HI Sergey,

On Sat, May 9, 2009 at 12:55 PM, Sergey Kurdakov <[email protected]> wrote:
> to have osgRoad by this paper
> http://wscg.zcu.cz/wscg2005/Papers_2005/Full/C61-full.pdf

I just read the paper.  It's a interesting and should be flexible
approach to generating smooth roads by using coarse geometry and pixel
shaders to compute the tex coords to give a final smooth look.  I
wouldn't have though it'd take too much work to implement either.

> and osgForest - something like
> http://www.ogre3d.org/wiki/index.php/PagedGeometry_Engine

The OSG has very capable multi-threaded paging which is more general
purpose than this approach.  What is missing is would the procedural
instancing and reuse of geometry for the trees/grasses.  If you
implemented the later then you could use the standard PagedLOD for
handling all the multi-threaded paging to get the scalability.

Right now there is blueberry and SpeedTree integration with the OSG
that are available commercially so one could do the forest rendering
if you are prepared to dip into your pocket.

Personally I'd like to see a procedural geometry generation and reuse
support available as part of the core OSG, it would be great for
forests and potentially other items like fences, roads, houses etc.


> with that features others could also create sophisticated demos . For
> example make
> osg demo like Smoke Demo by intel
> http://software.intel.com/en-us/articles/smoke-game-technology-demo/.

Umm.... this is just a demo of how to pull different bits of
middleware to create a demo, it isn't really about techniques for
rendering smoke.  Personally I would rather move complex smoke
simulation off onto the GPU than do it on the CPU as you have two
orders of magnitude more cores available to do the compute...  Intel's
job is selling CPU's not teaching one the best way to implement
something given the complete range of hardware available...

So I'd recommend looking at osgCompute for this type of work ;-)

> Robert mentioned once that we need demos.
>
> I believe we are near  a breakthrough to the days when fantastically
> beatiful demos are done in matters of weeks.

Do you mean osgviewer cow.osg isn't impressive enough :-)

Really compelling demos are certainly missing.  All our examples just
demonstrate just one particular feature at a time, and their main
purpose is teaching + testing, not selling the capabilities of the
OSG.  Given we have high quality volume rendering, terrain rendering,
paging, particle effects, character animation and plenty of advanced
3rd party libs like osgEarth, osgPPU, ossimPlanet, osgOcean,  there
are huge capabilities that aren't put together to show off the full
capabilities.

With the integration of Present3D into OpenSceneGraph body it's my
plan to start putting presentations together that show off a few more
of the capabilities of the OSG in a more accessible way.

I would love to see other technology demonstrators pop up as well :-)

Robert.
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