It would be very interested to see the resulting shadows of this method in
osg. I'am currently using the basic shadow technic and the rendering is so
aliased! Maybe I'am not using it in the right way.

On Fri, Jan 30, 2009 at 4:44 PM, Art Tevs <[email protected]> wrote:

> Hi Adrian,
>
> for all 2D effects there exists already a pipeline with couple of examples
> (gauss blurr, depth of field, hdr and so on), however you maybe have heard
> about it already. Take a look into osgPPU.
>
> I took a small look into the paper and saw that the main method is just to
> combine N previous images in some sense together to achieve nice results. As
> you said, using the history buffer. Using pure osg components, one could for
> example setup N cameras with corresponding textures and switch them
> framewise. Then current rendering camera use the input of other N-1 cameras
> to produce its new output. Using osgPPU, I would suggest to implement new
> class UnitHistoryBuffer, which will do this trick, by collecting the inputs
> in some buffer, e.g. 3D texture or 2D texture array. Output of this unit can
> then be combined with current rendering camera in the way as described in
> the paper. This shouldn't be a big trick, yeah, maybe I can do this for the
> upcoming v0.4 release ;)
>
> I am wonder if one could use this technique for some sreen space effects,
> not only for motionblur, but also for optical flow detection or something
> similar ??? Maybe for something like hybrid ray tracing approach, where some
> kind of heuristic function could use this information to retrace only
> neccessary rays.
>
> cheers,
> art
>
> ------------------
> Read this topic online here:
> http://osgforum.tevs.eu/viewtopic.php?p=5545#5545
>
>
>
>
>
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-- 
Loïc Simon
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