We do not work in a vacuum. Over two decades we have built alongside a specific set of companies, contributed to the open-source projects our work depends on, and stayed close to the people who wrote the tools we use. These are the ones worth naming.
Companies we build with
- Eagle Vision Embedded builds safety-critical graphics drivers for Intel chipsets. We work alongside them on embedded and certifiable display stacks, from the silicon up.
- MAK Technologies makes the MAK One simulation and visualization suite, including VR-Forces and VR-Vantage. We develop on and integrate with it as a partner.
- Altia builds automotive HMI and instrument-cluster tooling, and we ported OpenSceneGraph into that world for in-vehicle displays.
- Avilution builds experimental glass-panel avionics. We wrote the DO-178-style cockpit rendering library behind their XFS product.
- Pelican Mapping authors osgEarth and its Vulkan successor, Rocky. We have worked with osgEarth since its early days and follow Rocky as the geospatial world moves to Vulkan.
- Leia makes glasses-free 3D displays such as the Lumepad, which we have built for.
Open source we build on and contribute to
- OpenSceneGraph, the scene graph at the center of much of our work since 2004.
- osgEarth, for whole-earth terrain and geospatial, with Pelican Mapping's Rocky alongside it.
- VulkanSceneGraph, the Vulkan-era successor to OpenSceneGraph.
- GDAL and OGR, the geospatial data backbone under most of our terrain pipelines.
- Cesium and CesiumJS for 3D geospatial in the browser.
- Mesa, the open graphics stack we work in at the driver level on Linux.
- OpenStreetMap, open map data we use and give back to.
- Slughorn, our own MIT-licensed GPU vector-text library, and its osgSlug integration for OpenSceneGraph.
Standards and communities
- The Khronos Group stewards OpenGL, Vulkan, OpenXR, and OpenCL, the APIs most of our rendering runs on.
- The OSGeo community and its projects, including GDAL above, keep open geospatial moving, and we work in and around it.
Friends and peers
- Skew Matrix Software, Paul Martz's OpenSceneGraph consultancy and a longtime peer of ours.
- Members of our group of associates have written books (which we have often technical reviewed) a lot of this field learned from, including OpenGL Distilled, the OpenGL SuperBible, OpenCL in Action, and the OpenSceneGraph 3 Cookbook (and more we've forgotten).