KDAB and Schneider Digital developed a system that automates stereo 3D setup by dynamically calculating focal distance, camera separation, pop-out, and field of view. A focus-area method inspired by digital cameras continuously adjusts depth, enabling a plug-and-play experience without manual tuning.
In this episode, we will continue looking at the item based widgets for lists, tables, and trees. We will cover "the current item", selection, sorting and event handling.
Since we first announced it last year, our Vulkan wrapper KDGpu has been busy evolving to meet customer needs and our own. Our last post announced the public release of v0.1.0, and version 0.5.0 is available today. It's never been easier to interact with modern graphics technologies, enabling you to focus on the big picture […]
LUMA Vision is developing cutting-edge 4D digital imaging (i.e. real time 3D rendering) and navigation to enhance cardiologists' and electrophysiologists' visibility into the heart during intracardiac procedures. With KDAB's support, they are creating it by using Qt to tap into top-notch graphics technology. Watch the video to learn more.
With the iDig Touch and Connect Guidance Systems, operators can dig with confidence. Thanks to a set of sensors, an operator can figure out how close he is to the target and visualize it on a 3D application. iDig easy-to-customize interface uses C++ and Qt as well as Qt3D. KDAB assisted iDig in setting up the 3D features, such as loading CAD files, mesh data structure and algorithms as well as rendering.
Recap Recall that in Part 1 we discussed the differences between OpenGL and Vulkan when it comes to the fixed function parts of the graphics pipeline. We looked at how OpenGL's use of a left-handed set of coordinate axes for clip-space meant that projection matrices for OpenGL also incorporate a z-axis flip to switch from […]
This episode of KDAB News includes: Interview of Volker Hilsheimer and Maurice Kalinowski from The Qt Company - Qt Roadmap highlights; Interview of Dr. Christoph Hennersperger from LUMA Vision by Till Adam - The future of intracardiac procedure: 4D Digital Imaging; Interview of Joseph Schneider from Schneider Digital - Bringing a whole range of 3 hardware to Qt software; Cxx-Qt 0.6 release; Tip of the month - Get going with Qt on VS Code.
LUMA Vision is developing advanced real-time cutting-edge 4D digital imaging (ie real-time 3D) and navigation to enhance Cardiologists' and Electrophysiologists' visibility into the heart during intracardiac procedures. With KDAB's support, they are creating it by using Qt to tap into top-notch graphics technology. Watch the interview to learn more.
Introduction When someone with an OpenGL background begins using Vulkan, one of the very common outcomes - beyond the initial one of "OMG how much code does it take to draw a triangle?" - is that the resulting image is upside down. Searching the web for this will give many hits on discussions about coordinate […]
In the final part of our series on 3D in Qt 6, we review the tooling around 3D, and how the different approaches available suit different business and technical needs. We look at what content creators typically deliver to us as developers, what operations and actions we might do with that, and how iterative development and revisions to content impacts us a developer.
In this video, we review the evolution of APIs to access graphics hardware, and the evolution of Qt rendering in parallel. Then we look at the abstractions and features created by Qt to take advantage of modern graphics hardware while remaining portable to a wide range of platforms. Finally, we look at what this means for integrating our own or third-party renderers into Qt 6.
In this video, we discuss the 3D solutions which ship directly with Qt6, and the different features and trade-offs of each one. We look at the key rendering styles and kinds of 3D content supported by Qt Quick 3D, and the ways of integrating the content with existing 2D scenes.
This video explores some of the choices around the changing options for 3D content in Qt 6. We'll work our way through the why, what and how of bringing 3D content in your existing Qt application.
When writing large graphics applications in Vulkan or OpenGL, there's many data structures that need to be passed from the CPU to the GPU and vice versa. There are subtle differences in alignment, padding and so on between C++ and GLSL to keep track of as well. I'm going to cover a tool I wrote […]
We're pleased to announce we've added a new library, KDGpu, to the arsenal of tools we invent to make our lives easier - and then share with you on KDAB's GitHub. Who is this for? If you want to become more productive with Vulkan or learn the concepts of modern explicit graphics APIs, then KDGpu […]
An important part of working with Vulkan and other modern explicit rendering APIs is the synchronization of GPU/GPU and CPU/GPU workloads. In this article we will learn about what Vulkan needs us to synchronize and how to achieve it. We will talk about two high-level parts of the synchronization domain that we, as application and […]
Learn how to easily create realistic car paint materials using the Kuesa 3D "Iro Materials" in Maya. Remain flexible in material design using intuitive tweaks. Kuesa 3D Iro Materials are WYSIWYG (what you see is what you get) both in Maya during modelling and in the final 3D app.
Background of Shaders One particular facet of modern graphics development that is often a pain - even for AAA games -- is shader variants! If you have bought an AAA game in recent years and wondered what the heck it is doing when it says it is compiling shaders for a long time (up to […]
KUESA 3D Studio provides a tool for defining animation groups. You can easily define sets of objects and / or materials within a given timeline range and give them a name. The so defined animation groups will result in an animation when exported to glTF.
This video short shows how KUESA 3D Studio allows you to quickly replace models with objects from a master file by their ID, and even reload them without restarting the app. When customers provide the final 3D model just before a release, this is just what you need to speed up your workflow.