Hi,

On Wednesday, March 21, 2012 13:29:52 Renk Thorsten wrote:
> Mathias, maybe it's just me - but I have a serious problem understanding
> what you write. I have greatest respect for what you do, and I've seen some
> amazing things like the factor 50 speed increase of the geodinfo() call,
> but most of the time I have no idea what you're talking about. The above is
> symptomatic.

I agree that I am mostly very short. But this really is due to the lack of 
time to do all step by step. Where I start explaning at that point where I 
believe that it starts to get non trivial for others. So obviously I do not 
hit that point ...

> Martin mentions you trying to integrate space-view into Flightgear. I've
> tried to google space view, but that returns mainly image collections and
> some company websites. So I have no idea what it is. As a result, I ask you
> to comment, because I want to know what you're trying to do and how it
> compares with what I do.
> 
> Your anwers starts with reference to how to do scattering integrals outside
> the atmosphere. It assumes I know all the rest (how Earth is modelled, how
> scattering integrals are done inside the atmosphere, ...)  and would just
> be interested in the technical detail how to do it from space. You then
> continue under the assumption that I had asked a highly technical question,
> detailing rendering with fog and scattering separated into the last step.

So what am I doing: I load a scenegraph model of the whole earth that, using 
apropriate osg methods, aims toward a scalable scenegraph that is still able 
to display high level of details once you are close to ground. This is just a 
scenegraph object that is rendered. There is a whole lot of stuff contained 
there to make that scalable, but for rendering this could just be considered 
seperately then.
Take this and combine it with some technique that simplifies the skydome which 
is only used today as a proxy geometry to get rendered pixels for the sky 
shaders. And as such a way to high real existing dome/sphere that needs to be 
rescaled and repositioned. You need to take care of this geometry for the 
near/far clipping planes. All that could just be replaced by a simple fixed 
screen aligned quad that has way less geometry and provides the same effect of 
providing fragments for the scattering/sky shaders.
Once you have realised that scattering/sky is just the same than fog for 
objects, it is clear that you want to do both in the same way/code. Which 
simply leads to what I am talking about: Put that into a compositing step 
where you combine the stuff that you get from rendered objects with the 
scattering integrals. When you do this in a compsiting step, you get a lot of 
possibilities to implement say shafts in the atmosphere where scattering 
happens differently in directly lit areas than in inderectly lit ones.
Appart from that being a technology enabler for really nice visuals, you can 
then omit ugly fog computations from the models. You can seperate different 
stuff into different modules and untangle dependencies, which is good in its 
own.
This is to a high degree really what Fred is working on, just with a different 
detail in its usage. And in an other sense not that sophisticated than freds 
approach for the material properties of the objects.

That's all you need.

I typically prepare a lot of things that are usually sensible and helpful for 
its own but with such a final goal in mind. Once all is set up in place I just 
need to grab into the black hat and pull out a white rabbit - in this case 
this could be space flight. Totally independent of your request, but only 
realizing stuff that is helpfull for its own and fitting together into some 
bigger picture.

Does this help?

Mathias
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