Adrian,

Sorry -- I was asking because ffssao.cpp is empty; it just says "source
code of the cubic spline-based AO not released"

Glenn Waldron / @glennwaldron


On Wed, Dec 21, 2011 at 10:18 AM, Adrian Egli OpenSceneGraph (3D) <
3dh...@gmail.com> wrote:

> Hello Glenn,
>
> The attached code is working, you can build it or just test on win32
> with the build attached code. The only problem is, that the working
> code is only tested with NVidia GPUs and i am not sure that the way i
> implement the idea is OSG standard. What i am looking for is:
> - review with respect to correctness ( coding standard )
> - review with respect to performance
> - and so on
>
> The whole project can be used as OSG (LGPL) licence , i am the author
> of the the whole stuff. My we should append the PDF close to the
> project, otherwise further users, authors dont really understand why
> and how the SSAO stuff is working. The whole project should deeply be
> intergrate into osg core with max performance and so on.
>
> I hope the request gets more clear now. if you have any questions
> please re-contact me
>
> /adrian
>
>
> 2011/12/21 Glenn Waldron <gwald...@gmail.com>:
> > Adrian,
> >
> > Can you clarify the situation here? You have working code but you can't
> > release it? You want to re-implement the algorithm under a different
> > license?
> >
> > Glenn Waldron / @glennwaldron
> >
> >
> > On Tue, Dec 20, 2011 at 5:10 AM, Adrian Egli OpenSceneGraph (3D)
> > <3dh...@gmail.com> wrote:
> >>
> >> Hello all,
> >>
> >> Chrismas and i present this code.  Who can support me preparing this
> >> algorithm to integrate into the osg core lib.
> >>
> >> /adrian
> >>
> >>
> >> ---------- Forwarded message ----------
> >> From: Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com>
> >> Date: 2011/10/16
> >> Subject: Ambient Occlusion Implementation 2 review
> >> To: rob...@openscenegraph.com, urs.kuenz...@bfh.ch
> >>
> >>
> >> Hi Robert,
> >>
> >> I am working hard on different projects as well as you do. A long time
> >> ago i wrote an ambient occlusion algorithm working with
> >> openscenegraph. May you can review it and may we can once this
> >> algorithm integrate into OSG core library. I though i could public the
> >> source and document in GPU PRO but they doesnt like this fast approach
> >> do of politics i guess, or may this stuff is really as slow as the
> >> told me. As i dont get the time to rewrite it for a 2nd conference,
> >> book, etc. may we could improve the idea and integrate it deeply into
> >> the core library of openscenegraph and we can but a reference on the
> >> osg webpage (open source publication) , what do you think?
> >>
> >> Please download an have a look into the windows bin32 files and exe.
> >>
> >>
> >>
> http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar
> >>
> >>
> >> regards
> >> adrian
> >>
> >> --
> >> ********************************************
> >> Adrian Egli
> >>
> >>
> >> --
> >> ********************************************
> >> Adrian Egli
> >>
> >> _______________________________________________
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> >> osg-users@lists.openscenegraph.org
> >>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >
> >
> > _______________________________________________
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> >
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> >
>
>
>
> --
> ********************************************
> Adrian Egli
> _______________________________________________
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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