Getting Down to Work

Emil: Lately, I have been focusing on developing the open source app C-Troll (https://github.com/c-toolbox/C-Troll) that will make it easier to launch and control applications such as OpenSpace on clustered environments. The application is split up into three tiers: A “core” application to run on a master node, which sends out commands to the slave nodes. Slaves run a “tray” application which receives commands, launch and quit applications as subprocesses, and collect log messages and send them back to the core. The third tier is a web application (which for example can run from a tablet) connected to the core application, which can be used to view log messages.

Alex: After a one-month hiatus of coding due to moving to a new city, I could finally return to it and spend my first week on fixing various issues. I started cleanup of the globebrowsing branch to make it look and feel more like the rest of the code base. In addition, we now have a script that will check some of the style guides for all files to maintain a consistent look to the include guards. Regarding non-coding events, I presented OpenSpace to an interested group at the MIT Media Lab, as well as my new home, the Center for Data Science at NYU.

Matt: After a first semester focused on coursework, I’m excited to be back on the project! I’m starting to dig into the multi-resolution volume rendering work done by Emil and Tomas so we can expand it, and I’m trying to improve the Launcher’s syncing process with more controls and validation.

Gene: I’m currently working on automatic download of satellite telemetry (TLE) files from celestrak.com. This will allow users to run with the latest satellite data. I also spent a little time troubleshooting a problem with the FreeImage library on linux. This is what reads textures for planet surfaces and other things. The SOIL library works on linux, but has an image-flipped problem that was corrected with FreeImage. I worked with the VR port of OpenSpace a bit. I created separate SGCT cfg files for the HTC Vive and Occulus Rift, since they appear to use slightly different render target resolutions. The OpenVR wiki page was updated with this info.