Re: [osg-users] Integration of a NodeKit for Sky Rendering

2013-01-19 Thread Glenn Waldron
Looks great. Does it work with geocentric terrain?

Glenn Waldron / @glennwaldron


On Fri, Jan 18, 2013 at 1:15 PM, Chris Hanson xe...@alphapixel.com wrote:

 Nice work. I'm going to try it out soon, and hopefully I can add it to our
 build system shortly.


 On Fri, Jan 18, 2013 at 11:00 AM, Jordi Torres jtorresfa...@gmail.comwrote:

 Hi Daniel,

 Great job! You may want to add your project to the community projects[1]
 section in the new web or/and post a new to the community news
 section[2]... :)

 Cheers.

 [1]http://www.openscenegraph.com/index.php/community/projects
 [2]http://www.openscenegraph.com/index.php/community/news




 2013/1/18 Christian Buchner christian.buch...@gmail.com


 This nodekit is a godsend! And the license seems pretty permissive, too.

 Christian


 2013/1/18 Limberger, Daniel daniel.limber...@hpi.uni-potsdam.de

 ** **

 ** **

 *From:* Limberger, Daniel
 *Sent:* 18 January 2013 15:50
 *To:* Engel, Juri
 *Subject:* Integration of a NodeKit for Sky Rendering into OSG

 ** **

 Hi,

 ** **

 I would like to present you my open source library osgHimmel that
 allows simple noninvasive rendering of background imagery (i.e., skies)
 within OSG. It currently is an OSG extending lib, that features two
 different techniques for sky rendering (or in traditional terms, skybox
 rendering): texture based (traditional) and computational (astrophysical).
 

 ** **

 The first approach handles rendering of skies via common texture
 mapping techniques, extended by time based transitions, rotation around the
 zenith, horizon blending as well as an (experimental) faked sun.

 ** **

 The second approach, renders astrophysical based skies with good
 results not only but especially at nightly scenes: correct star positions,
 atmosphere approximation, moon rendering including lunar eclipses and more.
 

 ** **

 Further Contributions to OSG:

 **-  **A useful, minimal astronomy library.

 **-  **Good resources for both, texture based and physical
 based, approaches.

 **-  **Solutions for common OSG issues, e.g., placing skies in
 arbitrary node structures, texture ping-ponging for post/pre processing,
 environment map rendering for reflection/illumination.

 **-  **Starting point for cloud rendering. The current
 implementation is not very efficient though (TODO..)

 **-  **Introduces no third parties, purely based on OSG (and
 optionally Qt for the editor)!

 ** **

 For now, osgHimmel is mainly used internally at the Computer Graphics
 Systems group at the HPI (hpi3d.de), and the first integration into a
 commercial product is already in progress. We have two research projects,
 trying to extend the library by HDR, temporal-glare, Glare, simple as well
 as image based illumination.

 ** **

 I would like to suggest an integration of osgHimmel into OSG, since a
 larger user base would convince me to keep osgHimmel alive and spent
 further development time on the library. 

 What requirements must be met and what further steps have to be taken
 to make this integration possible (we can rename the lib to osgSky if this
 is a problem ;) )?

 Or is it better practice for such library to stay independent, without
 a direct OSG integration?

 ** **

 I’m strongly interested in any ideas and concerns of this community
 concerning osgHimmel.

 ** **

 ** **

 All resources (including videos, demos, poster, my master’s thesis, and
 a recent vmv2012 paper) are available at:

 http://osghimmel.googlecode.com

 ** **

 recent poster with some images:
 https://osghimmel.googlecode.com/files/Daniel_Limberger_Poster.pdf

 ** **

 Thanks a lot! And also thanks to this mailing list, which was of great
 help during development of osghimmel.

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Re: [osg-users] Integration of a NodeKit for Sky Rendering

2013-01-19 Thread Jean-Sébastien Guay

Nice work Daniel, results look great!

In the past I have used osgEphemeris, which supports sky sphere, sun, 
moon, stars based on earth latitude/longitude and date/time. It gave OK 
results but had a few problems as well. Its site is 
www.andesengineering.com/Projects/*OsgEphemeris*/ but it seems to be 
down at the moment.


Just out of curiosity, how flexible is your library? For example, a long 
time ago I had to develop a lunar rover simulator, and I was able to 
easily use osgEphemeris' night-time sky (replacing the moon by a larger 
Earth, of course, and I didn't mind about exact positions of the stars ) 
to make the lunar sky. See the end of this video for an example: 
http://www.youtube.com/watch?v=b1tN2TpVIOM   Is something like this easy 
with your library?


Keep up the great work!

J-S


On 18/01/2013 10:13 AM, Limberger, Daniel wrote:


*From:*Limberger, Daniel
*Sent:* 18 January 2013 15:50
*To:* Engel, Juri
*Subject:* Integration of a NodeKit for Sky Rendering into OSG

Hi,

I would like to present you my open source library osgHimmel that 
allows simple noninvasive rendering of background imagery (i.e., 
skies) within OSG. It currently is an OSG extending lib, that features 
two different techniques for sky rendering (or in traditional terms, 
skybox rendering): texture based (traditional) and computational 
(astrophysical).


The first approach handles rendering of skies via common texture 
mapping techniques, extended by time based transitions, rotation 
around the zenith, horizon blending as well as an (experimental) faked 
sun.


The second approach, renders astrophysical based skies with good 
results not only but especially at nightly scenes: correct star 
positions, atmosphere approximation, moon rendering including lunar 
eclipses and more.


Further Contributions to OSG:

-A useful, minimal astronomy library.

-Good resources for both, texture based and physical based, approaches.

-Solutions for common OSG issues, e.g., placing skies in arbitrary 
node structures, texture ping-ponging for post/pre processing, 
environment map rendering for reflection/illumination.


-Starting point for cloud rendering. The current implementation is not 
very efficient though (TODO..)


-Introduces no third parties, purely based on OSG (and optionally Qt 
for the editor)!


For now, osgHimmel is mainly used internally at the Computer Graphics 
Systems group at the HPI (hpi3d.de), and the first integration into a 
commercial product is already in progress. We have two research 
projects, trying to extend the library by HDR, temporal-glare, Glare, 
simple as well as image based illumination.


I would like to suggest an integration of osgHimmel into OSG, since a 
larger user base would convince me to keep osgHimmel alive and spent 
further development time on the library.


What requirements must be met and what further steps have to be taken 
to make this integration possible (we can rename the lib to osgSky if 
this is a problem ;) )?


Or is it better practice for such library to stay independent, without 
a direct OSG integration?


I'm strongly interested in any ideas and concerns of this community 
concerning osgHimmel.


All resources (including videos, demos, poster, my master's thesis, 
and a recent vmv2012 paper) are available at:


http://osghimmel.googlecode.com

recent poster with some images: 
https://osghimmel.googlecode.com/files/Daniel_Limberger_Poster.pdf


Thanks a lot! And also thanks to this mailing list, which was of great 
help during development of osghimmel.




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__
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http://whitestar02.dyndns-web.com/

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[osg-users] Why am I getting this bleed through effect when moving my camera around?

2013-01-19 Thread Preet
I have two geometries close together -- one is an osgText object and the
other is just a simple set of planar triangles laying flat behind the text.
The two are separated by a small distance. Both objects are parented with
an AutoTransform.

When I move my camera around in a certain way, the object behind the text
bleeds through it. When the camera is not being moved, both objects appear
fine. I made a small video because I had trouble capturing the issue with a
screenshot. In the video, the text is purple. The object in question is the
black rectangle with the purple border behind the text.

http://www.youtube.com/watch?v=htj168dJHGw

When I move the camera relatively fast, you can see the black rectangle's
triangles bleed through the text momentarily.

I tried messing around with the placement of the objects; I even tried to
increase the distance between the text and the geometry behind it a
substantial amount but this didn't seem to have an effect. Both objects are
in the same render bin.

I've never really seen something like this happen before where the effect
is only present *while* the scene is moving around. If I move the camera
around slow enough or keep it still, the effect isn't visible.

Does anyone have any ideas as to what the issue is here?


Preet
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Re: [osg-users] Why am I getting this bleed through effect when moving my camera around?

2013-01-19 Thread Preet
Nevermind -- it turns out my idea of a 'substantial' amount of distance
wasn't enough.


On Sun, Jan 20, 2013 at 12:42 AM, Preet prismatic.proj...@gmail.com wrote:

 I have two geometries close together -- one is an osgText object and the
 other is just a simple set of planar triangles laying flat behind the text.
 The two are separated by a small distance. Both objects are parented with
 an AutoTransform.

 When I move my camera around in a certain way, the object behind the text
 bleeds through it. When the camera is not being moved, both objects appear
 fine. I made a small video because I had trouble capturing the issue with a
 screenshot. In the video, the text is purple. The object in question is the
 black rectangle with the purple border behind the text.

 http://www.youtube.com/watch?v=htj168dJHGw

 When I move the camera relatively fast, you can see the black rectangle's
 triangles bleed through the text momentarily.

 I tried messing around with the placement of the objects; I even tried to
 increase the distance between the text and the geometry behind it a
 substantial amount but this didn't seem to have an effect. Both objects are
 in the same render bin.

 I've never really seen something like this happen before where the effect
 is only present *while* the scene is moving around. If I move the camera
 around slow enough or keep it still, the effect isn't visible.

 Does anyone have any ideas as to what the issue is here?


 Preet

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