Re: [osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-10 Thread Ümit Uzun
Selam Muhammed;

This
http://www.ub.uit.no/munin/bitstream/handle/10037/1065/thesis.pdf;jsessionid=C0E24ED29579BADBBA942B95B8C93B1D?sequence=1master
thesis may help you to solve your problem about how OpenSceneGraph
supports distributed rendering.

Regards.

Ümit Uzun


2011/4/10 Muhammed Kalkan kalkanik...@gmail.com

 Hi,

 Sorry if subject changed in previous topic.  In my humble knowledge of
 distributed rendering, i think scene graph must have some kind of mechanism
 to sync frames to be rendered in each cluster (rendering machine). As your
 post states , a socket communication can transmit the sync messages.
 However what i wanted to know is how we build the structure for OSG to make
 sense of it.  In short how and which part of OSG do we pass these sync
 messages to obtain distributed rendering.


 Thank you!

 Cheers,
 Muhammed

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Re: [osg-users] How to add some new nodes at runtime

2011-04-10 Thread Glatheas Númenor
Thanks! It solved my problem... :)

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Re: [osg-users] Unable to place model on vpb terrain. How To ?

2011-04-10 Thread Glenn Waldron
Sanat,

Sorry for the inconvenience. The site looks to be working properly now.

Glenn


On Sat, Apr 9, 2011 at 8:30 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:

 Hi Glenn,

 Yes that surely helped. I looked at the osg file generated by vpb and
 didn't see the ellipsoid model in there. Just didn't strike me that I would
 have to take a different route.

 P.S. I tried accessing the osgEarth website a couple of times last week but
 it seemed as though it was down.

 Thanks again.

 Sincerely,
 Sanat

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Re: [osg-users] [3rdparty] Cloud node kit

2011-04-10 Thread Torben Dannhauer
Hi Sythel,

regarding your cloud question:

you can use
a) Silverlining (supports OSG out of the box, for more sophisticated OSG 
integration take a look at osgVisual.)
b) Simul TrueSky: looks fantastic, but afaik it soes not support geocentric 
maps out of the box. Provides a OSG integration, but is is a quite simple 
example.
c) osgEarth's SkyNode and add the cloud rendering yourself. Google for OpenGL 
cloud to get papers and algorithm examples to add the cloud capability. 
Example: http://www-evasion.imag.fr/Membres/Eric.Bruneton/


osgVisual doesn't provide own sky algorithms it self currently. Depending how 
long you need your programm to run, oyu can play with Silverlining, it 
terminates without license after 5 minutes.

The plans for osgVisual are: 
design a generic sky/athmosphe/cloud baseclass with with a simple 
sky/athmosphere implementation. Additionally it should provide implementations 
for Silverlining, simul TrueSky and osgEarth SkyNode integration.

.. but just plans, time is limited..

for distributed rendering: look at the other thread.



Cheers,
Torben

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[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-10 Thread Torben Dannhauer
Hi,

you can use several aproaches for distrubuted rendering:

a) If you use the same software and same input data (- identical scene graph), 
you could transfere the camera settings and scene grpah modifications via 
settings.
b) You could use equalizer to distribute the GL rendering: 
http://www.equalizergraphics.com/documents/WhitePapers/OpenSceneGraphClustering.pdf
c) you could use the paper mentioned above.

osgVisuals cluster is quite simple: it assumes the same databse and software on 
all nodes, so it has only to transfer the camera settings and distribute the 
node modifying actions to all clients. This way all cleints render the 
identical image. For each client you can specifiy a camera offset ( 
rotation/translation)  to achieve the rendering of differned scene party.


@Ümit Uzun  : Thanks for the paper link, I'll read it carfully if it servers my 
needs :)

Thank you!

Cheers,
Torben

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[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-10 Thread Muhammed Kalkan
Hi,

Thank you for all your responses.

Umit, i have examined the paper and it can be a good starting point for a 
complicated distributed rendering and even can be a seperate plugin for OSG. 
But at the moment as far as i understand it is a bit far from being practical 
and didn't get tried out on real machines. However, thank you for your 
direction.


Torben, than you for your inputs aswell. My goal is to achieve 3 rendering 
machines which all are rendering the very same image with different 
orientations. The aim is to have a 120 degree rendered image via 3 rendering 
machines. So only thing i really need is frame sync with the very same database 
and even very same camera position. 

For that purpose, do you think i should go with osgVisual or OSG alone is 
sufficient for that matter ?

Thank you!

Cheers,
Muhammed

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Re: [osg-users] [3rdparty] Cloud node kit

2011-04-10 Thread Muhammed Kalkan
Hi,

It seems i am going to have to write my own cloud system. I am shocked a bit 
for a great library like OSG doesnt have a plugin for clouds yet. However i 
dont have much time at the moment can choose commercial ones, but i have to try 
distributed rendering now thats not an option. I wrote my ideas to the other 
thread


Thank you!

Cheers,
Muhammed

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Re: [osg-users] [osgPlugins] osg Dae plugin error: Texture coordinate set 0 not found

2011-04-10 Thread Anastasia Papas
Hi!

I am facing the same problem, only difference I am using an export from 3ds max!

Did you finally solve this problem and how?

Thank you anyways!!

Anastasia

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Re: [osg-users] [3rdparty] Cloud node kit

2011-04-10 Thread Martin Scheffler
Sythel, you can also check out Delta3D. It is based on OSG and has several 
kinds of basic clouds. Of course they are not as good looking as the ones of 
the commercial sollutions, but they are free and can do quite a lot.

Cheers,
Martin

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