F3D - Fast and minimalist 3D viewer

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F3D - Fast and minimalist 3D viewer

By Michael Migliore and Mathieu Westphal.

F3D (pronounced /fɛd/) is a VTK-based 3D viewer following the KISS principle, so it is minimalist, efficient, has no GUI, has simple interaction mechanisms and is fully controllable using arguments in the command line.

F3D is open-source and cross-platform (tested on Windows, Linux and macOS). It supports a range of file formats (including animated glTF, stl, step, ply, obj, fbx), and provides numerous rendering and texturing options.

A typical render by F3D

Animation of a glTF file within F3D

A direct scalars render by F3D

Acknowledgments

F3D was initially created by Kitware SAS and is relying on many awesome open source projects, including VTK, OCCT, Assimp and Alembic.

How to use

There are 4 main ways to use F3D:

  • By running F3D from a terminal with a set of command-line options.
  • By running F3D directly and then dragging and dropping files into it to open them.
  • By using F3D automatically in the file manager when opening file.
  • As a thumbnailer for all supported file formats with certain file managers.

Installation

You can find the release binary packages for Windows, Linux and macOS on the Release page. See the desktop integration section in order actually integrate the binary release in your desktop. Alternatively, you can build it yourself following the build guide below.

You can also find packages for the following operating systems:

OpenSuse

Available in OpenSuse.

Arch Linux

Available in the AUR.

FreeBSD

Avaiable in FreshPORTS.

DragonFly BSD

Available in DPorts.

MacOS Brew

Available in Homebrew.

NixOS

Available in nixpkgs.

Ubuntu/Debian/Fedora

Available on OpenSuse OBS.

Flathub

Available in Flathub.

Spack

Available in Spack.

Build

Dependencies

  • CMake >= 3.1.
  • VTK >= 9.0.0 (optionally with raytracing capabilities to enable OSPray rendering).
  • A C++11 compiler.
  • A CMake-compatible build system (Visual Studio, XCode, Ninja, Make, etc.).

Configuration and building

Configure and generate the project with CMake by providing the following CMake options:

  • VTK_DIR: Path to a build or install directory of VTK.
  • BUILD_TESTING: Enable the tests.
  • F3D_MACOS_BUNDLE: On macOS, build a .app bundle.
  • F3D_WINDOWS_GUI: On Windows, build a Win32 application (without console).

Some modules depending on external libraries can be optionally enabled with the following CMake variables:

  • F3D_MODULE_EXODUS: Support for ExodusII (.ex2) file format. Requires that VTK has been built with IOExodus module (and hdf5). Enabled by default.
  • F3D_MODULE_RAYTRACING: Support for raytracing rendering. Requires that VTK has been built with OSPRay. Disabled by default.
  • F3D_MODULE_OCCT: Support for STEP and IGES file formats. Requires OpenCASCADE. Disabled by default.
  • F3D_MODULE_ASSIMP: Support for FBX, DAE, OFF and DXF file formats. Requires Assimp. Disabled by default.
  • F3D_MODULE_ALEMBIC: Support for ABC file format. Requires Alembic. Disabled by default.

Then build the software using your build system.

File formats

Here is the list of supported file formats:

  • .vtk : the legacy VTK format
  • .vt[p|u|r|i|s|m] : XML based VTK formats
  • .ply : Polygon File format
  • .stl : Standard Triangle Language format
  • .dcm : DICOM file format
  • .nrrd/.nhrd : "nearly raw raster data" file format
  • .mhd/.mha : MetaHeader MetaIO file format
  • .tif/.tiff : TIFF 2D/3D file format
  • .ex2/.e/.exo/.g : Exodus 2 file format
  • .gml : CityGML file format
  • .pts : Point Cloud file format
  • .step/.stp : CAD STEP exchange ISO format
  • .iges/.igs : CAD Initial Graphics Exchange Specification format
  • .obj : Wavefront OBJ file format (full scene)
  • .gltf/.glb : GL Transmission Format (full scene)
  • .3ds : Autodesk 3D Studio file format (full scene)
  • .wrl : VRML file format (full scene)
  • .fbx : Autodesk Filmbox (full scene)
  • .dae : COLLADA (full scene)
  • .off : Object File Format (full scene)
  • .dxf : Drawing Exchange Format (full scene)

Scene construction

The full scene formats (gltf/glb, 3ds, wrl, obj) contain not only geometry, but also some scene information like lights, cameras, actors in the scene, as well as texture properties. By default, all this information will be loaded from the file and displayed. For file formats that do not support it, a default scene will be created.

Options

Generic Options

Options Description
--input= The input file or files to read, can also be provided as a positional argument.
--output= Instead of showing a render view and render into it, render directly into a png file. When used with ref option, only outputs on failure
--no-background Output file is saved with a transparent background. Ignored when using ref option.
-h, --help Print help.
--verbose Enable verbose mode, providing more information about the loaded data in the console output.
--no-render Verbose mode without any rendering for the first provided file, to recover information about a file.
--quiet Enable quiet mode, which superseed any verbose options. No console output will be generated at all.
--version Show version information.
-x, --axis Show axes as a trihedron in the scene.
-g, --grid Show a grid aligned with the XZ plane.
-e, --edges Show the cell edges.
-k, --trackball Enable trackball interaction.
--progress Show a progress bar when loading the file.
--up Define the Up direction (default: +Y)
--animation-index Select the animation to show.
Any negative value means all animations.
The default scene always has at most one animation.
If the option is not specified, the first animation is enabled.
--geometry-only For certain full scene file formats (gltf/glb and obj),
reads only the geometry from the file and use default scene construction instead.
--dry-run Do not read the configuration file but consider only the command line options
--config Read a provided configuration file instead of default one
--font-file Use the provided FreeType compatible font file to display text.
Can be useful to display non-ASCII filenames.

Material options

Options Default Description
-o, --point-sprites Show sphere points sprites instead of the geometry.
--point-size 10.0 Set the size of points when showing vertices and point sprites.
--line-width 1.0 Set the width of lines when showing edges.
--color= 1.0, 1.0, 1.0 Set a color on the geometry.
This only makes sense when using the default scene.
--opacity= 1.0 Set opacity on the geometry.
This only makes sense when using the default scene. Usually used with Depth Peeling option.
--roughness= 0.3 Set the roughness coefficient on the geometry (0.0-1.0).
This only makes sense when using the default scene.
--metallic= 0.0 Set the metallic coefficient on the geometry (0.0-1.0).
This only makes sense when using the default scene.
--hrdi= Set the HDRI image used to create the environment.
The environment act as a light source and is reflected on the material.
Valid file format are hdr, png, jpg, pnm, tiff, bmp.
--texture-base-color= Path to a texture file that sets the color of the object.
--texture-material= Path to a texture file that sets the Occlusion, Roughness and Metallic values of the object.
--texture-emissive= Path to a texture file that sets the emitted light of the object.
--emissive-factor= 1.0, 1.0, 1.0 Emissive factor. This value is multiplied with the emissive color when an emissive texture is present.
--texture-normal= Path to a texture file that sets the normal map of the object.
--normal-scale= 1.0 Normal scale affects the strength of the normal deviation from the normal texture.

PostFX (OpenGL) options

Options Description
-p, --depth-peeling Enable depth peeling. This is a technique used to correctly render translucent objects.
-q, --ssao Enable Screen-Space Ambient Occlusion. This is a technique used to improve the depth perception of the object.
-a, --fxaa Enable Fast Approximate Anti-Aliasing. This technique is used to reduce aliasing.
-t, --tone-mapping Enable generic filmic Tone Mapping Pass. This technique is used to map colors properly to the monitor colors.

Camera configuration options

Options Description
--camera-index Select the scene camera to use.
Any negative value means custom camera.
The default scene always has a custom camera.
--camera-position= The position of the camera. Automatically computed or recovered from the file if not provided.
--camera-focal-point= The focal point of the camera. Automatically computed or recovered from the file if not provided.
--camera-view-up= The view up vector of the camera. Will be orthogonalized even when provided. Automatically computed or recovered from the file if not provided.
--camera-view-angle= The view angle of the camera, non-zero value in degrees. Automatically computed or recovered from the file if not provided.
--camera-azimuth-angle= The azimuth angle of the camera in degrees (default: 0.0).
This angle will be applied after setting the position of the camera, focal point of the camera, and view up vector of the camera.
--camera-elevation-angle= The elevation angle of the camera in degrees (default: 0.0).
This angle will be applied after setting the position of the camera, focal point of the camera, and view up vector of the camera.

Raytracing options

Options Default Description
-r, --raytracing Enable OSPRay raytracing. Requires OSPRay raytracing to be enabled in the linked VTK dependency.
--samples= 5 The number of samples per pixel. It only makes sense with raytracing enabled.
-d, --denoise Denoise the image. It only makes sense with raytracing enabled.

Scientific visualization options

Options Default Description
-s, --scalars= Color by a specific scalar array present in the file. If no array_name is provided, one will be picked if any are available.
This only makes sense when using the default scene.
Use verbose to recover the usable array names.
-y, --comp= -1 Specify the component from the scalar array to color with.
Use with the scalar option. -1 means magnitude. -2 or the short option, -y, means direct values.
When using direct values, components are used as L, LA, RGB, RGBA values depending on the number of components.
-c, --cells Specify that the scalar array is to be found on the cells instead of on the points.
Use with the scalar option.
--range= Set a custom range for the coloring by the array.
Use with the scalar option.
-b, --bar Show scalar bar of the coloring by array.
Use with the scalar option.
--colormap= Set a custom colormap for the coloring.
This is a list of colors in the format val1,red1,green1,blue1,...,valN,redN,greenN,blueN
where all values are in the range (0,1).
Use with the scalar option.
-v, --volume Enable volume rendering. It is only available for 3D image data (vti, dcm, nrrd, mhd files) and will display nothing with other default scene formats.
-i, --inverse Inverse the linear opacity function. Only makes sense with volume rendering.

Testing options

Options Description
--ref= Reference image to compare with for testing purposes. Use with output option to generate new baselines and diff images.
--ref-threshold= Testing threshold to trigger a test failure or success.
--interaction-test-record= Path to an interaction log file to record interaction events to.
--interaction-test-play= Path to an interaction log file to play interactions events from when loading a file.

Window options

Options Default Description
--bg-color= 0.2, 0.2, 0.2 Set the window background color.
Ignored if hdri is set.
--resolution= 1000, 600 Set the window resolution.
-z, --fps Display a frame per second counter.
-n, --filename Display the name of the file.
-m, --metadata Display the metadata.
This only makes sense when using the default scene.
-f, --fullscreen Display in fullscreen.
-u, --blur-background Blur background.
This only makes sense when using a HDRI.

Rendering precedence

Some rendering options are not compatible between them, here is the precedence order if several are provided:

  • Raytracing (-r)
  • Volume (-v)
  • Point Sprites (-o)

Interaction

Simple interaction with the displayed data is possible directly within the window. It is as follows:

  • Click and drag with the left mouse button to rotate around the focal point of the camera.
  • Hold Shift then Click and drag horizontally with the right mouse button to rotate the HDRI.
  • Click and drag vertically with the right mouse button to zoom in/out.
  • Move the mouse wheel to zoom in/out.
  • Click and drag with the middle mouse button to translate the camera.
  • Drag and drop a file or directory into the F3D window to load it

Note: When playing an animation with a scene camera, camera interactions are locked.

The coloring can be controlled directly by pressing the following hotkeys:

  • C: cycle between coloring with array from point data and from cell data.
  • S: cycle the array to color with.
  • Y: cycle the component of the array to color with.

See the coloring cycle section for more info.

Other options can be toggled directly by pressing the following hotkeys:

  • B: display of the scalar bar, only when coloring and not using direct scalars.
  • V: volume rendering.
  • I: opacity function inversion during volume rendering.
  • O: point sprites rendering.
  • P: depth peeling.
  • Q: Screen-Space Ambient Occlusion.
  • A: Fast Approximate Anti-Aliasing.
  • T: tone mapping.
  • E: the display of cell edges.
  • X: the trihedral axes display.
  • G: the XZ grid display.
  • N: the display of the file name.
  • M: the display of the metadata if exists.
  • Z: the display of the FPS counter.
  • R: raytracing.
  • D: the denoiser when raytracing.
  • F: full screen.
  • U: background blur.
  • K: trackball interaction mode.

Note that some hotkeys can be available or not depending on the file being loaded and the F3D configuration.

Other hotkeys are available:

  • H: key to toggle the display of a cheat sheet showing all these hotkeys and their statuses.
  • ?: key to dump camera state to the terminal.
  • ESC: close the window and quit F3D.
  • ENTER: reset the camera to its initial parameters.
  • SPACE: play the animation if any.
  • LEFT: load the previous file if any.
  • RIGHT: load the next file if any.
  • UP: reload the current file.

Cycling Coloring

When using the default scene, the following hotkeys let you cycle the coloring of the data:

  • C: cycle between point data and cell data - field data is not supported.
  • S: cycle the array available on the currently selected data, skipping array not containing numeric data. It will loop back to not coloring unless using volume rendering.
  • Y: cycle the component available on the currently selected array, looping to -2 for direct scalars rendering if the array contains 4 or less components, -1 otherwise.

When changing the array, the component in use will be kept if valid with the new array, if not it will be reset to 0 when coloring with an invalid higher than zero component, and to -1 when using direct scalars rendering with an array having more than 4 components.

When changing the type of data to color with, the index of the array within the data will be kept if valid with the new data. If not, it will cycle until a valid array is found. After that, the component will be checked as well.

Configuration file

Almost all the command-line options can be controlled using a configuration file. This configuration file uses the "long" version of the options in a JSON formatted file to provide default values for these options.

These options can be organized by block using a regular expression for each block in order to provide different default values for the different filetypes.

Using a command-line option will override the corresponding value in the config file. A typical config file may look like this:

{
   ".*": {
       "resolution": "1200,800",
       "bg-color": "0.7,0.7,0.7",
       "color": "0.5,0.1,0.1",
       "fxaa": true,
       "timer": true,
       "progress": true,
       "axis": true,
       "bar": true,
       "verbose": true,
       "roughness": 0.2,
       "grid": true
   },
   ".*vt.": {
       "edges": true
   },
   ".*gl(tf|b)": {
       "raytracing": true,
       "denoise": true,
       "samples": 3
   },
   ".*mhd": {
       "volume": true
   }
}

Here, the first block defines a basic configuration with many desired options for all files. The second block specifies that all files ending with vt., eg: vtk, vtp, vtu, ... will be shown with edges visibility turned on. The third block specifies raytracing usage for .gltf and .glb files. The last block specifies that volume rendering should be used with .mhd files.

The following command-line options
cannot
be set via config file: help, version, config, dry-run, no-render, inputs, output and all testing options.

Boolean options that have been turned on in the configuration file can be turned off in the command line if needed, eg: --point-sprites=false

The configuration file possible locations depends on your operating system. They are considered in the below order and only the first found will be used.

  • Linux: /etc/f3d/config.json, [install_dir]/config.json, ${XDG_CONFIG_HOME}/.config/f3d/config.json, ~/.config/f3d/config.json
  • Windows: [install_dir]\config.json, %APPDATA%\f3d\config.json
  • macOS: /etc/f3d/config.json, f3d.app/Contents/Resources/config.json, [install_dir]/config.json, ~/.config/f3d/config.json

If you are using the releases, a default configuration file is provided when installing F3D. On Linux, it will be installed in /etc/f3d/, on Windows, it will be installed in the install directory, on macOS, it will be installed in the bundle.

Desktop Integration

F3D can be integrated in the desktop experience.

Linux

For Linux desktop integration, F3D rely on mime types files as defined by the XDG standard, .thumbnailer file as specified here and .desktop file as specified here. Many file managers use this mechanism, including nautilus, thunar, pcmanfm and caja.

The simplest way to obtain desktop integration on linux is to use a package for your distribution, or the .deb binary package we provide if compatible with your distribution. In other cases, the binary archive can be used like this:

  1. Make sure ~/.local/bin is part of your PATH
  2. Extract F3D archive in a TEMP folder
  3. move $TEMP/config.json to ~/.config/f3d/
  4. copy $TEMP/* to ~/.local/
  5. Update your mime database pointing to ~/.local/share/mime
  6. Update your desktop database pointing to ~/.local/share/application
tar -xzvf f3d-1.2.0-Linux.tar.gz
cd f3d-1.2.0-Linux
mkdir -p ~/.config/f3d/
mv config.json /.config/f3d/
cp -r ./* ~/.local/
sudo update-mime-database ~/.local/share/mime/
sudo update-desktop-database ~/.local/share/applications

If you have any issues, read the troubleshooting section.

Windows

For Windows desktop integration, F3D rely on a registered shell extension.

Using the F3D NSIS installer (.exe) is the simplest way to enable thumbnails and integrate F3D on windows.

It is also possible to do it manually when using the zipped binary release, on installation, just run:

cd C:\path\to\f3d\bin\
regsvr32 F3DShellExtension.dll

To remove the shell extension, run:

cd C:\path\to\f3d\bin\
regsvr32 /u F3DShellExtension.dll

MacOS

There is no support for thumbnails on MacOS, the .dmg binary release should provide automatic file openings.

Known limitations

  • No categorical generic field data rendering support.
  • No string array categorical rendering support.
  • No support for specifying manual lighting in the default scene.
  • Pressing the z hotkey to display the FPS timer triggers a double render.
  • Multiblock (.vtm, .gml) support is partial, non-surfacic data will be converted into surfaces.
  • Animation support with full scene data format require VTK >= 9.0.20201016.
  • Full drag and drop support require VTK >= 9.0.20210620
  • Escape interaction events cannot be recorded.
  • Drag and drop interaction cannot be recorded nor played back.
  • Volume rendering and HDRI support requires a decent GPU

Assimp

FBX, DAE, OFF, and DXF file formats rely on Assimp library. It comes with some known limitations:

  • PBR materials are not supported for FBX file format
  • Animations are not working very well with Assimp 5.1, it's recommended to use Assimp 5.0
  • Some files can be empty, crash, or show artifacts
  • DXF support is very limited: only files with polylines and 3D faces are displayed.

Alembic

ABC file formats rely on Alembic library. It comes with some known limitations:

  • Supports Alembic 1.7 or later
  • Supports only simple polygonal geometry
  • Does not support ArbGeomParam feature in Alembic
  • Does not support Subdivision Meshes
  • Does not support Materials

Troubleshooting

General

I have built F3D with raytracing support but the denoiser is not working.

Be sure that VTK has been built with OpenImageDenoise support (VTKOSPRAY_ENABLE_DENOISER option).

Linux

Thumbnails are not working in my file manager.

  • Check that your file manager supports the thumbnailer mechanism.
  • Check that you have updated your mime type database.
  • If all fails, remove your .cache user dir and check that pcmanfm thumbnails are working.
  • If they are working, then it is an issue specific to your file manager.
  • If only a few format have working thumbnails, then it is an issue with mime types
  • If no formats have working thumbnails, then it is an issue with the f3d.thumbnailer file

Windows

After installing F3D or registering the shell extension, my explorer is broken

Unregister the shell extension by running:

cd C:\path\to\f3d\bin\
regsvr32 /u F3DShellExtension.dll

I use F3D in a VM, the application fails to launch.

OpenGL applications like F3D can have issues when launched from a guest Windows because the access to the GPU is restricted. You can try to use a software implementation of OpenGL, called Mesa.

  • Download the latest release-msvc.
  • copy x64/OpenGL32.dll and x64/libglapi.dll in the same folder as f3d.exe.
  • set the environment variable MESA_GL_VERSION_OVERRIDE to 4.5.
  • run f3d.exe.

I run f3d from the command prompt and my Unicode characters are not displayed properly.

Set the codepage to UTF-8, run chcp 65001.

Comments
  • Initial prototype of Alembic reader

    Initial prototype of Alembic reader

    This is not feature complete in any sense. The purpose of this PR is to fold in the base changes to include building and linking the new/additional Alembic library/SDK

    Once this is confirmed acceptable, additional work on the Alembic feature shall follow.

    #138

    @mwestphal

  • Alembic support

    Alembic support

    Describe the solution you'd like It would be very nice if this app also supports alembic/alembic caches

    Describe alternatives you've considered Open the Alembic files in Maya

    Additional context

    Contribution I am not a developer.

  • Brainstorm libf3d API

    Brainstorm libf3d API

    libf3d was introduced in !259 (closed), let's brainstorm a stable API for it.

    Tasklist:

    libf3d

    • [x] Introduce f3d::options: #191
    • [x] Refactor F3DLoader and F3D to use f3d::options cleanly
    • [x] Introduce f3d::loader and use it
    • [x] Introduce f3d::window and use it
    • [x] modularize VTK code
    • [x] Add unit test for VTK modules : https://github.com/f3d-app/f3d/issues/265
    • [x] sanity check call order with window and interactor
    • [x] transform F3DLog into f3d::log
    • [x] fix #32 by using categories for options
    • [x] improve f3d_options by providing initialization methods
    • [x] store init value in f3d::options for easier reset ?
    • [x] support std::initializer_list to be able to call options.set("color", { 1., 1., 1. });
    • [x] add a way to inform user when an options does not exist
    • [x] introduce a factory and use it to create classes to hide the private API
    • [x] Add SDK test infrastructure
    • [x] Adress as many TODOs as possible
    • [x] Rework engine for bit flag and init early
    • [x] Add SDK tests
    • [x] (optional) expand f3d_interactor to support user set behavior for many more context
    • [x] add more window types
    • [x] improve all classes from f3d namespaces to ensure all santiy checks are done correctly
    • [x] unit testing of the API and general coverage improvements
    • [x] Add a vtkNoRenderWindow
    • [x] modernization of API
    • [x] constness of API
    • [x] Public Review of the API to anyone willing to help: #351

    F3D

    • [x] Rework F3DOptions and F3DOptionsParser to interface with f3d::options
    • [x] (Optional) introduce f3d::config in libf3d ?
    • [x] rewrite F3DStarter from scratch to not depends on VTK

    Doc

    • [x] In header doc
    • [x] example doc
    • [x] website doc
  • Thumbnails generation on windows uses too much CPU

    Thumbnails generation on windows uses too much CPU

    Have just started using this software and it saves a whole lot of time finding things as an artist, just curious if there is a way to limit the CPU usage to around 70 percent when generating thumbnails?

  • Provide a standalone .deb package

    Provide a standalone .deb package

    Currently, we provide a .tar.gz and a .tar.xz package for Linux.
    It's not clear how to use it after extraction to have a better integration with the system.

    We need to document the installation steps.
    We can also provide a .deb package easily with the CPack generator but we need help for testing.

  • Rework documentation

    Rework documentation

    Documentation is hard to maintain, here is the current state:

    • README.md contains the whole user documentation
    • GENERATE.md contains some developper oriented documentation
    • documentation/* contains a duplicate, segmented and slightly modified version of the README.md
    • src/F3DOptions code contains options, hotkeys and examples documentations to be delivered with --help
    • man contains documentations generated from --help and --version
    • We potentially will have one more version of the doc thanks to #47 There is a few issues with this approach:
    1. Generic doc is duplicated two times
    2. Options/Hotkeys doc is duplicated three times
    3. main README.md is getting very long and hard to read

    This should be improved, here is what we need to have:

    1. Complete user documentation should be available in a gitlab markdown format from the main README.md
    2. Complete user documentation should be available in the webdoc
    3. Limit duplication as much as possible

    Here is a proposition to fix that:

    1. Put only the most esential and nice looking information in the main README.md
    2. Link from the main README.md to other logically organized .md files in a dedicated directory (see below for an example organization)
    3. Generate webdocumentation .md files during build thanks to cmake custom commands (see below for more info)
    4. If adressing #47, generate simple html doc during build OR generate actual web doc during build
    5. (Optional) Find a way to generate a .h from the options/hotkeys .md file during build so that it can be used in the --help output (and other usages?)
    6. (Optional) Use Pandoc instead of help2man to generate man, relying on generated .md file during build (see expected format here: https://www.pragmaticlinux.com/2021/01/create-a-man-page-for-your-own-program-or-script-with-pandoc/)

    Example .md file organization, that could also be used as a webdoc organisation:

    - README.md
    - doc
    -- OPTIONS.md
    -- HOTKEYS.md
    -- INSTALATION.md
    -- USAGE.md
    -- BUILD.md (should this go into dev?)
    -- CONFIGURATION_FILE.md
    -- LIMITATIONS.md
    -- TROUBLESHOOTING.md
    -- dev
    --- GENERATE_WEBDOC.md
    --- GENERATE_COVERAGE.md
    --- GENERATE_MAN.md
    --- DEVELOP.md
    - webdoc
    ...
    

    Differences between README.md and webdoc md files:

    • Image paths are differents (could be fixable):
    + ![F3D Logo](./resources/logo.svg) 
    - ![F3D Logo](logo.png) 
    
    + <img src="https://kitware.github.io/F3D/gallery/04-f3d.png"  width="640">
    - ![F3D Demo](../gallery/04-f3d.png)
    
    • many nbsp in the webdoc (could be fixable?)
    + Options &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&|Description
    - Options|Description                                                                                                                                     
    
    • Internals links are removed (should be fixable)
    + See the coloring cycle section for more info.
    - See the [coloring cycle](#Cycling Coloring) section for more info. 
    

    If all slight change are removed, simply symlinking from the webdoc to the doc.md could be a very easy solution to put into place.

  • 1.2.0 release

    1.2.0 release

    1.2.0 Release

    • [x] Fix remainings issues:
      • [x] #37
      • [x] #58
      • [x] #73
      • [x] #65
      • [x] #60
    • [x] Last fixups: #95
    • [x] Update version strings: #96
    • [x] Write the changelog
    • [x] Last fixups again: #100
    • [x] Generate communication images and gifs
    • [x] Trigger a CI build
    • [x] Download and quickly test Linux artifacts : run, render, drag&drop, thumbnails
    • [x] Download and quickly test MacOS artifacts: run, render, drag&drop
    • [x] Download and quickly test Windows artifacts: run, render, drag&drop, thumbnails
    • [x] Generate google analytics: #105
    • [x] Update github-pages branch and check website
    • [x] Merge website update: #112
    • [x] Cleanup repo
    • [x] Tag the commit and push the tag
    • [x] merge master into release
    • [x] Create release on gitlab with changelog and artifacts
    • [x] Update Aur package
    • [x] Update Brew package: https://github.com/Homebrew/homebrew-core/pull/90575
    • [x] Inform package maintainers
    • [x] Inform Assimp team
    • [x] Communicate LinkedIn
    • [x] Communicate Reddit
  • Issue building f3d-git from AUR

    Issue building f3d-git from AUR

    Describe the bug f3d-git AUR package fails to build in a clean chroot

    System Information:

    • OS: Arch Linux
    • GPU and GPU driver: N/A

    F3D Information https://aur.archlinux.org/packages/f3d-git

    Additional context This was found due to a request to add it to Chaotic-AUR: https://github.com/chaotic-aur/packages/issues/1760

    Build log after applying a missing dependency via https://github.com/chaotic-aur/interfere/commit/0096f72366a7e695423a3c7bdc7ded8ed47244b8: f3d-git.log

  • 1.3.1 Release

    1.3.1 Release

    • [x] Update version strings: https://github.com/f3d-app/f3d/pull/368
    • [x] Merge master into release: https://github.com/f3d-app/f3d/pull/370 https://github.com/f3d-app/f3d/pull/386
    • [x] Write the changelog
    • [x] Trigger a CI build: https://github.com/f3d-app/f3d/actions/runs/2925413544
    • [x] Check raytracing locally
    • [x] Download and test Linux artifacts : run, config, render, drag&drop, thumbnails, exec from file manager, sdk
    • [x] Download and test MacOS artifacts: run, config, render, drag&drop
    • [x] Download and test Windows artifacts: run, config, render, drag&drop, thumbnails, exec from file manager, sdk
    • [x] Update github-pages branch and check website (not needed this time)
    • [x] Merge website update (not needed this time)
    • [x] Cleanup repo
    • [x] Tag the commit and push the tag
    • [x] Create release on gitlab with changelog and artifacts
    • [x] Update Aur package
    • [x] Update Brew package:
    • [x] Inform package maintainers
    • [x] Communicate Reddit
    • [x] Communicate forums (Kronos, blender)
    • [x] Communicate VTK (discourse, internal)
    • [x] Communicate LinkedIn
  • add --light-intensity option

    add --light-intensity option

    This PR adds a --light-intensity option to address problem described in #352.

    It is implemented by simply adding a vtkLightKit to the renderer.

    Here are some samples using the same model as in previous issue:

    f3d 'ROKN Chung Mu.glb' --camera-position 37.3,20.4,61.6 --camera-focal-point -5.5,1.4,6.7 --camera-view-up -0.2,1.0,-0.2 --camera-view-angle 30 --ssao --fxaa --tone-mapping
    

    light-intensity-no

    f3d 'ROKN Chung Mu.glb' --light-intensity=1 --camera-position 37.3,20.4,61.6 --camera-focal-point -5.5,1.4,6.7 --camera-view-up -0.2,1.0,-0.2 --camera-view-angle 30 --ssao --fxaa --tone-mapping --light-intensity=1
    

    light-intensity-1

    f3d 'ROKN Chung Mu.glb' --light-intensity=2 --camera-position 37.3,20.4,61.6 --camera-focal-point -5.5,1.4,6.7 --camera-view-up -0.2,1.0,-0.2 --camera-view-angle 30 --ssao --fxaa --tone-mapping --light-intensity=2
    

    light-intensity-2

    f3d 'ROKN Chung Mu.glb' --light-intensity=4 --camera-position 37.3,20.4,61.6 --camera-focal-point -5.5,1.4,6.7 --camera-view-up -0.2,1.0,-0.2 --camera-view-angle 30 --ssao --fxaa --tone-mapping --light-intensity=4
    

    light-intensity-4

  • backpack.vti crashes

    backpack.vti crashes

    $ f3d backpack.vti -vmn --range=300,1000 --colormap=0,0,0,0,1,1,1,1
    2021-11-22 18:42:59.099 (   4.367s) [           19718]     vtkOpenGLState.cxx:1069  WARN| Error glEnable/Disable1 OpenGL errors detected
      0 : (1282) Invalid operation
    
     with stack trace of
    WARNING: The stack trace will not use advanced capabilities because this is a release build.
    0x803f87dd4 : vtksys::SystemInformation::GetProgramStack(int, int) [(libvtksys-9.1.so.1) ???:-1]
    0x803f87cae : vtksys::SystemInformation::GetProgramStack(int, int) [(libvtksys-9.1.so.1) ???:-1]
    0x801ad3338 : vtkOpenGLState::vtkglColorMask(unsigned char, unsigned char, unsigned char, unsigned char) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x801ad5a63 : vtkOpenGLState::SetEnumState(unsigned int, bool) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x801ad8402 : vtkOpenGLState::vtkglBlitFramebuffer(int, int, int, int, int, int, int, int, unsigned int, unsigned int) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x800983667 : vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::CaptureDepthTexture(vtkRenderer*) [(libvtkRenderingVolumeOpenGL2-9.1.so.1) ???:-1]
    0x80098fe95 : vtkOpenGLGPUVolumeRayCastMapper::GPURender(vtkRenderer*, vtkVolume*) [(libvtkRenderingVolumeOpenGL2-9.1.so.1) ???:-1]
    0x8020fd9db : vtkGPUVolumeRayCastMapper::Render(vtkRenderer*, vtkVolume*) [(libvtkRenderingVolume-9.1.so.1) ???:-1]
    0x8027c65e7 : vtkVolume::RenderVolumetricGeometry(vtkViewport*) [(libvtkRenderingCore-9.1.so.1) ???:-1]
    0x80276e101 : vtkProp::RenderFilteredVolumetricGeometry(vtkViewport*, vtkInformation*) [(libvtkRenderingCore-9.1.so.1) ???:-1]
    0x8019f57e5 : vtkDefaultPass::RenderFilteredVolumetricGeometry(vtkRenderState const*) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x801b3dc6f : vtkSequencePass::Render(vtkRenderState const*) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x8019d8346 : vtkCameraPass::Render(vtkRenderState const*) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x8019f5e24 : vtkDepthImageProcessingPass::RenderDelegate(vtkRenderState const*, int, int, int, int, vtkOpenGLFramebufferObject*, vtkTextureObject*, vtkTextureObject*) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x801a0acb0 : vtkFramebufferPass::Render(vtkRenderState const*) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x25a691 : _ZNSt3__127__tree_balance_after_insertIPNS_16__tree_node_baseIPvEEEEvT_S5_ [(f3d) ???:-1]
    0x801ab701c : vtkOpenGLRenderer::DeviceRender() [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x802797702 : vtkRenderer::Render() [(libvtkRenderingCore-9.1.so.1) ???:-1]
    0x8027a8260 : vtkRendererCollection::Render() [(libvtkRenderingCore-9.1.so.1) ???:-1]
    0x80278394e : vtkRenderWindow::DoStereoRender() [(libvtkRenderingCore-9.1.so.1) ???:-1]
    0x8027837e9 : vtkRenderWindow::Render() [(libvtkRenderingCore-9.1.so.1) ???:-1]
    0x801ab5e6b : vtkOpenGLRenderWindow::Render() [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x801b6fa6f : vtkXOpenGLRenderWindow::Render() [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x26edb5 : _ZNSt3__127__tree_balance_after_insertIPNS_16__tree_node_baseIPvEEEEvT_S5_ [(f3d) ???:-1]
    
    2021-11-22 18:42:59.576 (   4.845s) [           19718]     vtkOpenGLState.cxx:1069  WARN| Error glEnable/Disable1 OpenGL errors detected
      0 : (1282) Invalid operation
    
     with stack trace of
    WARNING: The stack trace will not use advanced capabilities because this is a release build.
    0x803f87dd4 : vtksys::SystemInformation::GetProgramStack(int, int) [(libvtksys-9.1.so.1) ???:-1]
    0x803f87cae : vtksys::SystemInformation::GetProgramStack(int, int) [(libvtksys-9.1.so.1) ???:-1]
    0x801ad3338 : vtkOpenGLState::vtkglColorMask(unsigned char, unsigned char, unsigned char, unsigned char) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x801ad5a63 : vtkOpenGLState::SetEnumState(unsigned int, bool) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x801ad8402 : vtkOpenGLState::vtkglBlitFramebuffer(int, int, int, int, int, int, int, int, unsigned int, unsigned int) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x800983667 : vtkOpenGLGPUVolumeRayCastMapper::vtkInternal::CaptureDepthTexture(vtkRenderer*) [(libvtkRenderingVolumeOpenGL2-9.1.so.1) ???:-1]
    0x80098fe95 : vtkOpenGLGPUVolumeRayCastMapper::GPURender(vtkRenderer*, vtkVolume*) [(libvtkRenderingVolumeOpenGL2-9.1.so.1) ???:-1]
    0x8020fd9db : vtkGPUVolumeRayCastMapper::Render(vtkRenderer*, vtkVolume*) [(libvtkRenderingVolume-9.1.so.1) ???:-1]
    0x8027c65e7 : vtkVolume::RenderVolumetricGeometry(vtkViewport*) [(libvtkRenderingCore-9.1.so.1) ???:-1]
    0x80276e101 : vtkProp::RenderFilteredVolumetricGeometry(vtkViewport*, vtkInformation*) [(libvtkRenderingCore-9.1.so.1) ???:-1]
    0x8019f57e5 : vtkDefaultPass::RenderFilteredVolumetricGeometry(vtkRenderState const*) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x801b3dc6f : vtkSequencePass::Render(vtkRenderState const*) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x8019d8346 : vtkCameraPass::Render(vtkRenderState const*) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x8019f5e24 : vtkDepthImageProcessingPass::RenderDelegate(vtkRenderState const*, int, int, int, int, vtkOpenGLFramebufferObject*, vtkTextureObject*, vtkTextureObject*) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x801a0acb0 : vtkFramebufferPass::Render(vtkRenderState const*) [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x25a691 : _ZNSt3__127__tree_balance_after_insertIPNS_16__tree_node_baseIPvEEEEvT_S5_ [(f3d) ???:-1]
    0x801ab701c : vtkOpenGLRenderer::DeviceRender() [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x802797702 : vtkRenderer::Render() [(libvtkRenderingCore-9.1.so.1) ???:-1]
    0x8027a8260 : vtkRendererCollection::Render() [(libvtkRenderingCore-9.1.so.1) ???:-1]
    0x80278394e : vtkRenderWindow::DoStereoRender() [(libvtkRenderingCore-9.1.so.1) ???:-1]
    0x8027837e9 : vtkRenderWindow::Render() [(libvtkRenderingCore-9.1.so.1) ???:-1]
    0x801ab5e6b : vtkOpenGLRenderWindow::Render() [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x801b6fa6f : vtkXOpenGLRenderWindow::Render() [(libvtkRenderingOpenGL2-9.1.so.1) ???:-1]
    0x802789fa7 : vtkRenderWindowInteractor::Render() [(libvtkRenderingCore-9.1.so.1) ???:-1]
    0x801ba7733 : vtkXRenderWindowInteractor::DispatchEvent(_XEvent*) [(libvtkRenderingUI-9.1.so.1) ???:-1]
    0x801ba8657 : vtkXRenderWindowInteractor::StartEventLoop() [(libvtkRenderingUI-9.1.so.1) ???:-1]
    0x26edc8 : _ZNSt3__127__tree_balance_after_insertIPNS_16__tree_node_baseIPvEEEEvT_S5_ [(f3d) ???:-1]
    
    
    
    

    f3d-1.1.1 vtk-9.1.0 FreeBSD 13

  • Provide 32-bit preview handlers for greater compatibility

    Provide 32-bit preview handlers for greater compatibility

    Is your feature request related to a problem? Please describe. The thumbnail manager doesn't work with 32-bit apps like XYplorer

    Describe the solution you'd like Compile the 32bit version to include in the F3D installation

  • Improve plugin SDK

    Improve plugin SDK

    • Move plugin.h and reader.h from public to plugin folder. Fix #537
    • Plugins have responsibility to install the mimetype XML files, so the xml files have been moved from resources to the plugins folder.

    Note that the option to install the mimetypes files have been removed and we know rely on component-specific install using the built-in generated cmake_install.cmake script because xml files installation is EXCLUDE_FROM_ALL.

  • `libf3d` redesign suggestions

    `libf3d` redesign suggestions

    There is currently only minimal differences between libf3d and F3D in terms of functionality and scope. While this is not a problem in itself it would be nice to have a more library-like, ie. more general-purpose, libf3d to cover more use-cases than just F3D's.

    This could be done by mostly moving logic away form the library and into the application and doing some refactoring and API design along the way.

    As requested through other channels, here are some [possibly rambling] points about what I think could be helpful improvements to either/both improve the lib and untangle some logic which could help solve some pending issues with the app...

    File Loading

    Currently the loader handles both loading models form files and managing a list of filenames to navigate between.

    The library should only handle the actual loading of the models. Applications based on libf3d, starting with F3D, can handle how to go between multiple files themselves.

    The loading API could be reduced to:

    • loadModel(filename, options) clear scene, load a model from disk
    • loadModel(buffer, options) clear scene, load a model from memory

    If technically possible, expanding it to allow loading of multiple models at once would be even better:

    • model_id = loadModel(filename, options) load a model from disk, returns an id
    • model_id = loadModel(buffer, options) load a model from memory, returns an id
    • unloadModel(model_id) unload a loaded model by id
    • setModelVisibility(model_id, bool) toggle visibility of a loaded model by id (without unloading it)

    Interactions

    The library should provide meaningful actions to interact with the current scene independently of any UI bindings.

    The actions could be identified/registered by unique key strings (based on the options naming scheme for consistency?) to facilitate later UI bindings.

    Examples:

    • do_action("render.effect.ssao.toggle") toggle ambient occlusion
    • do_action("render.effect.ssao.on") activate ambient occlusion
    • do_action("render.effect.ssao.off") deactivate ambient occlusion
    • do_action("render.effect.ssao.reset") reset ambient occlusion to default
    • do_action("camera.fit") fit camera to scene

    Ideally we should expose an action type/object for apps to register their own (eg: std::function<void(interactor_impl::internals*)> would be in line with the current interactor impl), bonus points if plugins can register new actions (no idea if/how that is possible tho).

    Calling actions by simple strings with no parameters would make it relatively easy to have configurable keyboard bindings from a configuration file on the app side, eg:

    {
      "Q": "render.effect.ssao.toggle",
      "ctrl+Q": "render.effect.ssao.reset",
      "Space": "camera.fit",
    }
    

    and wherever the keyboard events are received:

    std::stringstream ss;
    if (rwi->GetControlKey()) ss << "ctrl+";
    if (rwi->GetAltKey()) s << "alt+";
    if (rwi->GetShiftKey()) ss << "shift+";
    ss << keySym;
    const std::string keyCombo = ss.str();
    
    f3d_instance.do_action(keybindings[keyCombo]);
    

    The lib could provide a simple VTK-based events implementation, apps could choose to replace it with their own if needed.

    Cheatsheet

    Not fully clear on this one but if we had a keybinding -> action_id mapping we should be able to reverse-lookup which key triggers which action and display the cheatsheet accordingly.

    It would probably be hard to have a fully dynamically built cheatsheet but having the currently hardcoded one with just the bindings looked-up from the config should be a good start.

    Camera positioning

    Reworking the model loading logic would ideally cut out any camera manipulation from it.

    The library should provide appropriate camera controls that would be called by the application after a file is loaded if appropriate.

    Options

    Options as a string -> whatever map is already nice and simple. A few minor improvements could be:

    • maybe separating dynamic and load-time options?
    • sorting out optional vs default-valued options
    • having a schema of some sort if we need to be extra fancy?

    Discussion

    I definitely do not have the authority or knowledge to claim that any of the above is feasible or even objectively desirable.

    Please augment or correct (or just plain trash and dismiss if warranted) any of the points or ask for clarification on anything that doesn't make sense.

  • A thought about exposing rendering pipeline to public.

    A thought about exposing rendering pipeline to public.

    Is your feature request related to a problem? Please describe. I really like how F3D is set up in its minimal and bloat-free way. The only downside I experienced so far is that libf3d does not expose its rendering pipeline to the client. Sometimes I just have a vtkObject (e.g., vtkUnstructuredGrid or vtkPolyData) which I want to visualize. But if I use F3D as a dependency in my project without changing the source, I can only read a file from disk.

    Something as easy as this will satisfy all my needs.

    vtkNew<vtkUnstructuredGrid> ug;
    // build my ug and then add it to f3d engine
    f3d::engine eng;
    eng->getRenderer()->addDataSet(ug);
    

    Or maybe there is already a way to achieve this using the plugin? Please advise.

    Describe the solution you'd like Expose vktRenderer in the engine so we can use it to add vtkObject from memory.

    Describe alternatives you've considered None.

    Additional context None.

    Contribution Yes, I can contribute.

Gfx - A minimalist and easy to use graphics API.

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