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
>
>
>
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-- 
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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