped, OSPFrameBuffer);
The individual channels of a framebuffer can be cleared with
void ospResetAccumulation(OSPFrameBuffer);
This function will clear all accumulating buffers
(OSP_FB_VARIANCE
, OSP_FB_NORMAL
, and
OSP_FB_ALBEDO
, if present) and resets the accumulation
counter accumID
. It is unspecified if the existing color
and depth buffers are physically cleared when
ospResetAccumulation
is called.
If OSP_FB_VARIANCE
is specified, an estimate of the
variance of the last accumulated frame can be queried with
float ospGetVariance(OSPFrameBuffer);
Note this value is only updated after synchronizing with
OSP_FRAME_FINISHED
, as further described in asynchronous rendering. The estimated
variance can be used by the application as a quality indicator and thus
to decide whether to stop or to continue progressive rendering.
The framebuffer takes a list of pixel operations to be applied to the
image in sequence as an OSPData
. The pixel operations will
be run in the order they are in the array.
Type | Name | Description |
---|---|---|
OSPImageOperation[] | imageOperation | ordered sequence of image operations |
int | targetFrames | anticipated number of frames that will be
accumulated for progressive refinement, used renderers to generate a
blue noise sampling pattern; should be a power of 2, is always 1 without
OSP_FB_ACCUM ; default 0 (disabled) |
If the total number of frames to be accumulated is known, then
targetFrames
should be set, because then renderers can
generate more pleasing blue noise patterns. Accumulation stops when
targetFrames
is reached.
Image operations are functions that are applied to every pixel of a
frame. Examples include post-processing, filtering, blending, tone
mapping, or sending tiles to a display wall. To create a new pixel
operation of given type type
use
(const char *type); OSPImageOperation ospNewImageOperation
The tone mapper is a pixel operation which implements a generic
filmic tone mapping operator. Using the default parameters it
approximates the Academy Color Encoding System (ACES). The tone mapper
is created by passing the type string “tonemapper
” to
ospNewImageOperation
. The tone mapping curve can be
customized using the parameters listed in the table below.
Type | Name | Default | Filmic | Description |
---|---|---|---|---|
float | exposure | 1.0 | 1.0 | amount of light per unit area |
float | contrast | 1.6773 | 1.1759 | contrast (toe of the curve); typically is in [1–2] |
float | shoulder | 0.9714 | 0.9746 | highlight compression (shoulder of the curve); typically is in [0.9–1] |
float | midIn | 0.18 | 0.18 | mid-level anchor input; default is 18% gray |
float | midOut | 0.18 | 0.18 | mid-level anchor output; default is 18% gray |
float | hdrMax | 11.0785 | 6.3704 | maximum HDR input that is not clipped |
bool | acesColor | true | false | apply the ACES color transforms |
OSPRay comes with a module that adds support for Intel® Open Image
Denoise (OIDN). This is provided as an optional module as it creates an
additional project dependency at compile time. The module implements a
“denoiser
” frame operation, which denoises the entire frame
before the frame is completed. OIDN will automatically select the
fastest device, using a GPU when available. The device selection be
overridden by the environment variable OIDN_DEFAULT_DEVICE
,
possible values are cpu
, sycl
,
cuda
, hip
, or a physical device ID
Type | Name | Description |
---|---|---|
uint | quality | OSPDenoiserQuality for
denoiser quality, default is |
OSP_DENOISER_QUALITY_MEDIUM :
balanced quality/performance for interactive/real-time rendering; also
allowed are: |
||
OSP_DENOISER_QUALITY_LOW :
high performance, for interactive/real-time preview rendering |
||
OSP_DENOISER_QUALITY_HIGH :
high quality, for final frame rendering |
||
bool | denoiseAlpha | whether to denoise the alpha channel as well, default false |
Rendering is by default asynchronous (non-blocking), and is done by combining a framebuffer, renderer, camera, and world.
What to render and how to render it depends on the renderer’s
parameters. If the framebuffer supports accumulation (i.e., it was
created with OSP_FB_ACCUM
) then successive calls to
ospRenderFrame
will progressively refine the rendered image
(until targetFrames
is reached).
To start an render task, use
(OSPFrameBuffer, OSPRenderer, OSPCamera, OSPWorld); OSPFuture ospRenderFrame
This returns an OSPFuture
handle, which can be used to
synchronize with the application, cancel, or query for progress of the
running task. When ospRenderFrame
is called, there is no
guarantee when the associated task will begin execution.
Progress of a running frame can be queried with the following API function
float ospGetProgress(OSPFuture);
This returns the approximated progress of the task in [0-1].
Applications can cancel a currently running asynchronous operation via
void ospCancel(OSPFuture);
Applications can wait on the result of an asynchronous operation, or
choose to only synchronize with a specific event. To synchronize with an
OSPFuture
use
void ospWait(OSPFuture, OSPSyncEvent = OSP_TASK_FINISHED);
The following are values which can be synchronized with the application
Name | Description |
---|---|
OSP_NONE_FINISHED | Do not wait for anything to be finished
(immediately return from ospWait ) |
OSP_WORLD_COMMITTED | Wait for the world to be committed (not yet implemented) |
OSP_WORLD_RENDERED | Wait for the world to be rendered, but not post-processing operations (Pixel/Tile/Frame Op) |
OSP_FRAME_FINISHED | Wait for all rendering operations to complete |
OSP_TASK_FINISHED | Wait on full completion of the task associated with the future. The underlying task may involve one or more of the above synchronization events |
Currently only rendering can be invoked asynchronously. However,
future releases of OSPRay may add more asynchronous versions of API
calls (and thus return OSPFuture
).
Applications can query whether particular events are complete with
int ospIsReady(OSPFuture, OSPSyncEvent = OSP_TASK_FINISHED);
As the given running task runs (as tracked by the
OSPFuture
), applications can query a boolean [0, 1] result
if the passed event has been completed.
Applications can query how long an async task ran with
float ospGetTaskDuration(OSPFuture);
This returns the wall clock execution time of the task in seconds. If the task is still running, this will block until the task is completed. This is useful for applications to query exactly how long an asynchronous task executed without the overhead of measuring both task execution + synchronization by the calling application.
For convenience in certain use cases, ospray_util.h
provides a synchronous version of ospRenderFrame
:
float ospRenderFrameBlocking(OSPFrameBuffer, OSPRenderer, OSPCamera, OSPWorld);
This version is the equivalent of:
ospRenderFrame(f, OSP_TASK_FINISHED)
ospWaitreturn ospGetVariance(fb)
This version is closest to ospRenderFrame
from OSPRay
v1.x.
The use of either ospRenderFrame
or
ospRenderFrameBlocking
requires that all objects in the
scene being rendered have been committed before rendering occurs. If a
call to ospCommit
happens while a frame is rendered, the
result is undefined behavior and should be avoided.
To get the world-space position of the geometry (if any) seen at
[0–1] normalized screen-space pixel coordinates screenPos_x
and screenPos_y
use
void ospPick(OSPPickResult *,
,
OSPFrameBuffer,
OSPRenderer,
OSPCamera,
OSPWorldfloat screenPos_x,
float screenPos_y);
The result is returned in the provided OSPPickResult
struct:
typedef struct {
int hasHit;
float worldPosition[3];
;
OSPInstance instance;
OSPGeometricModel modeluint32_t primID;
} OSPPickResult;
Note that ospPick
considers exactly the same camera of
the given renderer that is used to render an image, thus matching
results can be expected. If the camera supports depth of field then the
center of the lens and thus the center of the circle of confusion is
used for picking. Note that the caller needs to ospRelease
the instance
and model
handles of
OSPPickResult
once the information is not needed
anymore.
The CPU module is implicitly loaded and the cpu
device
is automatically used if no other options are specified.
To use the GPU for rendering load the gpu
module and
select the gpu
device:
./ospExamples --osp:load-modules=gpu --osp:device=gpu
or via explicit device creation by the application:
("gpu");
ospLoadModule= ospNewDevice("gpu");
OSPDevice dev (dev);
ospDeviceCommit(dev); ospSetCurrentDevice
Type | Name | Description |
---|---|---|
void * | syclContext | SYCL context |
void * | syclDevice | SYCL device |
Applications can set their SYCL context and device to share device
memory with OSPRay or to control which device should be used (e.g., in
case multiple GPUs are present). If neither parameter is set, the
gpu
device will automatically create a context internally
and select a GPU (that selection can be influenced via environment
variable ONEAPI_DEVICE_SELECTOR
, see Intel
oneAPI DPC++ Compiler documentation).
Compile times for just in time compilation (JIT compilation) can be
large. To resolve this issue we recommend enabling persistent JIT
compilation caching inside your application before the SYCL device is
created, by setting environment variables
SYCL_CACHE_PERSISTENT=1
(and optionally
SYCL_CACHE_DIR=<path>
to some proper directory where
the JIT cache should get stored).
To reduce GPU memory allocation overhead when rendering scenes with
many objects (geometries, instances, etc.), memory pooling should be
enabled by setting the environment variable
SYCL_PI_LEVEL_ZERO_USM_ALLOCATOR="1;0;shared:1M,0,2M"
. See
Intel
oneAPI DPC++ Compiler documentation for more details.
The following features are not implemented yet or are not working correctly on the GPU device:
ospGetProgress
or canceling the
frame via ospCancel
ospPick
OSP_FB_VARIANCE
and
varianceThreshold
OSP_FB_ID_*
(id buffers)structuredRegular
volumeThere will be some delay on start-up as the kernel code is JIT compiled for the device, and similar pauses when changing the scene configuration, because the kernel specialized and re-compiled.
For some combination of compiler, GPU driver and scene the rendered images might show artifacts (e.g., vertical lines or small blocks).
The purpose of OSPRay’s MPI modules is to provide distributed rendering capabilities for OSPRay. The modules enables image- and data-parallel rendering across HPC clusters using MPI, allowing applications to transparently distribute rendering work, or to render data sets which are too large to fit in memory on a single machine.
OSPRay provides multiple MPI modules that expose different
distributed rendering capabilities. The mpi_offload
module
provides image-parallel rendering through the mpiOffload
device; it enables OSPRay applications written for local rendering to be
replicated across multiple nodes to distribute the rendering work
without code changes.
And the mpi_distributed_cpu
and
mpi_distributed_gpu
modules provides data-parallel
rendering through the mpiDistributed
device, which allows
MPI distributed applications to use OSPRay for distributed rendering.
Each rank using the mpiDistributed
device can render an
independent piece of a global data set, or perform hybrid rendering
where ranks partially or completely share data.
The mpiDistributed
device’s image-parallel rendering
support can be used to accelerate data loading for image-parallel
applications, where all ranks load the same data from a shared disk and
then perform image-parallel rendering on the replicated data, as if the
mpiOffload
device where being used.
The mpiOffload
device can be used to distribute image
rendering tasks across a cluster without requiring modifications to the
application itself. Existing applications using OSPRay for local
rendering simply be passed command line arguments to load the module and
indicate that the mpiOffload
device should be used for
image-parallel rendering. To load the module, pass
--osp:load-modules=mpi_offload
, to select the
MPIOffloadDevice, pass --osp:device=mpiOffload
. For
example, the ospExamples
application can be run as:
mpirun -n <N> ./ospExamples --osp:load-modules=mpi_offload --osp:device=mpiOffload
and will automatically distribute the image rendering tasks among the
corresponding N
nodes. Note that in this configuration rank
0 will act as a master/application rank, and will run the user
application code but not perform rendering locally. Thus, a minimum of 2
ranks are required, one master to run the application and one worker to
perform the rendering. Running with 3 ranks for example would now
distribute half the image rendering work to rank 1 and half to rank
2.
If more control is required over the placement of ranks to nodes, or
you want to run a worker rank on the master node as well you can run the
application and the ospray_mpi_worker
program through MPI’s
MPMD mode. The ospray_mpi_worker
will load the MPI module
and select the offload device by default.
mpirun -n 1 ./ospExamples --osp:load-modules=mpi_offload --osp:device=mpiOffload \
-n <N> ./ospray_mpi_worker :
If initializing the mpiOffload
device manually, or
passing parameters through the command line, the following parameters
can be set:
Type | Name | Default | Description |
---|---|---|---|
string | mpiMode | mpi | The mode to communicate with the worker
ranks. mpi will assume you are launching the application
and workers in the same mpi command (or split launch command).
mpi is the only supported mode |
uint | maxCommandBufferEntries | 8192 | Set the max number of commands to buffer before submitting the command buffer to the workers |
uint | commandBufferSize | 512 MiB | Set the max command buffer size to allow. Units are in MiB. Max size is 1.8 GiB |
uint | maxInlineDataSize | 32 MiB | Set the max size of an OSPData which can be inline’d into the command buffer instead of being sent separately. Max size is half the commandBufferSize. Units are in MiB |
The maxCommandBufferEntries
,
commandBufferSize
, and maxInlineDataSize
can
also be set via the environment variables:
OSPRAY_MPI_MAX_COMMAND_BUFFER_ENTRIES
,
OSPRAY_MPI_COMMAND_BUFFER_SIZE
, and
OSPRAY_MPI_MAX_INLINE_DATA_SIZE
, respectively.
The mpiOffload
device uses a dynamic load balancer by
default. If you wish to use a static load balancer you can do so by
setting the OSPRAY_STATIC_BALANCER
environment variable to
1.
For the worker ranks to create GPU devices instead of the default CPU
devices set the environment variable
OSPRAY_MPI_DISTRIBUTED_GPU
, e.g.,
export OSPRAY_MPI_DISTRIBUTED_GPU=1
or
mpiexec -genv OSPRAY_MPI_DISTRIBUTED_GPU 1 \
-n 1 ./ospExamples --osp:load-modules=mpi_offload --osp:device=mpiOffload \
-n 2 ./ospray_mpi_worker :
The mpiOffload
device does not support multiple
init/shutdown cycles. Thus, to run ospBenchmark
for this
device make sure to exclude the init/shutdown test by passing
--benchmark_filter=-ospInit_ospShutdown
through the command
line.
While MPI Offload rendering is used to transparently distribute
rendering work without requiring modification to the application, MPI
Distributed rendering is targeted at use of OSPRay within MPI-parallel
applications. The MPI distributed device can be selected by loading the
mpi_distributed_cpu
module for CPU rendering or
mpi_distributed_gpu
for GPU rendering, and manually
creating and using an instance of the mpiDistributed
device, for example:
("mpi_distributed_cpu");
ospLoadModule
= ospNewDevice("mpiDistributed");
OSPDevice mpiDevice (mpiDevice);
ospDeviceCommit(mpiDevice); ospSetCurrentDevice
Your application can either initialize MPI before-hand, ensuring that
MPI_THREAD_SERIALIZED
or higher is supported, or allow the
device to initialize MPI on commit. Thread multiple support is required
if your application will make MPI calls while rendering asynchronously
with OSPRay. When using the distributed device each rank can specify
independent local data using the OSPRay API, as if rendering locally.
However, when calling ospRenderFrameAsync
the ranks will
work collectively to render the data. The distributed device supports
both image-parallel, where the data is replicated, and data-parallel,
where the data is distributed, rendering modes. The
mpiDistributed
device will by default use each rank in
MPI_COMM_WORLD
as a render worker; however, it can also
take a specific MPI communicator to use as the world communicator. Only
those ranks in the specified communicator will participate in
rendering.
Type | Name | Default | Description |
---|---|---|---|
void * | worldCommunicator | MPI_COMM_WORLD | The MPI communicator which the OSPRay workers should treat as their world |
Type | Name | Default | Description |
---|---|---|---|
box3f[] | region | NULL | A list of bounding boxes which bound the owned local data to be rendered by the rank |
Type | Name | Default | Description |
---|---|---|---|
int | aoSamples | 0 | The number of AO samples to take per-pixel |
float | aoDistance | 1020 | The AO ray length to use. Note that if the AO ray would have crossed a rank boundary and ghost geometry is not available, there will be visible artifacts in the shading |
float | volumeSamplingRate | 1 | sampling rate for volumes |
If all ranks specify exactly the same data, the distributed device
can be used for image-parallel rendering. This works identical to the
offload device, except that the MPI-aware application is able to load
data in parallel on each rank rather than loading on the master and
shipping data out to the workers. When a parallel file system is
available, this can improve data load times. Image-parallel rendering is
selected by specifying the same data on each rank, and using any of the
existing local renderers (e.g., scivis
,
pathtracer
). See ospMPIDistribTutorialReplicated
for an example.
The MPI Distributed device also supports data-parallel rendering with
sort-last compositing. Each rank can specify a different piece of data,
as long as the bounding boxes of each rank’s data are non-overlapping.
The rest of the scene setup is similar to local rendering; however, for
distributed rendering only the mpiRaycast
renderer is
supported. This renderer implements a subset of the scivis
rendering features which are suitable for implementation in a
distributed environment.
By default the aggregate bounding box of the instances in the local
world will be used as the bounds of that rank’s data. However, when
using ghost zones for volume interpolation, geometry or ambient
occlusion, each rank’s data can overlap. To clip these non-owned overlap
regions out a set of regions (the region
parameter) can
pass as a parameter to the OSPWorld
being rendered. Each
rank can specify one or more non-overlapping box3f
’s which
bound the portions of its local data which it is responsible for
rendering. See the ospMPIDistribTutorialVolume
for an example.
Finally, the MPI distributed device also supports hybrid-parallel rendering, where multiple ranks can share a single piece of data. For each shared piece of data the rendering work will be assigned image-parallel among the ranks. Partially-shared regions are determined by finding those ranks specifying data with the same bounds (matching regions) and merging them. See the ospMPIDistribTutorialPartialRepl for an example.
Calling ospPick
in the distributed device will find and
return the closest global object at the screen position on the rank that
owns that object. The other ranks will report no hit. Picking in the
distributed device takes into account data clipping applied through the
regions
parameter to avoid picking ghost data.
The MPI Offload rendering mode trivially supports user modules, with
the caveat that attempting to share data directly with the application
(e.g., passing a void *
or other tricks to the module) will
not work in a distributed environment. Instead, use the
ospNewSharedData
API to share data from the application
with OSPRay, which will in turn be copied over the network to the
workers.
The MPI Distributed device also supports user modules, as all that is required for compositing the distributed data are the bounds of each rank’s local data.
The multidevice module is an experimental OSPRay device type that renders images by delegating off pixel tiles to a number of internal delegate OSPRay devices.
If you wish to try it set the OSPRAY_NUM_SUBDEVICES
environmental variable to the number of subdevices you want to create
and tell OSPRay to both load the multidevice_cpu
extension
and create a multidevice for rendering instead of the default CPU
device.
One example in a bash like shell is as follows:
OSPRAY_NUM_SUBDEVICES=6 ./ospTutorial --osp:load-modules=multidevice_cpu --osp:device=multidevice
Note that the multidevice currently does not support
OSPImageOperation
s for denoising nor tone mapping.
The number of items to be copied is defined by the size of the source array.↩︎
For consecutive memory addresses the x-index of the corresponding voxel changes the quickest.↩︎
actually a parallelogram↩︎
respectively (127,127,255) for 8 bit textures and (32767,32767,65535) for 16 bit textures↩︎
including spheres, boxes, infinite planes, closed meshes, closed subdivisions and curves↩︎
OSPBounds
has essentially the same layout
as the OSP_BOX3F
OSPDataType
.↩︎
If there are multiple ambient lights then their contribution is added.↩︎