Re: [Flightgear-devel] Model shader for Atmospheric Light Scattering

2013-02-03 Thread Renk Thorsten
 If so, we should definitely remove the experimental label from the
 rendering dialog, and possibly change this to the default renderer and
  have a discussion about whether to retire the previous scheme.

 I've only tested Atmospheric Light Scattering for about 10 mins - and so  
 far  I've discovered that the Cat III scenario looks decidedly odd with a  
 clear circle around my aircraft on the ground and black skies. So the instant
 answer must be NO.

Um... you won't have a dicussion because not everything is working? :-) 

There are many things that do not render plausibly under the default rendering 
scheme either - sunrise in foggy conditions and overcast skies looks decidedly 
odd for instance, you get all the bright red color which is never there in 
reality. You can be on the ground and it is dark, but as you fly high up (and 
get into the last sunlight of the day) the terrain is rendered in light again 
because it gets the light at aircraft position - some folks may find that 
decidedly odd as well  So it's not that the scheme fails in more things 
than the default scheme, it just fails in different things. But yes - 
atmospheric light scattering is geared to simulate what you see of light 
filtering through the atmosphere and what terrain you see, and several 
approximations to render it fast enough break if you don't see anything. It's 
also a darn expensive scheme to run a Cat III scenario in... first you simulate 
all the lighting and terrain shading, then you fog everything. So if you are 
really keen in flying with close to zero visibility, I think you get the better 
experience in the default scheme anyway because that computes a grey screen way 
faster and more efficient.


To answer Stuart's question - I'm personally not considering it experimental - 
it renders most situations okay, it gives implausible results under some 
comparatively rare conditions, and I would claim that it renders all in all 
more weather and light conditions correctly than the default scheme does. So 
personally I don't consider the fact that it doesn't render all conditions a 
particular good argument, I think sunrises are far more likely encountered by 
the average pilot than Cat III ;-)

Some points to consider:

* even the bare scheme is quite a bit demanding on the GPU even before any 
terrain or model effects are rendered - some people may be able to run a water 
shader comfortably in the default scheme, but may not be able to run water 
shader in atmospheric light scattering (the difference on my old box was about 
30 fps for a screen full of water in default vs. 15 fps for a screen full of 
water in Atmospheric Light Scattering).

* there are plenty of minor effects (flag, bow-wave,...) which are not ported 
(which may be part of what underlies Vivian's 'NO') - we'd lose those unless 
someone decides to port them

* the light attenuation scheme relies heavily on cross-talk with the weather 
system, and only Advanced Weather currently provides all the information to 
make things realistic. I haven't tested much with Basic Weather, but I assume 
it is much more prone to produce unrealistic rendering when driven by Basic 
Weather because the default don't fit every situation. So Basic Weather would 
have to be augmented to provide the information.

Personally I think the scheme could stand in as default if so desired (as I 
said, I think it handles more situations than the default scheme), and it seems 
possible to me to manage the remaining quirks till the next release 
(eliminating them would cost dearly in performance - I have no conceptual 
problem coding the scheme so that it handles every situations, but I do have a 
problem getting it to run fast enough then - there's a reason for the 
approximations used).

Also, personally I'm not pushing for setting it up as default, as I see some 
real concerns at the lower hardware end, and as I have no desire to argue with 
people why effect X isn't working in the scheme and they should instead use 
effect Y or port it. I do recognize the point that it would advertize FG nicely 
and that a vastly simplified shader control structure would not be a bad thing. 
So, if people want to change the defaults, I'll do my part, if not then not.  

* Thorsten
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Re: [Flightgear-devel] Model shader for Atmospheric Light Scattering

2013-02-02 Thread Vivian Meazza
Stuart

 
 On Thu, Jan 31, 2013 at 12:25 PM, Renk Thorsten wrote:
  I've just pushed the first version of the model shader for Atmospheric
  Light Scattering. It should do random buildings with reflections and
  all aircraft using the model-combined.eff without normal mapping. The
  shader still has some quirks, but they're hard to spot if you don't
  look for them ;-)
 
 Thanks Thorsten, and Emillian.
 
 So, does this mean we're getting now at the point at which the Atmospheric
 Light Scattering is a complete replacement for the existing default
rendering
 scheme (with the exception of the farmland shader)?
 
 If so, we should definitely remove the experimental label from the
 rendering dialog, and possibly change this to the default renderer and
have a
 discussion about whether to retire the previous scheme.  Early in the
release
 cycle would seem to be a good point to do this.
 

I've only tested Atmospheric Light Scattering for about 10 mins - and so far
I've discovered that the Cat III scenario looks decidedly odd with a clear
circle around my aircraft on the ground and black skies. So the instant
answer must be NO.


Vivian



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Re: [Flightgear-devel] Model shader for Atmospheric Light Scattering

2013-01-31 Thread Gijs de Rooy
Hi Thorsten,

 I've just pushed the first version of the model shader for Atmospheric Light 
 Scattering.

Nice job, looking forward to some morning/evening flights! :-)

 As I said previously, aircraft maintainers, please consider using this 
 effect/inserting the attributes to get the normal map right.

Could you please add some instructions to 
http://wiki.flightgear.org/Aircraft_maintenance?

Cheers,
Gijs
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