Thorsten
> > There are good sources for sea colour out there - here is one:
> >
> >
> http://oceancolor.gsfc.nasa.gov/FEATURE/IMAGES/A2008129125500.Scotlan
> d
> > .png
> 
> > The Northern North Sea, away from the turbidity and major river
> > outfalls of the Southern North Sea, is indistinguishable from the
> > Atlantic, the other side of Scotland.
> 
> 4 West, 54 North I get an rgb value of (93, 113, 121)
> 2 East, 54 North I get (31, 71, 83)

2 E 54N? that's the Southern N Sea off the Humber estuary. That is one of
the major sources of silt flowing into the North Sea . The depth is probably
less than 150m there. 

4 W 54N? That's just off Morecambe Bay, which forms part of the Irish Sea.
It is the largest expanse of intertidal mudflats and sand in the United
Kingdom! Neither of these locations could be remotely described as deep
ocean, and yes, we should certainly be investigating how to best model such
areas of sea.

> There's pretty significant variation everywhere, but I don't see that in
that
> picture that the two would even be similar.
> 
> > There are many examples in this archive, and if there are differences
> > in the deep ocean colour in any of the oceans they are darned hard to
> > spot. Similarly, if there is a difference between the Atlantic and the
> > Mediterranean, it's very hard to see.
> 
> We might not be after the same thing here...
> 
> In reality, water color depends on a lot of factors:
> 
> * light reflection at the surface, i.e. light diffuseness, intensity, wave
> patterns, sky color, ...
> -> we have a decent way to account for that in the shader
> 
> * sediment and algae in the water
> -> water being a flowing substance, all these are variable phenomena,
> -> rivers carry a lot of mud in spring when the snow thaws, algae bloom
> -> seasonally,... we can't model this realistically in any case
> 
> * near the coast, depth and nature of the bottom
> -> white underwater sand looks quite differently from overgrown rocky
> bottom, deep water looks different from shallow water... we simply don't
> have this information - we might get depth somehow, pass true depth to the
> shader, use it to determine color, then let the shader move the vertex up
to
> the water surface, but it's a bit tricky.

 Yup - getting to grips with all that is difficult. Not too dissimilar to
getting reasonable representations of towns and countryside in various
regions in the world, I suppose

> Given that we can't do so much realistically anyway for lack of data (and
lack
> of framerate - I could probably write a detailed water color computing
code,
> but that'd really drive framerate down), my idea is more to re-create
iconic
> pictures.

> When approaching Nice in sunshine, I want to see one of these postcard
> Cote d'Azur pictures. When landing on a drilling rig in the Northern Sea,
I
> don't expect to see this deep blue. Probably in reality the differences
are
> driven by differences in lighting, average weather and some sediment/algae
> component - but when I can't do the realistic thing, I might as well do
the
> iconic thing.
> 
> Many people (including myself) seem to feel that the sea should look
> different in different places. I'm entirely willing to tweak physics here
a bit to
> create a better illusion that one is in the place by fulfilling the
expectation.
> True, the actual Caribbean deep ocean is not turquoise. Then again, the
> actual Caribbean city doesn't look the Flightgear way either. But making
sea
> color a lighter turquoise in the Caribbean helps me to maintain the
illusion
> that I am in the Caribbean rather than the Northern Sea.
> 
> Feel free to disagree, but for me creating the visual environment has much
> more to do with credible illusions than with getting the physics of the
scene
> right (disclaimer: my position is diffferent for the fidelity of the FDM
where
> we can actually get the physics really right since we have often the
required
> amount of data).

I do feel free to disagree - the Caribbean just isn't turquoise, as you say.
There was a time when we prided ourselves on FG being the most realistic sim
around. Making the ocean the wrong colour to maintain an illusion just
doesn't seem to me to sit right with that. But I would also agree that we
need to sort out some of the more obvious problems of the shallow seas, if
that is possible.

Anyway, on a more prosaic note - your sea colour script appears to be bugged
here. After I got it to run (my bad, I broke it) I discovered that it
iterates at 1 sec not 5 as stated. If I restart Advanced Weather the
sampling locations are re-added to the interpolation_vector which grows in
size: I have reached 32 so far, but sometimes FG crashes before that point.
In any case running Advanced Weather FG crashes here at some point, running
out of memory. I would be surprised if this were related to sea-colour, and
might indeed be a general problem which Advanced Weather runs into sooner
than Basic Weather. You re-instantiate "var ppos" in each of your locations:
nasal doesn't seem to mind, but I wouldn't have thought that was good
practice, or necessary. There seems to be an additional parameter in the St
Maartens definition. And finally, I was caught a couple of times forgetting
that Advanced Weather needs starting and stopping when switching  between it
and Basic Weather.

I wish I could run Advanced Weather here - the frame rates are not at all
bad, but the stagger in the frame rate is too much, and seems to give me a
headache. The appearance is very good though, and works particularly well
around TNCM. I hope we can get a nice even frame rate in due course.

HTH

Vivian




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