Hello Jean-Sebastien, Congratulations on the visual quality, it's really good. I'm curious about the shadows, did you use OSG's shadow system for them?
Cheers Eduardo On Tue, Apr 19, 2011 at 12:41 PM, Jean-Sébastien Guay < [email protected]> wrote: > Hi all, > > I just wanted to give you guys a heads up about a prototype project we > worked on lately, and which I think looks great. There's a video of it on > our YouTube channel: > > http://www.youtube.com/user/vortexsim#p/u/1/RhJR0qQJfAQ > > (set it to 1080p if you can) > > We did that demo in 3 weeks (2 people for graphics and physics programming, > one modeler for the excavator model). > > Quick list of effects specific to this project: > - Normal mapping > - Specular mapping > - Reflection mapping > - HDR (using osgPPU) > - Soil uses hardware instancing for the many small rocks > - Mound of earth uses vertex texture fetch to render the height field > (displace vertices, calculate normals in vertex shader) > - Dust particles rendered with soft particle technique (depth buffer test) > to avoid hard edges > > It's the most GPU-intensive simulator we've ever done, and it looks great, > and it's OSG-based, so I thought I'd show it to anyone who's interested. :-) > > While you're on our YouTube page you can have a look at the other cool > things we've done in the past, the offshore and port crane simulators are > recent projects and are very nice as well (and they use osgOcean :-) ). > > http://www.youtube.com/user/vortexsim#p/u/9/KBGr74TMTrU > http://www.youtube.com/user/vortexsim#p/u/0/dZeQ-eBrBDk > > Thanks, > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay [email protected] > http://www.cm-labs.com/ > http://whitestar02.dyndns-web.com/ > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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