Re: [osg-users] Histroy Buffer Implementation / Suggestion

2009-02-03 Thread Simon Loic
Thanks for the tip Adrian but so far I'am facing problems with PSSM .
I get the following output :

RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: FrameBufferObject: could not create the FBO
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0
Warning: FrameBufferObject: could not create the FBO
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0
FRAGMENT glCompileShader  FAILED
glLinkProgram  FAILED

I don't know why. I have tested FBO support with osgprerender --hdr --fbo
cow.osg and it works.

On Mon, Feb 2, 2009 at 9:31 AM, Adrian Egli OpenSceneGraph (3D) 
3dh...@gmail.com wrote:

 Hello all

 You should use lispsm or pssm shadow : even for terrain this gives nice
 looking shadows (with pssm you can limit the max far distance, use this say
 250m, and you will get nice shadows) but once we have the latest idea
 implemented, the shadow quality gets much better, this would be of sure
 true, but may the performance will
 be very bad. so i am looking for high performance and robust technic.

 I don't really like to implement this with osgPPU, because of the problem
 robert told (see submission discussion) not tha osgPPU is bad, but it would
 better be nicely integrated into osg and osgShadow, not only for osgShadow
 and its quality the histroy buffer could have high impact, also for others
 shaders.

 Then for the default shader in openscenegraph may we should think to
 redesign them, because actually we have shaders in shadow, ... , but each of
 the re-writes the very basics, may we could think about of GLSL shader
 modules, code modules then we can put them together, this would be greate. i
 have some idea how this could be solved. but i have to think about more of
 this idea.

 /adrian

 2009/2/1 Simon Loic simon1l...@gmail.com

 It would be very interested to see the resulting shadows of this method in
 osg. I'am currently using the basic shadow technic and the rendering is so
 aliased! Maybe I'am not using it in the right way.


 On Fri, Jan 30, 2009 at 4:44 PM, Art Tevs stud_in...@yahoo.de wrote:

 Hi Adrian,

 for all 2D effects there exists already a pipeline with couple of
 examples (gauss blurr, depth of field, hdr and so on), however you maybe
 have heard about it already. Take a look into osgPPU.

 I took a small look into the paper and saw that the main method is just
 to combine N previous images in some sense together to achieve nice results.
 As you said, using the history buffer. Using pure osg components, one could
 for example setup N cameras with corresponding textures and switch them
 framewise. Then current rendering camera use the input of other N-1 cameras
 to produce its new output. Using osgPPU, I would suggest to implement new
 class UnitHistoryBuffer, which will do this trick, by collecting the inputs
 in some buffer, e.g. 3D texture or 2D texture array. Output of this unit can
 then be combined with current rendering camera in the way as described in
 the paper. This shouldn't be a big trick, yeah, maybe I can do this for the
 upcoming v0.4 release ;)

 I am wonder if one could use this technique for some sreen space effects,
 not only for motionblur, but also for optical flow detection or something
 similar ??? Maybe for something like hybrid ray tracing approach, where some
 kind of heuristic function could use this information to retrace only
 neccessary rays.

 cheers,
 art

 --
 Read this topic online here:
 http://osgforum.tevs.eu/viewtopic.php?p=5545#5545





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 Loïc Simon

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 --
 
 Adrian Egli

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Re: [osg-users] Histroy Buffer Implementation / Suggestion

2009-02-02 Thread Adrian Egli OpenSceneGraph (3D)
Hello all

You should use lispsm or pssm shadow : even for terrain this gives nice
looking shadows (with pssm you can limit the max far distance, use this say
250m, and you will get nice shadows) but once we have the latest idea
implemented, the shadow quality gets much better, this would be of sure
true, but may the performance will
be very bad. so i am looking for high performance and robust technic.

I don't really like to implement this with osgPPU, because of the problem
robert told (see submission discussion) not tha osgPPU is bad, but it would
better be nicely integrated into osg and osgShadow, not only for osgShadow
and its quality the histroy buffer could have high impact, also for others
shaders.

Then for the default shader in openscenegraph may we should think to
redesign them, because actually we have shaders in shadow, ... , but each of
the re-writes the very basics, may we could think about of GLSL shader
modules, code modules then we can put them together, this would be greate. i
have some idea how this could be solved. but i have to think about more of
this idea.

/adrian

2009/2/1 Simon Loic simon1l...@gmail.com

 It would be very interested to see the resulting shadows of this method in
 osg. I'am currently using the basic shadow technic and the rendering is so
 aliased! Maybe I'am not using it in the right way.


 On Fri, Jan 30, 2009 at 4:44 PM, Art Tevs stud_in...@yahoo.de wrote:

 Hi Adrian,

 for all 2D effects there exists already a pipeline with couple of examples
 (gauss blurr, depth of field, hdr and so on), however you maybe have heard
 about it already. Take a look into osgPPU.

 I took a small look into the paper and saw that the main method is just to
 combine N previous images in some sense together to achieve nice results. As
 you said, using the history buffer. Using pure osg components, one could for
 example setup N cameras with corresponding textures and switch them
 framewise. Then current rendering camera use the input of other N-1 cameras
 to produce its new output. Using osgPPU, I would suggest to implement new
 class UnitHistoryBuffer, which will do this trick, by collecting the inputs
 in some buffer, e.g. 3D texture or 2D texture array. Output of this unit can
 then be combined with current rendering camera in the way as described in
 the paper. This shouldn't be a big trick, yeah, maybe I can do this for the
 upcoming v0.4 release ;)

 I am wonder if one could use this technique for some sreen space effects,
 not only for motionblur, but also for optical flow detection or something
 similar ??? Maybe for something like hybrid ray tracing approach, where some
 kind of heuristic function could use this information to retrace only
 neccessary rays.

 cheers,
 art

 --
 Read this topic online here:
 http://osgforum.tevs.eu/viewtopic.php?p=5545#5545





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 Loïc Simon

 ___
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 osg-users@lists.openscenegraph.org
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Re: [osg-users] Histroy Buffer Implementation / Suggestion

2009-02-01 Thread Simon Loic
It would be very interested to see the resulting shadows of this method in
osg. I'am currently using the basic shadow technic and the rendering is so
aliased! Maybe I'am not using it in the right way.

On Fri, Jan 30, 2009 at 4:44 PM, Art Tevs stud_in...@yahoo.de wrote:

 Hi Adrian,

 for all 2D effects there exists already a pipeline with couple of examples
 (gauss blurr, depth of field, hdr and so on), however you maybe have heard
 about it already. Take a look into osgPPU.

 I took a small look into the paper and saw that the main method is just to
 combine N previous images in some sense together to achieve nice results. As
 you said, using the history buffer. Using pure osg components, one could for
 example setup N cameras with corresponding textures and switch them
 framewise. Then current rendering camera use the input of other N-1 cameras
 to produce its new output. Using osgPPU, I would suggest to implement new
 class UnitHistoryBuffer, which will do this trick, by collecting the inputs
 in some buffer, e.g. 3D texture or 2D texture array. Output of this unit can
 then be combined with current rendering camera in the way as described in
 the paper. This shouldn't be a big trick, yeah, maybe I can do this for the
 upcoming v0.4 release ;)

 I am wonder if one could use this technique for some sreen space effects,
 not only for motionblur, but also for optical flow detection or something
 similar ??? Maybe for something like hybrid ray tracing approach, where some
 kind of heuristic function could use this information to retrace only
 neccessary rays.

 cheers,
 art

 --
 Read this topic online here:
 http://osgforum.tevs.eu/viewtopic.php?p=5545#5545





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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[osg-users] Histroy Buffer Implementation / Suggestion

2009-01-30 Thread Adrian Egli OpenSceneGraph (3D)
Hi all,

i would like to start with a very new technology for anti-aliasing / shadow
quality increase based on history buffer technique,
http://www.cg.tuwien.ac.at/research/publications/2007/Scherzer-2007-PCS/
How should i implement this with pure openscenegraph concepts, and what is
important for the future with such a base technology. Just start with an new
example, and once we have it - porting? Or is
there still a concept how we can implement such features, event gauss blur
filter could be implement as a 2D engine pipeline (ITK Filters like :-) )
may this would be greate for special effects, aa and so on

/adrian

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Re: [osg-users] Histroy Buffer Implementation / Suggestion

2009-01-30 Thread Art Tevs
Hi Adrian,

for all 2D effects there exists already a pipeline with couple of examples 
(gauss blurr, depth of field, hdr and so on), however you maybe have heard 
about it already. Take a look into osgPPU.

I took a small look into the paper and saw that the main method is just to 
combine N previous images in some sense together to achieve nice results. As 
you said, using the history buffer. Using pure osg components, one could for 
example setup N cameras with corresponding textures and switch them framewise. 
Then current rendering camera use the input of other N-1 cameras to produce its 
new output. Using osgPPU, I would suggest to implement new class 
UnitHistoryBuffer, which will do this trick, by collecting the inputs in some 
buffer, e.g. 3D texture or 2D texture array. Output of this unit can then be 
combined with current rendering camera in the way as described in the paper. 
This shouldn't be a big trick, yeah, maybe I can do this for the upcoming v0.4 
release ;)

I am wonder if one could use this technique for some sreen space effects, not 
only for motionblur, but also for optical flow detection or something similar 
??? Maybe for something like hybrid ray tracing approach, where some kind of 
heuristic function could use this information to retrace only neccessary rays.

cheers,
art

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=5545#5545





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