Re: [osg-users] Integration of a NodeKit for Sky Rendering
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list
Re: [osg-users] Integration of a NodeKit for Sky Rendering
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- __ Jean-Sebastien Guay jean_...@videotron.ca http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Why am I getting this bleed through effect when moving my camera around?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why am I getting this bleed through effect when moving my camera around?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org