Hi Kim, Thanks for detailed explanation. I grasp the method of sun-beams and I will read in ShaderX5 too. But could you clarify me at some point before I have started to search about this topic?
I will create my own water surface and waves algorithm. And then with using sun light I will calculate the reflection and refraction angles for every vertex point. Then I will use this interpolated refraction angle and vertex position I will create a grided parallelepiped volume which is going downward this point under the sea with attenuating the glowing degree. But At that point I can't understand the creation of this parallelepiped volume creation on FragmentShader. How this grid of parallelepiped volumes geometry can be interpolated ? And I like so much your posted screen shot :) This is I think VENUS submarine and I have some question about it. Is there all simulation environment or with pilot cabin? I can't realize joysticks, another screen which is showing above the water surface and sonar gauge are real objects or simulated environment. Thanks for your advices Kim. Best Regards. 2008/11/4 Kim C Bale <[EMAIL PROTECTED]> > Hi Umit, > > > > Rendering God-rays is pretty easy. The approach I used is described in the > book ShaderX5, although I have to say it's quite badly written. > > > > Basically you model the god-rays as a grid of parallelepipeds positioned at > the ocean surface, relative to the position of the camera. To create the > god-ray geometry you then need to extrude the base points downward along the > angle of refraction from the sea surface. > > > > In order to compute the angle of refraction you'll need to create a > simulation of the ocean surface itself. The technique described in ShaderX5 > details a Gerstner wave surface partially computed on the GPU. Using this > you can interpolate between the vertex normals to get the normals you need > to compute the refraction angles. Finally, you render these god-rays into a > FBO and then render that texture to the screen with additive blending. A > final stage which would look nice is to apply some sort of blur to the rays > texture so the edges aren't quite so crisp. > > > > You can see the effect in the attached screenshot. > > > > Regards, > > > > Kim. > > > > > > > > *From:* [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] *On Behalf Of *Ümit Uzun > *Sent:* 31 October 2008 15:42 > *To:* OpenSceneGraph Users > *Subject:* Re: [osg-users] MAX to COLLADA or which format ? > > > > Hi Kim, > > 2008/10/31 Kim C Bale <[EMAIL PROTECTED]> > > Hi Umit, > > > > Yes, I am employed on the VENUS project, how on earth do you know that? > > I have searched on internet and so know VENUS project and your MSc student > Franclin Foping and another student Philip Apery who worked same project > before. I have read these student thesis and implement in my animation. > (caustics, fish motion, aquatic floara, silt on sea bed, water refraction > and so on...) Now I only want to much realistic fish motion as I said. So I > learned that I should try different tools like animetk or just like it. > > I want to ask another question about god-rays. Did you implement god-rays > to VENUS? I want to create god-rays in my simulation, so is there any > advices and searh path you can give me? > > Thanks for all advices Kim. > > Best Regards. > > Umit Uzun > > > > I, personally haven't worked with any flocking algorithms, it's a feature I > haven't got round to adding yet. However, I did supervise an MSc student > project on flocking using OSG. In order to simulate fish body motion he used > an animated vertex shader to distort the model with a dampened sine wave (as > you mentioned). With a bit of tinkering this should provide nice results > with minimal effort. However, if you want more accurate movement I think it > would have to be modelled, but then of course you have the problem of > loading the animation into the OSG.. > > > > Hope that's of use. > > > > Kim. > > > > *From:* [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] *On Behalf Of *Ümit Uzun > *Sent:* 31 October 2008 12:02 > *To:* OpenSceneGraph Users > *Subject:* Re: [osg-users] MAX to COLLADA or which format ? > > > > Hi Kim, > > Thanks so much for reply. I remember, you have worked on VENUS project. In > this project how can you achieve fish motion modeling? Do you use only > shaders to give special motion mathematics on each skeletal model or do you > use sophisticated tools? > > I mean, I want to model school of fish by using Reynold's Flocking > Algorithms and fish motions. At this point Do I have to model each fish > motion by using shaders (for example sinusoaidal travelling wave to modeling > fish waving) ? Or there is another way to to it except osganimation toolkit? > > Thanks for advices. > > Best Regards. > > Umit Uzun > > 2008/10/31 Kim C Bale <[EMAIL PROTECTED]> > > In my experience the feelingsoftware collada exporter gives the most > reliable results when exporting models from Max. However, as far as I know > there is no way of getting any animation information out of max and into the > OSG. > > > > I've noticed that the animation toolkit (osgATK/osgAnimation I forget the > name), mentioned recently in the forum had a Blender importer/exporter that > does support animation. Perhaps that is worth taking a look at. > > > > Hope that is of help. > > > > Kim. > > > > *From:* [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] *On Behalf Of *Ümit Uzun > *Sent:* 31 October 2008 10:06 > *To:* OpenSceneGraph Users > *Subject:* [osg-users] MAX to COLLADA or which format ? > > > > Hi Folks, > > I follows mail list and I know there was a discussion about converting > animated MAX format to any format which osg can understand. I searched the > all archive and want to ask same question again around the different > content. > > As I said, I have animated MAX format models and want to export another > format in animation too. But after searching, I understand that I only can > do this conversion in COLLADA format. Is it right ? And if right how should > I achive? I found colladamax exporter > http://www.feelingsoftware.com/content/view/65/79/lang,en/ There is anyone > who used this exporter? I am asking because of leading me to right way. > > And Does using COLLADA formatted animated model useful or not on simulation > project? I have never use collada format before, so I don't know anything > about the efficiency. > > Any advices would be appreciated with glad. > > Best Regards. > > Umit Uzun > > > > ***************************************************************************************** > To view the terms under which this email is distributed, please go to > http://www.hull.ac.uk/legal/email_disclaimer.html > > ***************************************************************************************** > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > ***************************************************************************************** > To view the terms under which this email is distributed, please go to > http://www.hull.ac.uk/legal/email_disclaimer.html > > ***************************************************************************************** > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > ***************************************************************************************** > To view the terms under which this email is distributed, please go to > http://www.hull.ac.uk/legal/email_disclaimer.html > > ***************************************************************************************** > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Ümit Uzun, Environmental Tectonics Corporation Turkey ODTU Teknokent Gumus Bloklar A Blok Zemin Kat Bati Cephe Suit 1 06531 ODTU Ankara, Turkey Tel: 90 (312) 210 17 80 Fax: 90 (312) 210 17 84 E-Mail: umituzun84<at>gmail<dot>com Website: http://www.etc-turkey.com
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