A simple approach. 1. Create a separate intensity texture set for all the models in your scene. 2. Create 3 PRE_RENDER cameras that render to textures(Intensity map, DepthMap and NormalMap) using FBO. 3. Render these to a textured quad where you use a Fragment shader to calculate the resulting intensity based on your falloff formula (using the Depth and Normal).
Hope this helps you a little along the way. I'm new to OSG, so I can't offer too much help on the actual code. Maybe someone else has some details on how to use separate texture sets for 3D models in osg. If there is no automated way of doing it in osg, you can have a look at the texture3D example. You can search osg-users for Shuxing Xiao's email Subject: "Multipass rendering" for example code on how to create the runtime textures. Filip > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf > Of Yefei He > Sent: 22. august 2007 17:32 > To: [email protected] > Subject: [osg-users] Infrared Sensor Simulation? > > Hello, OSG'ers, > > I'm looking for information on real-time infrared sensor > simulation. To put it plainly, to render night scenes in a > way that an infrared camera may capture. This may not be > directly related to OSG, but has any of you done this, or can > provide pointers to how it is being done. I don't need a very > accurate physics based model. > However, it needs to be reasonable. To explain this, I'm > trying to simulate the night vision systems on some cars in a > driving simulation study. The moment an object becomes > discernable in the simulated IR image should not deviate too > much from the real world situation. Of course, I also need to > make sure that the detection distances of various objects in > the normally rendered night scenes are close to real world as well. > > Thanks, > > Yefei > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

