New Ab3d.PowerToys and Ab3d.DXEngine version published

by abenedik 14. December 2023 16:06

New maintenance release for Ab3d.PowerToys and Ab3d.DXEngine has been published.

The new version does not come with any bigger new features and only brings a few fixes and improvements. Because of this, only the build version was increased, but the major and minor versions remained the same.

This version also comes with a new build for .Net 8.0. .Net 8.0 that was released a few days ago. At that point, I would like to thank the .Net team, which is doing a great job with each new .Net release. For example, the last version again came with many new performance improvements - see the article about that: Performance Improvements in .NET 8. This means that without any changes in the code, your code will run faster just by using the latest version of .Net.

I did a quick performance test by running the DXEngine multi-threading sample in .Net framework 4.8 and then in .Net 8.0. I used only single-threaded rendering with disabled commands caching and by showing 160.000 3D boxes and 3D lines. This means that for each frame the engine needed to set shader states and issue 160.000 draw calls. The results were astonishing. When running in .Net framework 4.8, the code required around 47 ms to render one frame. But when using .Net 8.0, only around 33 ms was needed for the same job. This is a 30% performance improvement. 

Ab3d.DXEngine performance in .Net 8.0

The new version also comes with an updated Assimp importer. There is a new native Assimp library (v5.3.1) and a new managed Ab3d.PowerToys.Assimp library. Using a newer native library provides a more accurate importer and can read more files correctly. On top of that the Ab3d.PowerToys.Assimp was also improved. This version adds support for reading files with non-ASCII file names. Also, now it is possible to read diffuse textures with emissive materials. And in case you were using hardcoded object names, then I need to inform you that the new version also comes with a breaking change because the new version may set the object names differently. The latest version tries to use names so that they are as close to the original name as possible. In case when an object group also defines its own meshes, the previous version set the name of the Model3DGroup by adding the "__Group" suffix. The new version set the Model3DGroup's name to the original name without any suffix. To prevent using duplicate names, it adds a mesh name as a suffix to the GeometryModel3D's name that is added as a child of the Model3DGroup. If you want to preserve the previous naming, then set the PreserveGroupNames property to false. Note, then in WPF, an object's name must start with a letter or underscore and can contain only letters, digits, or underscores. Because of this, the object names may still be different from the original names in the file. For example, "12-material#10" would become "_12_material_10".

The updated Assimp importer files can found in the libs folder on GitHub.

To see the list of other fixes and changes, see the change log web pages: Ab3d.PowerToys history and Ab3d.DXEngine history.

As mentioned last week, when the new SharpEngine was released, I am planning to release a new major version of Ab3d.PowerToys and Ab3d.DXEngine at the end of Q1 2024 . The following are planned new features:

  • Add support for Screen Space Ambient Occlusion (SSAO) - this can significantly improve the visual quality.
  • Add new options to render pixels and point clouds (world-size pixels in addition to screen-size; render circular pixels or pixels with custom textures).
  • Add support for rendering 3D lines and line segments to an object ID bitmap (can be used for faster line hit testing; especially for MultiLineVisual3D).
  • Add options to copy only part of the object ID bitmap from GPU memory to CPU memory - this would make using ID bitmaps for hit objects much faster.
  • Trying to improve the performance of calculating edge lines by using oct-tree.

For 2024, I would also like to introduce a new product that would allow importing 3D models from STEP and IGES file formats that are commonly used by CAD applications. Later, there would also be improved support for geometric and surface modeling that is based on mathematical surfaces and not triangles.

If you have any additional requests or wishes, please contact us. Otherwise, stay tuned.

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Ab3d.PowerToys

Major versions for Ab3d.PowerToys and Ab3d.DXEngine published

by abenedik 5. July 2023 20:27

I am happy to inform you that new major versions of Ab3d.PowerToys and Ab3d.DXEngine have been published.

The new release brings many great new features and one bigger breaking change.

The breaking change is the removal of the ViewCubeCameraController:

ViewCubeCameraController

A customer recently informed me that the ViewCube is patented by Autodesk. It seems that the patent is active only in the USA. See here: https://patents.google.com/patent/US7782319

Therefore I have decided to remove that control from the library. Instead of ViewCubeCameraController the new version of the Ab3d.PowerToys library now provides the CameraNavigationCircles control. See the screenshot of the new sample that demonstrates the CameraNavigationCircles:

CameraNavigationCircles Sample

 

And an animation showing that control in action:

CameraNavigationCircles animation

As you can see, the new control provides many customization options and can be used in many different ways. What is more, it can replace both ViewCubeCameraController and also CameraAxisPanel.

However, if you are already using the ViewCubeCameraController and would like to continue using it, then please first carefully study the patent, and consult with a layer. If you still want to use the ViewCubeCameraController, then please contact me and I will send you the source code for that control so you will be able to integrate it into your project.

 

Another major new feature of this release is improved support for line caps (line endings). Previous versions supported only arrow line caps. The new version adds support for additional arrow types, boxes, diamonds and circles. See the screenshot from the new sample that demonstrates that:

3D lines with different line caps

What is more, the Ab3d.DXEngine finally gets full hardware acceleration of all 3D lines, including lines with line caps. Before, lines with line caps were generated on the CPU (on each camera change the MeshGeometry3D of the line was regenerated and this was very slow). The new version solves that and moves the generation of the lines to the geometry shader. This means rendering millions of 3D lines with different line caps is now possible.

The new Ab3d.DXEngine also improves line initialization time, so if you define many 3D lines, the engine will show them faster. Also, the order in which lines and other 3D objects are rendered is defined by an improved sorting mechanism, so there should be fewer DirectX state changes when rendering, resulting in slightly faster rendering.

The new release also comes with a new build of native Assimp library that can be used to import 3D models from almost any 3D file format. Unfortunately, it seems that the version number of that library has been stuck at v5.2.5 for almost a year, regardless of hundreds of commits. To still be able to see what version is used, a new GitCommitHash property was added. It returns the Git commit hash of the version. For example, the Assimp library that comes with this release has GitCommitHash set to 0dcfe2f - from 2023-07-03. 

The new Ab3d.PowerToys.Assimp library now also supports reading lights and camera data from the imported file.

 

There are also many other improvements and fixes. Even though a lot of time was spent on the new Ab4d.SharpEngine, the list of changes is still very long - see the change logs for Ab3d.PowerToys and Ab3d.DXEngine.

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Ab3d.PowerToys | DXEngine

New Ab3d.PowerToys and Ab3d.DXEngine with .Net 7 build

by abenedik 10. November 2022 19:58

New versions of Ab3d.PowerToys and Ab3d.DXEngine have just been released. The new versions bring many great new features and because they were released just after the .Net 7 release, the new versions also come with a new .Net 7 build.

Because this release is also linked to a new .Net version release, this blog post also shows some performance numbers related to running Ab3d.DXEngine by using different .Net versions. See the end of this blog post for more information.

 

Now back to new features. In the past there were many requests to improve the triangulator that was part of the Ab3d.PowerToys library. If we want to show a filled 2D shape, for example an ellipse, as a 3D object, we need to first convert 2D points to 3D points and then define the triangles that will connect the positions. This can be done by using a triangulator. The old version of Ab3d.PowerToys already has a triangulator, but it could process only simple polygons. This was improved in the new version so that the new triangulator can now process multiple polygons and also supports polygons with holes.

Triangulated 3D text

As seen from the image above, this allows generating a 3D mesh from any text (text is represented by a series of 2D shapes). The sample also shows how to generate a 3D mesh from multiple 2D shapes (ellipses, rectangles, paths with bezier curves, etc.). The lower part of the sample shows individual triangles that were generated. There is also a Slider control that can be used to show how the triangles are laid out from the first to the last.

In some cases the new triangulator can also be used instead of Boolean operations. This requires that the main 3D object has a constant height (for example represents a sheet of metal or wood). In case when user wants to subtract a cylinder or some other object that can be extruded from a 2D shape, then using the triangulator instead of a Boolean subtract operation will be much faster and will provide better results (fewer triangles will be created).

Another highly requested feature is better support for collision detection. By using bounding boxes it was already possible to do some collision detection. However, because the bounding box is only an approximation of the space occupied by the object, this was not very precise. The new version of Ab3d.DXEngine brings a new MeshCollider object that can be used to check if one 3D position is inside another 3D mesh. By checking all the positions of one mesh, it is possible to check if one mesh collides with another mesh. The new sample demonstrates that (when checking the sample use arrows, PgUp and PgDown keys):

MeshCollider

An interesting new material type that will greatly simplify work for some users is the new FaceColorMaterial. It supports defining different colors for each of the triangles in the mesh. Before it was already possible to achieve that by using a VertexColorMaterial. But this required that the positions of the mesh were duplicated so that each triangle used its own unique set of positions. Now this is greatly simplified because the original mesh can be used. What is more, by setting the alpha color to zero, the individual triangles can be discarded from rendering. The new sample nicely demonstrates that:

Face color material

Improving the performance of the Ab3d.DXEngine is a never-ending job. This version brings two new performance improvements. The first one is for those that use DXEngine's SceneNode objects and meshes. The new version significantly improves performance of hit testing because it can use OctTree objects on DXEngine's meshes. Before OctTree objects were created only from WPF's MeshGeometry3D objects. 

OctTree object organizes the triangles in a mesh in hierarchically organized 3D space regions so that when triangles are checked if they are intersected by a 3D ray, the number of checked triangles is much much lower. This makes hit testing almost instant even on huge meshes.

Now the DXScene.DXHitTestOptions.MeshPositionsCountForOctTreeGeneration property is also used when doing hit tests on DXEngine's meshes. Its default value is 512. This means that an OctTree will be automatically generated when the mesh has more than 512 positions. You can also manually generate the OctTree by calling the CreateOctTree method.

The second performance improvement will be great news for those who are rendering many polylines (lines where line segments are connected to each other). Multiple polylines are usually defined by a single MultiPolyLineVisual3D object. But though one object is used to define multiple lines, each line was still rendered by its own DirectX draw call. And if there were thousands of lines to render, it took quite some time to issue draw calls for each line. The good news is that with the new version, all the polylines can be rendered with only one draw call. This means that there will be almost no CPU cost for rendering any number of polylines.

As always, there are also many other improvements and fixes. See the change logs for more details here: Ab3d.PowerToys changelog and Ab3d.DXEngine changelog. Also get the latest samples (Ab3d.PowerToys.Wpf.Samples and Ab3d.DXEngine.Wpf.Samples) and check for UP and NEW icons to see new or updated samples.

 

And as promised before, let me show you some additional performance numbers. Each .Net version brings many performance improvements. There are new classes that can be used to write faster code. But also existing .Net code can run faster because each version improves the JIT compiler so it produces faster assembler code. The following graph shows how performance of the Ab3d.DXEngine can be improved when the application is run in a newer .Net version (running in .Net 4.8 is shown with a blue rectangle that represents 100% of the time; running in .Net 6.0 and .Net 7.0 executed the code faster and therefore the rectangles are shorter):

Ab3d.DXEngine performance in .Net versions

(1) "Multi-threading and caching" sample was run with showing 20000 boxes, using no background threads and disabled DirectX caching. The DrawRenderTime performance parameter measures the time that Ab3d.DXEngine needs to issue all DirectX draw calls. This requires going through all objects, checking their state, setting the DirectX state and calling DirectX Draw method. In this sample most of the time is spent in native DirectX code so the performance gains cannot be huge. But still, there is almost 10% better rendering performance just by using a newer .Net version.

(2) "Instanced animated arrows" sample was run with showing 1 million arrows. The graph shows values for the time that is required to calculate 1 million transformation matrices - each matrix is defined so that an arrow mesh will point toward the animated sphere. The values are based on highly optimized code (manually inlined and optimized math operations) that run on multiple threads (using Parallel.For).

(3) "Instanced animated arrows" sample showing 1 million arrows but this time the source code without any manual optimization is executed. The graph shows that the new JIT compiler can greatly optimize the generated assembler and in this case can provide a 25% performance boost.

(4) "Transparency sorting performance" sample shows the performance of different sorting algorithms that sort 3D objects to prevent transparency artifacts (the sample was updated to show 7200 instead of 720 boxes). The values under (4) show the difference of sorting that sort WPF 3D objects and is implemented by TransparencySorter from Ab3d.PowerToy library. Working with WPF objects is not very fast and there will be no changes in the WPF to make this faster. So it is great news that only using a new version of .Net can significantly improve the performance.

(5) The values here are again from the "Transparency sorting performance" sample, but this time showing the performance improvements of the transparency sorting from Ab3d.DXEngine. The source code for this sorting algorithm is already highly optimized, but still newer versions of .Net can squeeze some more juice from that.

So, Microsoft, keep up the great work!

 

And finally, the first open beta version of the new Vulkan based cross-platform rendering engine will be available before the end of this year! Let's conclude with the new logo for the engine:

Ab3d.SharpEngine logo

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Ab3d.PowerToys | DXEngine

New versions of 3D libraries released

by abenedik 28. April 2022 19:57

I am happy to inform you that new versions of Ab3d.PowerToys and Ab3d.DXEngine libraries have been published.

This is a maintenance release with many improvements, fixes, and some new features.

The most interesting new feature in the Ab3d.DXEngine is added support for XRayEffect. The XRayEffect can render objects that look as they would be photographed by an x-ray. This can be useful when you work on a complex model with many parts and want to select one part while the other parts are just barely visible. In that case it is possible to make other parts semi-transparent. Another option that is available with the new version is to use the new XRayEffect or XRayMaterial. This works especially well when showing models with many triangles and with curved shapes. See example (this is a screenshot from slightly modified XRayEffect sample):

X-Ray effect on Ab3d.DXEngine

The new XRayEffect can be also used in the updated "Model Viewer" sample in the Ab3d.DXEngine samples (to use it check the new "Use X-Ray material" CheckBox in the second tab).

Another new feature can be used by those who use object instancing to render thousands of objects and want to do fast hit testing on the instanced objects. In this case, the new version allows rendering instance id bitmap from instanced objects. This generates a bitmap where colors represent the ids of the instances. By checking the color at a specific pixel, you can get the instance id that was rendered at that screen coordinates. This can also be used to do a rectangular selection or selection of the instance around the mouse cursor.

Also, the standard RenderToBitmap method got an improvement. With the new version it is possible to get direct access to the memory of the rendered bitmap. This way you can reuse the WritableBitmap or use any other method of using the rendered image. This is very useful when you are calling RenderToBitmap method very often because you can optimize and reuse the used objects (before a new WritableBitmap object was created on each call of RenderToBitmap method and this could generate many objects on the large memory heap).

The new version also improves stability in case of disconnecting an external monitor. Stability is also improved in some cases when rendering through a remote desktop.

The previous version introduced two-sided material that doubles the performance of rendering models that had the same front and back side materials. But this did not work in all the cases. This version fixes this issue.

There are also some other fixes and improvements. See the full list here: https://www.ab4d.com/DXEngine-history.aspx

 

The Ab3d.PowerToys library also got a few new features and improvements.

One interesting new feature is an improved algorithm for extruding a shape along a path. Now you can use two new options. One is to preserve the size of the shape at junctions and the other is to preserve the orientation of the shape's Y direction. See screenshot (the right side shows the extruded model using the new option):

Extrude a shape along a path

The new version of the library also comes with an updated Assimp importer and exporter. It now supports reading embedded textures and saving textures into fbx and glft files. There is also a new native Assimp library v5.2.3 that should improve the accuracy of importing and exporting files (https://github.com/assimp/assimp/releases/tag/v5.2.3)

To see the full list of changes see the change log here: https://www.ab4d.com/PowerToys-history.aspx

 

You can get the new version by updating the NuGet packages or by downloading the new evaluation or commercial version from your User Account web page. Note if you are using libraries from NuGet and you have recently renewed the updated subscription, then you will probably need to generate a new license activation code for the new version to work (this code can be generated from your User Account web page).

 

The list of new features is not as long as with some previous versions. The reason for this is that a lot of development effort is now spent on the new Vulkan based rendering engine (Ab3d.SharpEngine). This new engine is progressing very well. This engine will be fully cross-platform so the same code should be able to run on many different hardware devices. Recently we were able to run the code that works on Windows and desktop Linux on Raspberry Pi with a small touch screen attached - see photo:

SharpEngine on Resberry Pi with touch screen (pre-alpha)

Such a setup makes the engine great for controlling some industry machines or equipment.

The engine can also work on Android:

SharpEngine on Android phone (pre-alpha)

Many features from Ab3d.PowerToys and Ab3d.DXEngine were already ported to the new engine. But before releasing an alpha version, the core of the engine still needs some polishing and testing. I expect that the first alpha can be released in a month or two. The plan is to release a closed alpha version and later an open beta version. If you are interested in trying the new engine, please write me an email or feedback and you will be informed when the alpha version is available. This will allow you to test the engine on your hardware and on your devices. It will aso give you some influence on which features will make it to the first official and production-ready version.

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Ab3d.PowerToys | DXEngine | SharpEngine

New major versions for 3D libraries released

by abenedik 26. November 2021 10:08

I am happy to inform you that new major versions for Ab3dPowerToys and Ab3d.DXEngine libraries have been released. 

The Ab3d.DXDXEngine has reached version 5.0. This is the 21st release of the library. The Ab3d.PowerToys library has climbed even higher and has reached version 10.0, having the 34th release of the library. The high number of releases is even more impressive when checking the actual change logs (see https://www.ab4d.com/PowerToys-history.aspx and https://www.ab4d.com/DXEngine-history.aspx). The long list of new features and changes that were often requested by the users shows that the libraries have become very mature and that they can be used for many different types of business, technical and scientific applications with 3D graphics. To make the numbers even more interesting, the build number of the new version is set to 8000. Because the build number is calculated as the number of days since 1st January 2000, this means that this release has happened on the 8000th day of the new Millenium (on 26th November 2021).

The highlights of the new versions are:

  • New Model viewer sample.
  • Rendering two-sided materials in one render pass.
  • Triangles sorting for transparent meshes.
  • Updated assimp importer that can read 3D models from almost any file format.
  • Added FitIntoView method for FreeCamera.

 

The first great new added value of the new version is a new Model viewer sample:

DXEngine Model Viewer

This sample does not provide any new feature but demonstrates many features of the Ab3d.PowerToys and Ab3d.DXEngine libraries. And because almost any application with 3D graphics requires object loading, mouse selection, wireframe and solid object rendering and showing object hierarchy, the sample is an excellent source of code snippets that you can use in your applications.

You can also use the sample to inspect the 3D models that are loaded from many file formats with Assimp importer. As shown in the following screenshot, it is possible to show mesh normals, position indexes and triangle orientations for the selected model:

DXEngine Model Viewer

Additional information can be obtained when an object without children (a GeometryModel3D) is selected. Then clicking on the "Show info" button will show the details about the mesh with a generate c# code that defines the mesh (creating arrays for all positions, normals, texture coordinates and triangle indices).

I am sure that you will find the new Model viewer interesting. Now let me provide some information about new features. Let me start with some background knowledge.

In 3D graphics the most fundamental building block of a 3D object is a triangle. And each triangle has its front and its backside. By default the front side of the triangle is the side where the vertices are defined in counter-clockwise order. The backside is the other side where the vertices are defined in clockwise order (see more here https://www.khronos.org/opengl/wiki/Face_Culling). In 3D graphics you can assign one material to the front side of the triangles and another material to the back side of the triangles. When using a GeometryModel3D object, the front material is assigned to the Material property, and the backface material is set to the BackMaterial property.

Many times the 3D models are solid and closed so we cannot see inside the 3D model. In those cases we can render only the front sides of the triangles and skip rendering the backsides. This reduces the number of rendered pixels by half. For example, 3D box and 3D sphere are solid and closed models and therefore the graphics card does not need to render the inner sides of the triangles. But when rendering a 3D plane, opened cylinder or any other model with holes, the graphics card needs to render both front and back triangles (both Material and BackMaterial properties need to be set). This is needed because the user can rotate the camera to see the other side of the plane or inside the model. The other case when we need to render both sides is when the object uses semi-transparent material. There the user can see the inner side of the 3D model. The models that use the same material for both the front and back sides are described as using a two-sided material. Two-sided materials are used many times for all the objects in technical 3D graphics.

Usually, the rendering of two-sided materials is done in two passes. First, the backside of the material is rendered, then the front side is rendered. When rendering the backside, the DirectX rasterizer state needs to be changed to prevent culling (skipping) the backside. Also, the code in the shader needs to invert the normal vector so that the lighting calculations are correct. This means that rendering models with two-sided material requires two DirectX draw calls and therefore takes twice as much time as rendering models with single-sided materials (actually, there is also an additional performance penalty because of rasterizer state changes).

The new version of Ab3d.DXEngine can use the DirectX SV_IsFrontFace semantics (https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-semantics) that is used in the shader to check if the front side or the backside of the triangle is being rendered. This information is needed to invert the normal in the case of backside rendering. Also, the backside culling needs to be disabled in the DirectX rasterizer state. This allows the new version of Ab3d.DXEngine to render two-sided materials in one rendering pass. This means that 3D scenes where all 3D models have two-sided materials will be rendered twice as fast as before.

When using DXEngine's materials (supported by StandardMaterial, VertexColorMaterial, PhysicallyBasedMaterial and WpfMaterial), the two-sided rendering can be enabled by setting the IsTwoSided property to true. When using WPF 3D objects, then two-sided rendering will be used when the Material and BackMaterial on the GeometryModel3D are set to the same material instance. This will set the IsTwoSided property to true in the DXEngine's WpfMaterial that is created from the WPF's material. 

It is possible to prevent this new functionality by changing the static DXViewportView.UseTwoSidedMaterialsForSolidObjects and DXViewportView.UseTwoSidedMaterialsForTransparentObjects fields. As seen from the field names, there are different settings for solid and for transparent objects. By default, solid two-sided objects are rendered in one rendering pass (UseTwoSidedMaterialsForSolidObjects is true). But by default, transparent objects are still rendered in two passes (UseTwoSidedMaterialsForTransparentObjects is false) - first rendering the back material and then the front material. This is needed to preserve the rendered result as it was before. It is possible to set the UseTwoSidedMaterialsForTransparentObjects to true, but then it is recommended to set the new DefaultTransparentDepthStencilState field to DepthRead (from DepthReadWrite). This will render transparent objects in one render pass and correctly render the inner side of the objects. See the new "TwoSided materials" sample for more info.

DXEngine Model Viewer

 

The next new feature of the engine is the support for sorting individual triangles in a mesh. This may be required when showing semi-transparent meshes that have complicated geometry, as for example the following torus knot:

DXEngine Model Viewer

On the left the screenshot shows the object without sorted triangles. Red arrows mark the parts that are not correctly visible through the mesh. Green arrows indicate the correctly rendered pars of the object. Note, if the object would be rotated to the other side, then the correctly visible parts would change.

The new version of Ab3d.DXEngine has a highly optimized triangle sorting code that works on low-level triangles and positions data (WPF's MeshGeometry3D objects are not used because they are very slow). The code changes the data in the index buffer. After sorting is done on the CPU, then the changed index buffer needs to be sent to get GPU. Those two processes can take some time, so you should consider using triangle sorting only when really needed. 

Ab3d.DXEngine has got some other great new features and bug fixes. And there are also two new additional samples that are designed to improve understanding of GraphicsProfiles and different options to render wireframe lines. See screenshots:

DXEngine Model Viewer

DXEngine Model Viewer

 

The Ab3d.PowerToys library also got some great new features. In my opinion the most important new feature is an updated Assimp importer. The Assimp importer is a third-party native library that can import 3D models from more than 40 file formats. The previous version 5.0.1 of Assimp was released a long time ago, in January 2020. After that release, the library got many improvements and also some breaking changes that crashed the .Net wrapper. But because there was no increase in the library's version number, it was not possible to update the wrapper to work with the newer build of the library. Finally, on 20th November (last week) a new official version 5.1.1 of Assimp library was released. This meant that it was possible to update the AssimpNet (.Net wrapper for the native library) and the Ab3d.PowerToys.Assimp library (helper library that converts the read 3D models into WPF 3D objects). The new libraries improve support for many file formats and add some new file formats to the supported list.

Those two libraries and the compiled native Assimp library are available with the new Ab3d.PowerToys sample on GitHub (https://github.com/ab4d/Ab3d.PowerToys.Wpf.Samples/tree/master/lib). Those libraries are also installed by the evaluation installer of the AB4D products (https://www.ab4d.com/Downloads.aspx) and the commercial installer for the Ab3d.PowerToys library (available from User Account web page).

The new version of Ab3d.PowerToy also comes support for calling the FitIntoView method when using FreeCamera (a highly requested feature). This provides the same functionality to FreeCamera as available by the TargetPositionCamera.

 

As always, please update to the new versions and check the new samples projects (https://github.com/ab4d/Ab3d.DXEngine.Wpf.Samples, https://github.com/ab4d/Ab3d.PowerToys.Wpf.Samples). In the new samples check the samples that are marked with NEW and UP icons. The icons mark new samples and the samples that were updated in the last version (hovering the mouse over the UP icon will show you more information about the change).

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Ab3d.PowerToys | DXEngine

Improved versions of Ab3d.PowerToys and Ab3d.DXEngine published

by abenedik 28. June 2021 15:48

Another new version of Ab3d.PowerToys and Ab3d.DXEngine libraries have been released.

Though this is a minor release, it still brings some amazing new improvements. For those of you that are rendering complex 3D graphics and also need to show WPF controls on top of the 3D scene, the new version of Ab3d.DXEngine brings two new great features:

1)

The performance of DirectXImage presentation type (required to show WPF controls on top of 3D scene) has been significantly improved. This was done by improving the Ab3d.DXEngine so that it can wait in a background thread until the graphics card finishes rendering the 3D scene. Then Ab3d.DXEngine invokes the code on the main thread that sends the rendered scene to the WPF composition engine. This means that the main thread does not need to wait anymore for the graphics card to complete the rendering of the 3D scene.

The most significant performance improvement of this new feature can be seen when the graphics card is rendering objects with a very big number of triangles or when using mesh instancing. In this case only a few DirectX commands issue a lot of GPU work. On the other side, when many DirectX commands are called, the performance improvement is not that big because Ab3d.DXEngine still needs to wait on the main thread until the graphics driver finishes processing the commands (DirectX Flush command needs to finish executing on the main thread). Anyway, in both cases the performance improvements (the time that you have on the main thread for your tasks) are significant. And what is best, you do not need to do anything except switching to a new version. 

 

2)

If you need even more performance and would also like that most of the drivers's work is done on the background thread, then you need to use DirectXOverlay presentation type. In this presentation type, the DirectX gets its own part of the screen (a hwnd handle) where it can present the rendered 3D scene when the graphics card finishes rendering. This presentation type is the fastest because the main thread is freed immediately after the Ab3d makes the last draw call by the Ab3d.DXEngine - both the driver's work and rendering are done in the background.

The problem with this presentation type is that it is impossible to render WPF controls on top of the 3D scene. Actually, WPF is not aware that the controls are hidden by the overlaid 3D scene so it will still render the controls, pass mouse events to the controls so they will be fully functional, but not visible.

The new version of Ab3d.DXEngine can solve the problem of hidden WPF controls in DirectXOverlay mode by using 2D sprites (also a new feature in this version) to show the static WPF controls (for example a TextBlock or a MouseCameraControllerInfo) or WPF controls that use Viewport3D (for example CameraAxisPanel or ViewCubeCameraController). The controls with Viewport3D are actually rendered by Ab3d.DXEngine. The trick is to render Viewport3D in a secondary DXViewportView control. This DXViewportView is created with the same DirectX device as the DXViewportView control that renders the main 3D scene. This way all DXViewportView controls can share the rendered results. For example, the secondary DXViewportView renders the CameraAxisPanel into a 2D texture and then this texture is shown on the main DXViewportView as a 2D sprite.

This can be done very easily with two new classes: WpfElementOverlay and Viewport3DObjectOverlay. What is more, the full source code of those two classes is available in the main Ab3d.DXEngine samples project.

 

The new version of Ab3d.DXEngine also comes with improved InstancedTextNode. This object can be used to render millions of characters. With the new version it is possible to change the individual texts and also remove some texts. For advanced users, the new version comes with a new InstancedMeshNode object that can show instanced meshes without using WPF's MeshGeometry3D (you can use any mesh derived from DXEngine's MeshBase). Also, the new version can prevent WPF's rendering thread exception (UCEERR_RENDERTHREADFAILURE) that may happen when the primary monitor has changed (for example when a laptop is connected to a docking station and uses more than one monitor; disconnecting the monitors can trigger a WPF excepton).

The Ab3d.PowerToys library also comes with a few new features and fixes. The new SphericalZoneVisual3D (and Ab3d.Meshes.SphericalZoneMesh3D) can show part of a 3Dsphere. This 3D object can be used to add a rounded end to a 3D cone or a 3D tube line. In addition, the FitIntoView method got two new overloads so you can call the method with passing a custom Rect3D (bounding box) or a custom list of 3D positions.

To see the full list of changes, check the history web pages: Ab3d.PowerToys history, Ab3d.DXEngine history.

 

I am also happy to inform you that the work on a new Vulkan based cross-platform rendering engine is also progressing very well. Here are two sample screenshots:




The first screenshot shows a test scene with the content of the memory dump command that shows advanced Vulkan memory management capabilities.

The second screenshot shows a simple 3D scene that is rendered in Linux and composed with Avalonia UI (Avalonia UI buttons are rendered on top of Vulkan 3D scene).

The current plan is to provide an alpha version in September 2021.

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Ab3d.PowerToys | DXEngine

New maintenance release of 3D libraries published

by abenedik 2. April 2021 16:39

I would like to inform you that new versions of Ab3d.PowerToys and Ab3d.DXEngine have been published. The main purpose of the new versions is to solve some issues from the previous version. And as always, there are also a few interesting new features.

 

The first new feature that I would like to mention is that the new version of Ab3d.PowerToys supports creating contour lines (also known as isoline). The following image shows contour lines that were created from a height map:

Contour lines (isolone) creared by Ab3d.PowerToys library

 

The contour lines can also be added as part of a 3D plot - to demonstrate that, the existing 3D plot sample was updated to show contour lines:

Plot 3D with contour lines

 

Another bigger new feature is greatly improved support for creating 3D axes. The new axes can be used by many 3D plots and graphs. To support that 2 new classes were added to the Ab3d.PowerToys library. The first is AxisWith3DLabelsVisual3D that can show one axis and shows 3D text (axis title and value labels) by using TextBlockVisual3D objects. This shows text as real 3D objects. The other new class is the AxisWithOverlayLabelsVisual3D. As the name suggest this class is using standard 2D TextBlock elements that are added to an overlay Canvas object. The following image shows AxisWith3DLabelsVisual3D with a few different axis options:

Different axes created by AxisWith3DLabelsVisual3D

 

To simplify showing multiple axes a third class - AxesBoxVisual3D - was added. It can show up to 6 axes. It also dynamically switched the visibility of the axes and orientation so that when user rotates the camera the correct axes are visible and the text is oriented in the correct direction.

So if you want to present your 3D data in some kind of a 3D plot of a 3D graph, you just got great new tools to achieve that quickly.

 

Let me quickly mention some other new features: 

  • Improved HeightMapVisual3D with a new option to use a one-dimensional texture for colors and then adjusting the texture coordinates of the mesh. This better interpolates the colors between various height map values. See updated sample for more info.
  • Added Parent property to the BaseVisual3D object. This way you can easily traverse the hierarchy of objects that derive from BaseVisual3D object - all Visual3D objects from Ab3d.PowerToys, including ContentVisual3D.
  • Improved Boolean operation that can now change only the triangles that intersect the second object.

 

But as mentioned before, most of the work was done to solve issues based on some new testing tools. A few fixes are related to using IsVisible property. The full list of changes can be seen in the Ab3d.PowerToys versions history page.

 

The Ab3d.DXEngine library did not get any bigger new features. But there were some solved issues. See the list of changes in the Ab3d.DXEngine versons history page.

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DXEngine | ReaderSvg