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

