In other words, Nemetschek Vectorworks’ new OpenGL focused VGM is flexible enough to substitute out entire submodules to create further value in the area of 3D and rendering. Some additional notes include that the VGM is solely focused on 3D solid and line renderings but can be extended to support 2D or even swapped out for entirely new systems such as PDF or SVG renders. So that is the Vectorworks Graphics Module (VGM) which powers the new OpenGL render pipeline. This data is consumed by the render engine and is rendered to the OpenGL buffers. VGM Render Engine - Once data is sorted into “accelerated structures” by the geometry engine the render engine processes things into a series of render queues that store the data necessary to render the scene.This is also the part of the system responsible for preprocessing items such as the shadows and lighting as well as section geometry and the Clip Cube. These rendering acceleration structures are modular and can be extended to support 2D as well as 3D operations. After completion of the Scene Graphs processing of the data, it gets transferred to this geometry engine which calculates things like object bounds and sorts data into rendering acceleration structures. VGM Geometry Engine - This is not something that replaces Parasolid but rather works in tandem with that technology.Finally, the Scene Graph is responsible for flattening the data into a quick representation that is quick to process and render. There is also an internal representation that takes place which allows a decoupling of the core from the VGM and thereby allows Nemetschek Vectorworks more flexibility in optimizing and processing the data further. The Scene Graph keeps track of the layers, viewports, symbols, et cetera, such that the VGM can keep track of document state and minimize the amount of data transfer required.
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