Hi Kim,

Thanks for explanation. I will try to understand gerstner method. I would I
achieve very soon :)

When I search the old mail-archive I saw a question asked by you about
"Error: [Screen #0] GraphicsWindowWin32::requestWarpPointer() - Window not
reali
ed; cannot warp pointer" I have same problem and there no message except
this. Have you found the reason this error Kim?

Best Regards.

Umit Uzun

2008/11/4 Kim C Bale <[EMAIL PROTECTED]>

> I'm afraid I can't recall the interpolation method used for generating the
> normals from the gerstner model, it is detailed in the book. I personally
> didn't use the gerstner approach since I had already built an FFT simulation
> for the wave surface and wanted to use that for the the normal computation
> instead.
>
> The extrusion of the parallelpepids is done within the vertex shader, you
> store the length of the extrusion as a texture coordinate for each vertex.
> So inside the vertex shader you have something along the lines of:
>
> newVertex = oldVertex + (gl_TexCoord[0] * refractionVector);
>
> That way you can differentiate between vertices that lie on the water
> surface and those that need to extruded downward.
>
> Finally, everything in the screen shot is simulated, no real world objects.
> Sorry the screenshot was deliberatly small as I didn't want to bloat peoples
> inboxes.
>
> Regards,
>
> Kim.
>
>
>
>
>
> ________________________________
>
> From: [EMAIL PROTECTED] on behalf of Ümit Uzun
> Sent: Tue 04/11/2008 12:35
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] MAX to COLLADA or which format ?
>
>
> 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 <http://www.etc-turkey.com/>
>
>
>
> *****************************************************************************************
> 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
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to