scenery // flexible scenegraphing and rendering for scientific visualisation
Hello, this is the master branch, where development happens and stuff breaks. If you require a stable version of scenery, please check out the latest stable version of this repository, version 0.6.2.
scenery is a scenegraphing and rendering library. It allows you to quickly create high-quality 3D visualisations based on mesh data. scenery contains both a OpenGL 4.1 and Vulkan renderer. The rendering pipelines of both renderers are configurable using YAML files, so it's easy to switch between e.g. Forward Shading and Deferred Shading, as well as stereo rendering. Rendering pipelines can be switched on-the-fly.
Both renderers support rendering to head-mounted VR goggles like the HTC Vive or Oculus Rift via OpenVR/SteamVR.
Have a look in the src/test/tests/graphics/scenery/tests/examples directory, there you'll find plenty of examples how to use scenery in Kotlin, and a few Java examples.
Some of the examples need additional meshes, which are not part of the repository due to their size. These meshes can be downloaded here and extracted to a directory of choice. When running the examples, the environment variable
SCENERY_DEMO_FILES should point to this directory, otherwise the models will not be loaded and scenery will complain.
- Scala - @Sciss has translated the Kotlin and Java examples to Scala, https://github.com/Sciss/SceneryScalaExamples
Default Key bindings
Most of the demos use the following key bindings:
||Move forward, left, back, right|
||Move forward, left, back, right fast|
||Switch between FPS and Arcball camera control modes (only used in
If a gamepad is connected (such as a PlayStation 3 or 4 controller), the hats can be used for movement and look-around.
||Toggle rendering quality (low, medium, high, ultra), if supported by the current rendering pipeline|
||Toggle buffer debug view|
||Save screenshot to Desktop as PNG|
||Record a H264-encoded video to the Desktop|
All keybindings are also listed in the InputHandler class.
Selecting a renderer
On Windows and Linux, scenery defaults to using the high-performance Vulkan renderer, while on macOS, it'll default to the OpenGL renderer.
If you would like to override this, set the system property
scenery.Renderer to either
If you want to use Vulkan validation layers, or select a different graphics card than the primary one, please consult the VulkanRenderer README.
scenery has been tested with MoltenVK on macOS, but there are some major issues remaining before Vulkan can also be used on macOS.
Into a directory of your choice, clone the Git repository of scenery:
git clone https://github.com/scenerygraphics/scenery
Then, change to the newly created
scenery directory, and run
mvn clean install to build and install both packages into your local Maven repository.
Alternatively, scenery's Maven project can be imported into IntelliJ or Eclipse. Please note that Eclipse needs the Kotlin plugin from JetBrains to work correctly.
If you want to compile the provided shader files offline on your own, please make sure you have the latest Vulkan SDK from LunarG installed. At least version 1.1.70 is required.
Using scenery in a project
Artifacts are currently published to the Sonatype OSS repository, and synchronised with Maven Central. For all commits on master, a new SNAPSHOT build is automatically created.
Using scenery in a Maven project
Add scenery and ClearGL to your project's
<dependencies> <dependency> <groupId>graphics.scenery</groupId> <artifactId>scenery</artifactId> <version>0.6.3-SNAPSHOT</version> </dependency> <dependency> <groupId>net.clearvolume</groupId> <artifactId>cleargl</artifactId> <version>2.2.1</version> </dependency> </dependencies>
Using scenery in a Gradle project
Add scenery and ClearGL to your project's
compile group: 'graphics.scenery', name: 'scenery', version: '0.6.3-SNAPSHOT' compile group: 'net.clearvolume', name: 'cleargl', version: '2.2.1'
scenery uses slf4j for logging. If you use scenery in your own library and want to see scenery's messages, you need to have a logger (e.g.
slf4j-simple) configured in your project. Check this page on how to do that.
To configure the logging level that scenery uses, set the system property
trace. Be advised that both
trace produce a lot of output and thereby negatively affect performance.
scenery has been tested with a number of different systems and GPUs. If you have a setup that is not listed in the following table - or marked as untested - please submit a PR with the setup added.
|GPU||Windows, OpenGL||Windows, Vulkan||Linux, OpenGL||Linux, Vulkan||Mac OS X, OpenGL|
|AMD Radeon HD 7850 (Pitcairn XT)||⬜||⬜||⬜|
|AMD Radeon R5 M230 (Caicos Pro)||⛔||⬜||⬜||⬜|
|AMD Radeon R9 390 (Hawaii Pro)||⬜||⬜||⬜|
|AMD Radeon R9 Nano (Fiji XT)||⬜||⬜||⬜|
|AMD Radeon R9 M370X (Strato Pro)||⬜||⬜||⬜||⬜|
|AMD FirePro W9100 (Hawaii XT)||⬜||⬜||⬜|
|Intel HD Graphics 4400 (Haswell)||⬜|
|Intel HD Graphics 5500 (Broadwell)||⬜||⬜||⬜|
|Nvidia Geforce Titan X (Maxwell)||⬜|
|Nvidia Titan Xp (Pascal)||⬜||⬜||⬜|
|Nvidia Geforce 1080 Ti (Pascal)||⬜|
|Nvidia Geforce 1070 (Pascal)|
|Nvidia Geforce 960 (Maxwell)||⬜||⬜||⬜|
|Nvidia Quadro K6000 (Kepler)||⬜||⬜||⬜|
|Nvidia Quadro P5000 (Pascal)||⬜||⬜||⬜||⬜|
|Nvidia Geforce 980M (Maxwell)||⬜||⬜||⬜||⬜|
|Nvidia Geforce 960M (Maxwell)||⬜||⬜|
|Nvidia Geforce 750M (Kepler)||⬜||⬜|
|Nvidia Geforce 650M (Kepler)||⬜||⬜||⬜||⬜|
Please also note that Nvidia's Vulkan drivers before version 382.33 have a bug that prevents scenery's Vulkan renderer from working correctly.