I recently wondered the same thing and came to the conclusion that OpenTK is easy to use for this. I think it gives more or less direct access to the OpenGL API and does not require dependency loads.
This is a small copy from my own question and answer , which is the result of the fact that I checked many different libraries over the past few years to create a point cloud based on the data that I get from my Kinect.
It does not provide output for ViewPort3D, but from my tests it was faster than using WPF. I was unable to display (and update) a 640x480 point cloud in WPF at an acceptable speed.
Relatively easy to understand. First, you need a few (and understandable) lines of code. It does not support objects for me, so I can change nothing for each pass, which is fine, because I mainly work with unsafe pointers to memory.
Of course, it is difficult to combine speed and ease of use. Speed ββrequires talking directly to the 3D API, and ease of use requires abstraction. Therefore, it should be considered as a lower level API than some of the others that I have tried. If I wanted to do some prefab character animation, then XNA would probably be the best choice, but for point clouds this seems very promising so far (4-5 hours of hacking).
Code example:
private void Render() {
Tedd hansen
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