Anybody have any parallax bump mapping examples for OSG?

This sort of algorithm may work for plowing:
http://www.simcreator.com/clips/deformable_snow.wmv


Zach

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Speed
Sent: Monday, April 16, 2007 22:23
To: osg users
Subject: Re: [osg-users] Snow plowing

I'm certainly no expert, but it seems to me that if you are clever you might
be able to use the bump-mapping texture at one level for the vertex
deformation (in the fragment shader) at the higher level of detail.
Generally, bump-mapping uses a normal map from a texture.  I don't know what
the performance impact would be calculating the normals on the fly (in GLSL)
from height displacement.

Seems similar in many ways to parallax bump-mapping.
-Paul

Zach Deedler wrote:
> Hi Robert,
> 
> I thought about the height field for plowing.  The only problem I see 
> there is rendering large areas.  This would result in a lot of 
> vertices which would render horribly.  This calls for 
> levels-of-detail, which will complicate things greatly.  Do we just 
> add lower-levels of detail, and modify all LODs when plowing?
> 
> Also, I am concerned that a height field will result in blocky looking 
> snow clearing.
> 
> What about bump maps?
> 
> 
> Zach
> 
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robert 
> Osfield
> Sent: Monday, April 16, 2007 14:36
> To: osg users
> Subject: Re: [osg-users] Snow plowing
> 
> Hi Zach,
> 
> On 4/16/07, Zach Deedler <[EMAIL PROTECTED]> wrote:
>> INVESTIGATION
>> I1) I am investigating moving/removing/adding vertices in real-time.
>> I2) I am also investigating modifying texture alpha values (Kind of 
>> like erasing the overlying snow).
>>
>> QUESTIONS
>> Q1) Are there any osg examples that may help me in this investigation?
>> Examples that may dynamically move/remove/add vertices in real-time?
> 
> The osgTDS does adding of vertices on loadtime, not quite real-time 
> but it might give you something to review.
> 
> There arn't any other OSG examples don't do adding/removing vertices.
> In general I'd say try to avoid adding and removing vertices, by 
> adjusting their heights/colours.  If keep a static mesh with static 
> base attributes, and minimize the amount of data you update per frame 
> then you should be in a good position for hitting real-time needs.
> 
>> Q2) I am looking for consultation for simulating snow plowing with 
>> OSG.  If anybody believes they have the expertise to do this please
> contact me.
> 
> I'm not available right now alas, it'd would be a fun project though 
> :-)
> 
>> Q3) Anybody have suggestions on how to implement snow plowing?
> 
> I'd try out using a static height field that is displaced by values 
> that are updated in real-time, a simple vertex shader could do the 
> displacement either reading the z values for float tex coord array, or 
> from using tex read.
> 
> It just so happens that some of the upcoming work on osgTerrain will 
> provide support for doing displacement maps that can be updated in
real-time.
> Perhaps this could be reused for your purpose.
> 
> Robert.
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