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 > >> > >> _______________________________________________ > >> osg-users mailing list > >> osg-users@lists.openscenegraph.org > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >> > > > > > > _______________________________________________ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > -- > ******************************************** > Adrian Egli > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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