{"id":113853,"date":"2024-02-25T16:02:43","date_gmt":"2024-02-25T14:02:43","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/intel-opublikoval-programmu-3d-vizualizaczii-ospray-studio-1-0-i-dvizhok-3d-renderinga-ospray-3-1"},"modified":"2024-02-25T16:02:43","modified_gmt":"2024-02-25T14:02:43","slug":"intel-opublikoval-programmu-3d-vizualizaczii-ospray-studio-1-0-i-dvizhok-3d-renderinga-ospray-3-1","status":"publish","type":"post","link":"https:\/\/prohoster.info\/hr\/blog\/news\/intel-opublikoval-programmu-3d-vizualizaczii-ospray-studio-1-0-i-dvizhok-3d-renderinga-ospray-3-1","title":{"rendered":"Intel je objavio program za 3D vizualizaciju OSPRay Studio 1.0 i motor za 3D renderiranje OSPRay 3.1","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Tvrtka Intel objavila je izdanje projekta OSPRay Studio 1.0, koji razvija aplikaciju za interaktivnu 3D vizualizaciju pomo\u0107u enginea distribuirane ray tracing OSPRay. Izme\u0111u ostalog, program se mo\u017ee koristiti za visoko precizno renderiranje slo\u017eenih scena i obradu vrlo velikih scena koje zahtijevaju distribuirano izvr\u0161avanje izra\u010duna u klasteru vi\u0161e ra\u010dunala. Kod aplikacije napisan je na jeziku C++ i distribuira se pod licencom Apache 2.0. Za iscrtavanje na ekranu koristi se OpenGL i biblioteka GLFW.      <\/p>\n<p>Scena koja se treba renderirati mo\u017ee se u\u010ditati u uobi\u010dajenim formatima ili stvorena pomo\u0107u \u010dvorova grafi\u010dkog prikaza (scene graph). Podr\u017eava se uvoz modela u MTL formatu s materijalima za fotorealisti\u010dno renderiranje, 3D animacije u glTF formatu, tekstura u UDIM formatu, volumetrijskih raspr\u0161enih \u010destica (npr., oblaci) u VDB formatu, oblaka to\u010daka u PCD (Point Cloud Data) formatu, profila osvjetljenja u EULUMDAT (.ldt) formatu. Stanje grafi\u010dkog prikaza mo\u017ee se spremiti ili u\u010ditati u JSON formatu.       <\/p>\n<p>Pro\u0161irena funkcionalnost, widgeti za korisni\u010dko su\u010delje i obrada podataka mogu se povezati u obliku dodataka. Na primjer, dostupni su dodaci za vizualizaciju medicinskih podataka u DICOM formatu, generiranje pejza\u017ea prema karti visina, obrada velikih skupina tipi\u010dnih objekata (trava, drve\u0107e), simulacija astronomskih doga\u0111aja, vizualizacija znanstvenih podataka u VTK formatu itd.      <\/p>\n<p>Za simulaciju pona\u0161anja svjetlosti podr\u017eava se kori\u0161tenje metode pra\u0107enja putanje. Vizualizacija se mo\u017ee vr\u0161iti u volumenu ili na ravnini. Podr\u017eava se fotorealisti\u010dno globalno osvjetljenje uzimaju\u0107i u obzir fizi\u010dka svojstva materijala te napredne efekte sjen\u010denja (sjene, prozirnost i sjen\u010danje \u00abAmbient occlusion\u00bb). Mogu\u0107e je kreirati scenarije za izvr\u0161avanje operacija u batch modu, na primjer, za renderiranje slika na sustavu bez monitora, odabir podru\u010dja za renderiranje, postavke kamere, parametre renderiranja i scene.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"http:\/\/www.ospray.org\/ospray_studio\/images\/DizzyDrone15.mp4\" type=\"video\/mp4\"><\/video>  <\/center>      <\/p>\n<p>U novoj verziji OSPRay Studio:  <\/p>\n<ul>\n<li class=\"l\"> Dodana je podr\u0161ka za funkcionalnost enginea OSPRay koja se pojavila u izdanju 3.1.\n<li class=\"l\"> U korisni\u010dko su\u010delje ugra\u0111ena je podr\u0161ka za dodatne materijale koji se podr\u017eavaju u engineu OSPRay.\n<li class=\"l\"> Dodana je podr\u0161ka za API OpenEXR v2.x i v3.x.\n<li class=\"l\"> Osigurano je asinkrono prepoznavanje promjena datoteka za automatsko a\u017euriranje tekstura.\n<li class=\"l\"> API za dodatke omogu\u0107ava pristup klasama MainWindow i ArcballCamera.\n<li class=\"l\"> U paketnom re\u017eimu pru\u017eena je podr\u0161ka za distribuirano renderiranje uz kori\u0161tenje MPI.  <\/ul>\n<p>Tako\u0111er, va\u017eno je napomenuti da je prije nekoliko dana objavljena nova verzija 3D renderer motor OSPRay 3.1, koji se koristi u OSPRay Studiju 1.0. Motor se razvija kao dio ve\u0107eg projekta Intel Rendering Framework, usmjerenog na razvoj alata za softversku vizualizaciju znanstvenih prora\u010duna SDVis (Software Defined Visualization), koji uklju\u010duju biblioteku za pra\u0107enje zraka Embree, sustav fotorealisti\u010dnog renderiranja GLuRay, biblioteku za uklanjanje \u0161uma na slikama oidn (Open Image Denoise) i sustav softverske rasterizacije OpenSWR. Kod je napisan na C++ jeziku i objavljen pod Apache 2.0 licencom.    <\/p>\n<p>OSPRay je prvenstveno namijenjen kori\u0161tenju u interaktivnim aplikacijama za renderiranje scena u stvarnom vremenu. Motor mo\u017ee raditi neovisno o GPU-u, \u0161to omogu\u0107uje kori\u0161tenje biblioteke na \u0161irokom spektru ure\u0111aja, od radnih stanica do \u010dvorova u ra\u010dunalnim klasterima. Za osiguranje odgovaraju\u0107e izvedbe aktivno se koristi vi\u0161ekratnost i vektorizacija temeljena na SIMD instrukcijama, kao \u0161to su Intel SSE4, AVX, AVX2 i AVX-512. Renderiranje mo\u017ee biti distribuirano na vi\u0161e \u010dvorova klastera (podr\u017eava se MPI), \u0161to, na primjer, omogu\u0107uje kori\u0161tenje OSPRay-a za organizaciju renderiranja slika s vrlo visokom razlu\u010divo\u0161\u0107u na videozidovima, gdje se jedno slika formira skupom odvojenih LCD panela.    <\/p>\n<p>Me\u0111u pobolj\u0161anjima u OSPRay 3.1:  <\/p>\n<ul>\n<li class=\"l\"> Podr\u0161ka za kori\u0161tenje emitivnih tekstura sa svjetle\u0107im materijalima.\n<li class=\"l\"> Na spisak podr\u017eanih sferi\u010dnih objekata dodani su \u00abdisk\u00bb (OSP_DISC) i \u00aborijentirani disk\u00bb (OSP_ORIENTED_DIS).\n<li class=\"l\"> Dodani su na\u010dini zrcalnog ponavljanja i preklapanja tekstura na rubovima (edge texture wrap).\n<li class=\"l\"> Dodana je potpuna podr\u0161ka za OSPTextureWrapMode za sve teksture.\n<li class=\"l\"> Osigurana je potpuna podr\u0161ka za obavijanje tekstura u glTF formatu.\n<li class=\"l\"> Dodana je podr\u0161ka za uklanjanje \u0161uma i pode\u0161avanje tonova za podatke u baferu.\n<li class=\"l\"> Pri kori\u0161tenju GPU-a realizirana je podr\u0161ka za zamu\u0107ivanje pokretnih objekata (motion blur).      <\/ul>\n<p>Izvor: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=60661\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Intel \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043b\u0430 \u0432\u044b\u043f\u0443\u0441\u043a \u043f\u0440\u043e\u0435\u043a\u0442\u0430 OSPRay Studio 1.0, \u0440\u0430\u0437\u0432\u0438\u0432\u0430\u044e\u0449\u0435\u0433\u043e \u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0435 \u0434\u043b\u044f \u0438\u043d\u0442\u0435\u0440\u0430\u043a\u0442\u0438\u0432\u043d\u043e\u0439 3D-\u0432\u0438\u0437\u0443\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u0438 \u043f\u0440\u0438 \u043f\u043e\u043c\u043e\u0449\u0438 \u0434\u0432\u0438\u0436\u043a\u0430 \u0440\u0430\u0441\u043f\u0440\u0435\u0434\u0435\u043b\u0451\u043d\u043d\u043e\u0439 \u0442\u0440\u0430\u0441\u0441\u0438\u0440\u043e\u0432\u043a\u0438 \u043b\u0443\u0447\u0435\u0439 OSPRay. \u0421\u0440\u0435\u0434\u0438 \u043f\u0440\u043e\u0447\u0435\u0433\u043e, \u043f\u0440\u043e\u0433\u0440\u0430\u043c\u043c\u0430 \u043c\u043e\u0436\u0435\u0442 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c\u0441\u044f \u0434\u043b\u044f \u0432\u044b\u0441\u043e\u043a\u043e\u0442\u043e\u0447\u043d\u043e\u0433\u043e \u0440\u0435\u043d\u0434\u0435\u0440\u0438\u043d\u0433\u0430 \u0441\u043b\u043e\u0436\u043d\u044b\u0445 \u0441\u0446\u0435\u043d \u0438 \u043e\u0431\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u043e\u0447\u0435\u043d\u044c \u0431\u043e\u043b\u044c\u0448\u0438\u0445 \u0441\u0446\u0435\u043d, \u0442\u0440\u0435\u0431\u0443\u044e\u0449\u0438\u0445 \u0440\u0430\u0441\u043f\u0440\u0435\u0434\u0435\u043b\u0451\u043d\u043d\u043e\u0433\u043e \u0432\u044b\u043f\u043e\u043b\u043d\u0435\u043d\u0438\u044f \u0432\u044b\u0447\u0438\u0441\u043b\u0435\u043d\u0438\u0439 \u0432 \u043a\u043b\u0430\u0441\u0442\u0435\u0440\u0435 \u0438\u0437 \u043d\u0435\u0441\u043a\u043e\u043b\u044c\u043a\u0438\u0445 \u043a\u043e\u043c\u043f\u044c\u044e\u0442\u0435\u0440\u043e\u0432. \u041a\u043e\u0434 \u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u044f \u043d\u0430\u043f\u0438\u0441\u0430\u043d \u043d\u0430 \u044f\u0437\u044b\u043a\u0435 \u0421++ \u0438 \u0440\u0430\u0441\u043f\u0440\u043e\u0441\u0442\u0440\u0430\u043d\u044f\u0435\u0442\u0441\u044f \u043f\u043e\u0434 \u043b\u0438\u0446\u0435\u043d\u0437\u0438\u0435\u0439 Apache [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-113853","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.4 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Intel \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043b\u0430 \u0432\u044b\u043f\u0443\u0441\u043a \u043f\u0440\u043e\u0435\u043a\u0442\u0430 OSPRay Studio 1.0, \u0440\u0430\u0437\u0432\u0438\u0432\u0430\u044e\u0449\u0435\u0433\u043e \u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0435 \u0434\u043b\u044f \u0438\u043d\u0442\u0435\u0440\u0430\u043a\u0442\u0438\u0432\u043d\u043e\u0439 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