Re: [Flightgear-devel] Instant replay system

2003-07-18 Thread Matt Fienberg
Wow.  This is *great*!  And after nobody responded to my request that it
wasn't even on bottom of the priority list  Thanks!

-Matt

Curtis L. Olson wrote:

 I have implimented a first stab at an instant replay system and have
 just commited it to CVS.  The system continuously records your flight
 data and allows you to play back your flight.

 Saving flight data at full resolution can quickly burn up a lot of
 RAM, so at the moment, only the most recent 60 seconds is stored at
 full resolution.  The next most recent 10 minutes is stored at a
 resolution of one snap shot every 0.5 seconds.  The most recent hour
 of data is stored at a resolution of one snap shot every 5 seconds.
 (We might need/want to tune these values a bit as we use the system
 more.)  However, this gives the most resolution to the most recent
 portion of the flight, and can save up to an hour's worth of flight
 data without using a huge amount of memory.

 Each snapshot is time stamped with the simulation time.  During
 replay, the system finds the two snapshots that straddle the replay
 time and linearly interpolates between them.  This way, we can record
 the data as best as is possible given the current rendering speed,
 even with varying frame rates with possible lost frames and aren't
 forced to take extraordinary measures to get a consistent sampling
 rate.  Then when the data is replayed, this interpolation scheme gives
 us smooth playback even if the recorded frame rate is wildly (or
 slightly) different from the playback frame rate.  This also gives us
 smooth interpolation for older data that is recorded at a slower rate.
 And we can play back the recorded flight at a rate that has a 1 to 1
 match with real time.

 This scheme would also allow us to smoothly fast forward the replay,
 or replay in super smooth Slo-Mo-Gear (patent pending) :-) We could
 probably also rewind as well as fast forward if we really wanted to.

 For the moment, I have bound the r key to the instant replay
 function.  This will replay whatever is in the buffer.  Upon
 completion, you are left in pause mode at the point where you
 activated the instant replay.  Just unpause and you can continue the
 flight.

 This whole thing is just crying for a gui/dialog box to control it
 all.  Any volunteers?

 I'm guessing that all the kinks are not yet quite worked out.  You'll
 likely run into one or two ...  The sim is put into pause mode while
 the buffer data is replayed.  This has some side effects because many
 subsystems do not run when the simulator is paused.  This needs to be
 looked at a bit more.  Specifically some of the viewer code isn't run.
 You can switch views with the v series of keys, but you can't rotate
 a particular view with shift-number pad, and the chase views don't
 track quite right in replay mode.

 Also, I don't and can't and won't record everything.  This means
 things like AI or multiplayer traffic, weather conditions, and other
 things are beyond the scope of this system at this time.

 Regards,

 Curt.
 --
 Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
 Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
 Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Instant replay system

2003-07-17 Thread Curtis L. Olson
I have implimented a first stab at an instant replay system and have
just commited it to CVS.  The system continuously records your flight
data and allows you to play back your flight.

Saving flight data at full resolution can quickly burn up a lot of
RAM, so at the moment, only the most recent 60 seconds is stored at
full resolution.  The next most recent 10 minutes is stored at a
resolution of one snap shot every 0.5 seconds.  The most recent hour
of data is stored at a resolution of one snap shot every 5 seconds.
(We might need/want to tune these values a bit as we use the system
more.)  However, this gives the most resolution to the most recent
portion of the flight, and can save up to an hour's worth of flight
data without using a huge amount of memory.

Each snapshot is time stamped with the simulation time.  During
replay, the system finds the two snapshots that straddle the replay
time and linearly interpolates between them.  This way, we can record
the data as best as is possible given the current rendering speed,
even with varying frame rates with possible lost frames and aren't
forced to take extraordinary measures to get a consistent sampling
rate.  Then when the data is replayed, this interpolation scheme gives
us smooth playback even if the recorded frame rate is wildly (or
slightly) different from the playback frame rate.  This also gives us
smooth interpolation for older data that is recorded at a slower rate.
And we can play back the recorded flight at a rate that has a 1 to 1
match with real time.

This scheme would also allow us to smoothly fast forward the replay,
or replay in super smooth Slo-Mo-Gear (patent pending) :-) We could
probably also rewind as well as fast forward if we really wanted to.

For the moment, I have bound the r key to the instant replay
function.  This will replay whatever is in the buffer.  Upon
completion, you are left in pause mode at the point where you
activated the instant replay.  Just unpause and you can continue the
flight.

This whole thing is just crying for a gui/dialog box to control it
all.  Any volunteers?

I'm guessing that all the kinks are not yet quite worked out.  You'll
likely run into one or two ...  The sim is put into pause mode while
the buffer data is replayed.  This has some side effects because many
subsystems do not run when the simulator is paused.  This needs to be
looked at a bit more.  Specifically some of the viewer code isn't run.
You can switch views with the v series of keys, but you can't rotate
a particular view with shift-number pad, and the chase views don't
track quite right in replay mode.

Also, I don't and can't and won't record everything.  This means
things like AI or multiplayer traffic, weather conditions, and other
things are beyond the scope of this system at this time.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Instant replay system

2003-07-17 Thread Lee Elliott
On Friday 18 July 2003 04:06, Curtis L. Olson wrote:
 I have implimented a first stab at an instant replay system and have
 just commited it to CVS.  The system continuously records your flight
 data and allows you to play back your flight.
 
 Saving flight data at full resolution can quickly burn up a lot of
 RAM, so at the moment, only the most recent 60 seconds is stored at
 full resolution.  The next most recent 10 minutes is stored at a
 resolution of one snap shot every 0.5 seconds.  The most recent hour
 of data is stored at a resolution of one snap shot every 5 seconds.
 (We might need/want to tune these values a bit as we use the system
 more.)  However, this gives the most resolution to the most recent
 portion of the flight, and can save up to an hour's worth of flight
 data without using a huge amount of memory.
 
 Each snapshot is time stamped with the simulation time.  During
 replay, the system finds the two snapshots that straddle the replay
 time and linearly interpolates between them.  This way, we can record
 the data as best as is possible given the current rendering speed,
 even with varying frame rates with possible lost frames and aren't
 forced to take extraordinary measures to get a consistent sampling
 rate.  Then when the data is replayed, this interpolation scheme gives
 us smooth playback even if the recorded frame rate is wildly (or
 slightly) different from the playback frame rate.  This also gives us
 smooth interpolation for older data that is recorded at a slower rate.
 And we can play back the recorded flight at a rate that has a 1 to 1
 match with real time.
 
 This scheme would also allow us to smoothly fast forward the replay,
 or replay in super smooth Slo-Mo-Gear (patent pending) :-) We could
 probably also rewind as well as fast forward if we really wanted to.
 
 For the moment, I have bound the r key to the instant replay
 function.  This will replay whatever is in the buffer.  Upon
 completion, you are left in pause mode at the point where you
 activated the instant replay.  Just unpause and you can continue the
 flight.
 
 This whole thing is just crying for a gui/dialog box to control it
 all.  Any volunteers?
 
 I'm guessing that all the kinks are not yet quite worked out.  You'll
 likely run into one or two ...  The sim is put into pause mode while
 the buffer data is replayed.  This has some side effects because many
 subsystems do not run when the simulator is paused.  This needs to be
 looked at a bit more.  Specifically some of the viewer code isn't run.
 You can switch views with the v series of keys, but you can't rotate
 a particular view with shift-number pad, and the chase views don't
 track quite right in replay mode.
 
 Also, I don't and can't and won't record everything.  This means
 things like AI or multiplayer traffic, weather conditions, and other
 things are beyond the scope of this system at this time.
 
 Regards,
 
 Curt.
 -- 
 Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
 Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
 Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

That's a nice addition - sounds neat:)

I was just about to turn in for the night, and I did an update earlier this 
evening, but I think I'll get this now:)

Hmm... I've been using the 'r' key for reheat but that's not a problem - was a 
consensus reached on a scheme for allocating keys in the recent discussions?  
I remember some ideas being thrown around but don't recall any decision being 
made.

LeeE


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Instant replay system

2003-07-17 Thread Curtis L. Olson
Lee Elliott writes:
 That's a nice addition - sounds neat:)
 
 I was just about to turn in for the night, and I did an update
 earlier this evening, but I think I'll get this now:)
 
 Hmm... I've been using the 'r' key for reheat but that's not a
 problem - was a consensus reached on a scheme for allocating keys in
 the recent discussions?   
 I remember some ideas being thrown around but don't recall any
 decision being made.

I have absolutely no emotional attachment to the r key.  I'm happy
to make it something else, or just unbind the replay function from
the keyboard and make it a menu option or whatever.  (It might make
more sense to not have it bound to a key and just have a menu option
that brings up some yet to be created instant replay dialog box.)

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Instant replay system

2003-07-17 Thread Lee Elliott
On Friday 18 July 2003 04:06, Curtis L. Olson wrote:
 I have implimented a first stab at an instant replay system and have
 just commited it to CVS.  The system continuously records your flight
 data and allows you to play back your flight.
 
 Saving flight data at full resolution can quickly burn up a lot of
 RAM, so at the moment, only the most recent 60 seconds is stored at
 full resolution.  The next most recent 10 minutes is stored at a
 resolution of one snap shot every 0.5 seconds.  The most recent hour
 of data is stored at a resolution of one snap shot every 5 seconds.
 (We might need/want to tune these values a bit as we use the system
 more.)  However, this gives the most resolution to the most recent
 portion of the flight, and can save up to an hour's worth of flight
 data without using a huge amount of memory.
 
 Each snapshot is time stamped with the simulation time.  During
 replay, the system finds the two snapshots that straddle the replay
 time and linearly interpolates between them.  This way, we can record
 the data as best as is possible given the current rendering speed,
 even with varying frame rates with possible lost frames and aren't
 forced to take extraordinary measures to get a consistent sampling
 rate.  Then when the data is replayed, this interpolation scheme gives
 us smooth playback even if the recorded frame rate is wildly (or
 slightly) different from the playback frame rate.  This also gives us
 smooth interpolation for older data that is recorded at a slower rate.
 And we can play back the recorded flight at a rate that has a 1 to 1
 match with real time.
 
 This scheme would also allow us to smoothly fast forward the replay,
 or replay in super smooth Slo-Mo-Gear (patent pending) :-) We could
 probably also rewind as well as fast forward if we really wanted to.
 
 For the moment, I have bound the r key to the instant replay
 function.  This will replay whatever is in the buffer.  Upon
 completion, you are left in pause mode at the point where you
 activated the instant replay.  Just unpause and you can continue the
 flight.
 
 This whole thing is just crying for a gui/dialog box to control it
 all.  Any volunteers?
 
 I'm guessing that all the kinks are not yet quite worked out.  You'll
 likely run into one or two ...  The sim is put into pause mode while
 the buffer data is replayed.  This has some side effects because many
 subsystems do not run when the simulator is paused.  This needs to be
 looked at a bit more.  Specifically some of the viewer code isn't run.
 You can switch views with the v series of keys, but you can't rotate
 a particular view with shift-number pad, and the chase views don't
 track quite right in replay mode.
 
 Also, I don't and can't and won't record everything.  This means
 things like AI or multiplayer traffic, weather conditions, and other
 things are beyond the scope of this system at this time.
 
 Regards,
 
 Curt.
 -- 
 Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
 Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
 Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

The replay seems ok on a quick check here - no immediately obvious problems.

The autopilot altitude hold seems a bit messed up though since yesterday - 
quite bad porpoising - I checked that with the 747, a4, c-172 and a couple of 
mine.  Terrain following still seems ok though.  I doubt this is due to the 
replay stuff.

LeeE


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel