Re: [osg-users] OSG to OptiX integration from 2012

2019-08-10 Thread Uwe Woessner
Hi Chris,

if you are looking for raytracing osg scenes in general and not OptiX
specifically, you could also have a look at
https://github.com/szellmann/visionaray
There is a visionaray plugin for OpenCOVER which is our OpenSceneGraph
based renderer. You find it here: https://github.com/hlrs-vis/covise

Regards,
 Uwe

Am 03.08.2019 um 12:09 schrieb Raymond de Vries:
> Hi Chris,
>
> I am looking through old mail and saw your questions. I have seen the
> code and as far as I can remember it was not used for rendering. It
> was not open source.
>
> Send me a PM for more details if you like.
>
> Cheers
> Raymond
>
>
> On 7/12/2019 9:09 AM, Chris Hanson wrote:
>>
>> While looking into using Nvidia RTX ray tracing of an OSG scene, I
>> came across this document from 2012:
>> http://on-demand.gputechconf.com/gtc/2012/presentations/S0319-Advanced-Driver-Assistance-System-Testing-Using-OptiX.pdf
>>  
>>
>> It discusses using a plugin to convert an OSG scene to an OptiX
>> scene, which is then rendered in OptiX.
>>
>> Has anyone ever seen or used this code? Was it open source? It may be
>> dated, but it would be a starting point for new work.
>>
>> With AMD getting into the ray tracing game, it would be nice to have
>> a way to portably ray trace scenes on either NVidia or AMD (or Intel)
>> GPUs, but I don't see anything stepping into that space yet. I saw
>> the beginning of a Vulkan ray tracing library: 
>> https://www.phoronix.com/scan.php?page=news_item&px=vRt-Vulkan-Ray-Tracing 
>>
>>  
>>
>>
>> -- 
>> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
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Re: [osg-users] Fixed pipeline lighting to shaders

2019-08-10 Thread Robert Osfield
Hi Catalin,

On Sat, 10 Aug 2019 at 06:49, Catalin  wrote:

> Does OSG has some shaders that replicates the fixed pipeline of OpenGL
> (1.x) with the 8 lights?
>

The osgUtil::ShaderGen can do a bit of this, it's not great but might help.

With shaders you have lots more possibilities than you do with the fixed
function pipeline so as well as moving to shaders you take the opportunity
to improve visual quality such as by introducing per pixel lighting rather
than per vertex lighting that fixed pipeline constrains you to.

I see that Nick has suggested OpenIG.  I did some work it a couple of years
ago and found performance issues that couldn't be resolved, so ended up
implement a different approach to implementing large number of light
sources that also ended up being simpler and better integrated into how the
OSG normally works.   Unfortunately this work isn't mine to share as it's
not open source.  I mention it as a word of caution and also encouragement,
as it's possible to build pretty sophisticated lighting schemes ontop of
the OSG, though it's not an entry user tasks.

An easier short term route is to get familiar with shaders.  There are some
in the OpenSceneGraph-Data/shaders set that include lighting.

Cheers,
Robert.
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Re: [osg-users] Fixed pipeline lighting to shaders

2019-08-10 Thread Trajce Nikolov NICK
Hi Catalin,

Lighting is very interesting topic in OpenGL (and OSG). Have a look at this
opensource project for inspiration about lighting with shaders (
http://openig.compro.net/ ). It is hosted on github where you can find the
sources including the shaders. https://github.com/CCSI-CSSI/MuseOpenIG ..
It has implementation of Forward+ where you can have hunderds of lights in
realtime. Here some video https://www.youtube.com/watch?v=l1EXIYBVH5g ..
This project is stopped but it is still interesting and I know few
companies is using it for simulation

On Sat, Aug 10, 2019 at 7:49 AM Catalin  wrote:

> Hi,
>
> Does OSG has some shaders that replicates the fixed pipeline of OpenGL
> (1.x) with the 8 lights?
>
> Thank you,
> Catalin
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