Re: [Flightgear-devel] weather-utility.nas

2012-01-26 Thread Miles Colman
Having a wave state that gets initialized based on the wind in the first
METAR, and has a huge rate limiter slowing down the visible effects of any
later updates of wind speed, would probably be the most realistic simple
approach for ocean waves. Wind takes some time to build waves, more time
for greater wave height, and waves from a storm continue even after the
wind drops.
If you really want to go crazy, maybe you could base everything on NOAA
wave forecasts:
http://en.wikipedia.org/wiki/Wind_wave_model
But interpolating these with a ~1 hour time constant would still be a good
idea to avoid big jumps.

On Sun, Jan 22, 2012 at 11:21 PM, Curtis Olson curtol...@gmail.com wrote:

 Are we fixing the right problem?  I was observing mach 5 speed waves while
 the weather wind was changing.


 On Sun, Jan 22, 2012 at 8:18 AM, Torsten Dreyer tors...@t3r.de wrote:

  Played around with it a bit. I got reasonable movement sensation with
  wind-filter-time set at ~1000.
 
  The flutter effect might need the wind in realtime though, as flags
  usualy react imediately to wind direction changes.
 Huh - that's a huge value. With a filter-time that high, it will take
 approx one hour for the interpolated wind to match the given input.

 Maybe a rate-limiter helps here. The exponential filter has a relatively
 high rate of change in the beginning, dropping to zero in infinity while
 the rate limiter changes the output at a constant rate of change.

 Torsten


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Re: [Flightgear-devel] weather-utility.nas

2012-01-22 Thread Emilian Huminiuc
On Friday 20 January 2012 16:16:18 Emilian Huminiuc wrote:
 On Friday 20 January 2012 15:01:35 Torsten Dreyer wrote:
   The shader scales the texture with windspeed and rotates it to get
   the
   right orientation, but the actual rate those change is too quick to
   look good, and gives the impression of very high speed, that's why
   I suggested a longer interpolation time for the values passed to
   the shader, and to avoid doing the interpolations in the shader
   itself (as that would hit performance).
   
   Only the two values of wind-from-north-fps and wind-from-east-fps
   are
   the ones that need this applied, as everything else is derived from
   these.
  
  OK - that explains the impression of fast movements during wind-speed
  changes. I have now added a time based interpolation to the wind vector
  components in /environment/sea/surface/wind-from-XXX-fps. I made the
  timing configurable at runtime in
  /environment/sea/surface/config/wind-filter-time which sets the
  filter-time for both exponential filters.
  This is initialized to 60 in FGDATA/Environment/environment.xml and
  looks reasonable to me. You might want to play around with that value
  and we can adjust it if desired.
  
  Along with this commit, I cleaned up water.eff and flutter.eff files
  from unused properties wind-from-(heading-)deg which seemed to be
  unused. Please check if that was correct.
  
  The relevant commit is 2071a3297c9bc3a7f8df397fd8acaa71bc110f06 in
  fgdata.
  
  Torsten
 
 Hi,
 
 Sorry previous reply was written before receiving this, I will play around
 with the wind-filter-time prop.
 
 Emilian

Played around with it a bit. I got reasonable movement sensation with wind-
filter-time set at ~1000.
The flutter effect might need the wind in realtime though, as flags usualy 
react imediately to wind direction changes.--
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Re: [Flightgear-devel] weather-utility.nas

2012-01-22 Thread Curtis Olson
Are we fixing the right problem?  I was observing mach 5 speed waves while
the weather wind was changing.

On Sun, Jan 22, 2012 at 8:18 AM, Torsten Dreyer tors...@t3r.de wrote:

  Played around with it a bit. I got reasonable movement sensation with
  wind-filter-time set at ~1000.
 
  The flutter effect might need the wind in realtime though, as flags
  usualy react imediately to wind direction changes.
 Huh - that's a huge value. With a filter-time that high, it will take
 approx one hour for the interpolated wind to match the given input.

 Maybe a rate-limiter helps here. The exponential filter has a relatively
 high rate of change in the beginning, dropping to zero in infinity while
 the rate limiter changes the output at a constant rate of change.

 Torsten


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Re: [Flightgear-devel] weather-utility.nas

2012-01-20 Thread Torsten Dreyer
 The shader scales the texture with windspeed and rotates it to get the
 right orientation, but the actual rate those change is too quick to look
 good, and gives the impression of very high speed, that's why I
 suggested a longer interpolation time for the values passed to the
 shader, and to avoid doing the interpolations in the shader itself (as
 that would hit performance).

 Only the two values of wind-from-north-fps and wind-from-east-fps are
 the ones that need this applied, as everything else is derived from these.

OK - that explains the impression of fast movements during wind-speed 
changes. I have now added a time based interpolation to the wind vector 
components in /environment/sea/surface/wind-from-XXX-fps. I made the 
timing configurable at runtime in 
/environment/sea/surface/config/wind-filter-time which sets the 
filter-time for both exponential filters.
This is initialized to 60 in FGDATA/Environment/environment.xml and 
looks reasonable to me. You might want to play around with that value 
and we can adjust it if desired.

Along with this commit, I cleaned up water.eff and flutter.eff files 
from unused properties wind-from-(heading-)deg which seemed to be 
unused. Please check if that was correct.

The relevant commit is 2071a3297c9bc3a7f8df397fd8acaa71bc110f06 in fgdata.

Torsten

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Re: [Flightgear-devel] weather-utility.nas

2012-01-19 Thread Emilian Huminiuc
On Thursday 19 January 2012 00:14:34 Torsten Dreyer wrote:
 Hi,
 
 due to a bug in weather-utility.nas, the wave shader properties were
 stuck at a constant value for wind-speed zero.
 There was more unfortunate code in that file, so I refactored it as
 xml based property rule. This is the relevant commit:
 http://gitorious.org/fg/fgdata/commit/9b2e72e12d9a07b58d513c688a078f4fce3867
 81
 
 The computation of the properties for the wave shader and the snow line
 now live in FGDATA/Environment/interpolator.xml and
 FGDATA/Environment/metarinterpolator.xml
 
 Please check if the waves now correctly react to the wind and if the
 snow cover is right.
 
 If everything is OK, this should go into release/2.6.0, too.
 
 Greetings,
 
 Torsten
Hi,

So far it seems to be working over here, will test more thoroughly today.

I had another question, could the wind vectors reported to the shader be 
interpolated on a longer (10x - 20x or so) time frame, or could they be 
updated only once a given time (1 minute or so)? 

I ask this in an attempt to cure the fast moving waves effect that happens 
each time METAR gets updated.

Greetings,

Emilian
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Re: [Flightgear-devel] weather-utility.nas

2012-01-19 Thread Torsten Dreyer
Am 19.01.2012 11:27, schrieb Emilian Huminiuc:
 I had another question, could the wind vectors reported to the shader 
 be interpolated on a longer (10x - 20x or so) time frame, or could 
 they be updated only once a given time (1 minute or so)?

 I ask this in an attempt to cure the fast moving waves effect that 
 happens each time METAR gets updated.


Thanks for the feedback. Yes - an interpolation over time is no problem 
at all. I actually thought about implementing this directly but chose to 
port the current behaviour before changing anything.

Probably the same should be done for the snow-line which now jumps which 
might look silly. But all these are feature changes and will not go into 
the release branch.

Torsten

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Re: [Flightgear-devel] weather-utility.nas

2012-01-19 Thread Torsten Dreyer
Am 19.01.2012 11:59, schrieb Torsten Dreyer:
 Am 19.01.2012 11:27, schrieb Emilian Huminiuc:
 I had another question, could the wind vectors reported to the shader
 be interpolated on a longer (10x - 20x or so) time frame, or could
 they be updated only once a given time (1 minute or so)?

 I ask this in an attempt to cure the fast moving waves effect that
 happens each time METAR gets updated.


 Thanks for the feedback. Yes - an interpolation over time is no problem
 at all. I actually thought about implementing this directly but chose to
 port the current behaviour before changing anything.

 Probably the same should be done for the snow-line which now jumps which
 might look silly. But all these are feature changes and will not go into
 the release branch.

Hmm - actually, the wind properties _are_ interpolated over time if set 
from METAR which can be easily verified by observing 
/environment/sea/surface in the property browser and changing the 
global-weather scenario from, say stormy monday to fair weather. 
Despite the fact that the properties change slowly, I can see the waves 
jump in speed and direction. I have no idea why this happens, maybe 
something the shader itself?

Torsten

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Re: [Flightgear-devel] weather-utility.nas

2012-01-19 Thread Curtis Olson
It seems like the wave go into hyperspeed while the interpolation process
is happening, and only settle down and look right after the interpolation
is complete.

Curt.


On Thu, Jan 19, 2012 at 3:54 PM, Torsten Dreyer tors...@t3r.de wrote:

 Am 19.01.2012 11:59, schrieb Torsten Dreyer:
  Am 19.01.2012 11:27, schrieb Emilian Huminiuc:
  I had another question, could the wind vectors reported to the shader
  be interpolated on a longer (10x - 20x or so) time frame, or could
  they be updated only once a given time (1 minute or so)?
 
  I ask this in an attempt to cure the fast moving waves effect that
  happens each time METAR gets updated.
 
 
  Thanks for the feedback. Yes - an interpolation over time is no problem
  at all. I actually thought about implementing this directly but chose to
  port the current behaviour before changing anything.
 
  Probably the same should be done for the snow-line which now jumps which
  might look silly. But all these are feature changes and will not go into
  the release branch.

 Hmm - actually, the wind properties _are_ interpolated over time if set
 from METAR which can be easily verified by observing
 /environment/sea/surface in the property browser and changing the
 global-weather scenario from, say stormy monday to fair weather.
 Despite the fact that the properties change slowly, I can see the waves
 jump in speed and direction. I have no idea why this happens, maybe
 something the shader itself?

 Torsten


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Re: [Flightgear-devel] weather-utility.nas

2012-01-19 Thread Emilian Huminiuc

 Hmm - actually, the wind properties _are_ interpolated over time if set
 from METAR which can be easily verified by observing
 /environment/sea/surface in the property browser and changing the
 global-weather scenario from, say stormy monday to fair weather.
 Despite the fact that the properties change slowly, I can see the waves
 jump in speed and direction. I have no idea why this happens, maybe
 something the shader itself?
 
 Torsten

The shader scales the texture with windspeed and rotates it to get the right 
orientation, but the actual rate those change is too quick to look good, and 
gives the impression of very high speed, that's why I suggested a longer 
interpolation time for the values passed to the shader, and to avoid doing the 
interpolations in the shader itself (as that would hit performance).
Only the two values of wind-from-north-fps and wind-from-east-fps are the ones 
that need this applied, as everything else is derived from these.--
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[Flightgear-devel] weather-utility.nas

2012-01-18 Thread Torsten Dreyer
Hi,

due to a bug in weather-utility.nas, the wave shader properties were 
stuck at a constant value for wind-speed zero.
There was more unfortunate code in that file, so I refactored it as
xml based property rule. This is the relevant commit:
http://gitorious.org/fg/fgdata/commit/9b2e72e12d9a07b58d513c688a078f4fce386781

The computation of the properties for the wave shader and the snow line 
now live in FGDATA/Environment/interpolator.xml and 
FGDATA/Environment/metarinterpolator.xml

Please check if the waves now correctly react to the wind and if the 
snow cover is right.

If everything is OK, this should go into release/2.6.0, too.

Greetings,

Torsten

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