Re: [osg-users] Is there any way to preload textures/geometry?

2012-08-13 Thread Buckley, Bob CTR MDA/DES

osg::GraphicsOperation *gOp = camera-getRenderer();
((osgViewer::Renderer *) gOp)-setCompileOnNextDraw(true);


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nick Jones
Sent: Monday, August 13, 2012 3:26 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Is there any way to preload textures/geometry?

Hello,

  I am experiencing a performance decrease when OSG culls new objects into view 
for the first time. My current assumption is that the objects' textures and/or 
geometry must be pushed down to the GPU before it can be used. Once they are 
cached in the GPU, the performance returns to normal.

  Does anyone know of a way I can tell OSG to preload textures and/or geometry 
to the card during my load time? If I can preload all my data at load time, I 
won't have any performance decrease at run time. I am working on a real time 
system and I cannot afford the performance hits that I am getting.

Thank you!
Nick

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Re: [osg-users] loading to texture memory?

2012-04-11 Thread Buckley, Bob CTR MDA/DES
void osgViewer::Renderer::setCompileOnNextDraw(bool flag)

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Akilan 
Thangamani
Sent: Wednesday, April 11, 2012 10:34 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] loading to texture memory?

Hi,


I have GPU of having 1GB texture memory.
I like to load large volume of data into texture memory( using SetImage()), but 
less than 1GB,  and render part by part of the data for every frame.
Does OSG contains any function call to transfer only portion of texture memory 
to the display?
To my knowledged, SetImage() in osg::Texture2D is the only call to load data 
into texture memory directly, I think?

Thanks

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Re: [osg-users] Counting OpenGL Draw calls in Stats

2012-02-22 Thread Buckley, Bob CTR MDA/DES
gDEBugger has the ability to view OpenGL Call history.
Can't speak on the performance hit.
But, sounds like you need it in the app itself.
I don't know of an internal mechanism.
However, should be able to easily CASE a thin inlined OpenGL layer with metrics 
embedded.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Wednesday, February 22, 2012 11:35 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Counting OpenGL Draw calls in Stats


Hi, all,

I'm interested in determining how many OpenGL draw calls are made during 
the rendering of a frame (counting and storing them as a Stats 
variable).  I'm sure this is possible, but I wonder if it would be 
feasible to do without significantly affecting performance.

Anyone have any thoughts?

--J
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Re: [osg-users] Counting OpenGL Draw calls in Stats

2012-02-22 Thread Buckley, Bob CTR MDA/DES
OpenGL video driver comes to mind.
Anything in the spec that facilitates this across platforms?

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Wednesday, February 22, 2012 1:34 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Counting OpenGL Draw calls in Stats


Thanks, Bob.

I've used gDEBugger for this before, but for this case, I need to get it 
into the OSG Stats proper.  The capability isn't there yet, so I'm 
looking into adding it.  I'm trying to gauge how feasible it would be to 
add this feature without adversely affecting performance.

The current frame Stats don't seem too heavy, but they're mainly taking 
measurements before and after the frame, not counting events that happen 
during the frame.

--J


On 02/22/2012 03:22 PM, Buckley, Bob CTR MDA/DES wrote:
 gDEBugger has the ability to view OpenGL Call history.
 Can't speak on the performance hit.
 But, sounds like you need it in the app itself.
 I don't know of an internal mechanism.
 However, should be able to easily CASE a thin inlined OpenGL layer with 
 metrics embedded.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
 Sent: Wednesday, February 22, 2012 11:35 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Counting OpenGL Draw calls in Stats


 Hi, all,

 I'm interested in determining how many OpenGL draw calls are made during
 the rendering of a frame (counting and storing them as a Stats
 variable).  I'm sure this is possible, but I wonder if it would be
 feasible to do without significantly affecting performance.

 Anyone have any thoughts?

 --J
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Re: [osg-users] Counting OpenGL Draw calls in Stats

2012-02-22 Thread Buckley, Bob CTR MDA/DES
A co-worker sent me this:

http://www.opengl.org/sdk/tools/GLIntercept/
It wraps opengl32.dll so that it can log all calls to OpenGL
Unfortunately, it appears to be Windows only.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Buckley, Bob 
CTR MDA/DES
Sent: Wednesday, February 22, 2012 2:02 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Counting OpenGL Draw calls in Stats

OpenGL video driver comes to mind.
Anything in the spec that facilitates this across platforms?

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Wednesday, February 22, 2012 1:34 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Counting OpenGL Draw calls in Stats


Thanks, Bob.

I've used gDEBugger for this before, but for this case, I need to get it 
into the OSG Stats proper.  The capability isn't there yet, so I'm 
looking into adding it.  I'm trying to gauge how feasible it would be to 
add this feature without adversely affecting performance.

The current frame Stats don't seem too heavy, but they're mainly taking 
measurements before and after the frame, not counting events that happen 
during the frame.

--J


On 02/22/2012 03:22 PM, Buckley, Bob CTR MDA/DES wrote:
 gDEBugger has the ability to view OpenGL Call history.
 Can't speak on the performance hit.
 But, sounds like you need it in the app itself.
 I don't know of an internal mechanism.
 However, should be able to easily CASE a thin inlined OpenGL layer with 
 metrics embedded.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
 Sent: Wednesday, February 22, 2012 11:35 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Counting OpenGL Draw calls in Stats


 Hi, all,

 I'm interested in determining how many OpenGL draw calls are made during
 the rendering of a frame (counting and storing them as a Stats
 variable).  I'm sure this is possible, but I wonder if it would be
 feasible to do without significantly affecting performance.

 Anyone have any thoughts?

 --J
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Re: [osg-users] How to simulate dam-break process?

2012-02-21 Thread Buckley, Bob CTR MDA/DES
Paper by Jim Chen while at The Institute for Simulation and Training/Univ. 
Central Florida.

Real-Time Fluid Simulation in a Dynamic Virtual Environment
www.cs.ucf.edu/~vision/papers/rtFluid.pdfhttp://www.cs.ucf.edu/~vision/papers/rtFluid.pdf

Not quite the implementation info, but is the underlying theory.


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Hanson
Sent: Tuesday, February 21, 2012 8:58 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How to simulate dam-break process?

On Mon, Feb 13, 2012 at 6:12 AM, Tiger Woods 
95713...@qq.commailto:95713...@qq.com wrote:
Hi,All
  I want to simulate the process of a dam break. i have change data about  dam 
breach in different time . please give me some suggestion about how can i do it 
!
Thank you!
  This is really beyond the scope of basic OSG.

  You might be able to generate multiple VPB terrain models and load and 
display them in sequence with some sort of fading effect.

  osgEarth might also be able to help you, by altering the terrain model on the 
fly in some way.

--
Chris 'Xenon' Hanson, omo sanza lettere. 
xe...@alphapixel.commailto:xe...@alphapixel.com http://www.alphapixel.com/
Training * Consulting * Contracting
3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4 * 
GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL
Digital Imaging * GIS * GPS * Telemetry * Cryptography * Digital Audio * LIDAR 
* Kinect * Embedded * Mobile * iPhone/iPad/iOS * Android

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[osg-users] Transparency Bin Default Behavior

2011-11-08 Thread Buckley, Bob CTR MDA/DES
I just found that the transparency bin does not disable z writes by default.
Is there a way to do this via the existing API? Pre-traversal callback? Mode? 
Attribute?
I've been looking thru the archives and see only one reference. Indeed cites it 
as the solution.

Thanks
Bob Buckley
Raytheon

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Re: [osg-users] Transparency Bin Default Behavior

2011-11-08 Thread Buckley, Bob CTR MDA/DES
Hey, Jason.
Was just down in your neck of the woods, kinda - flying @ Sebring.
I got the per state solution. But, I'm looking for fixing the transparency bin.
Should be on that bin rather than wasting resources on identifying and setting 
on all the applicable states - transparent colors and textures.

Bob


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Tuesday, November 08, 2011 2:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Transparency Bin Default Behavior

On 11/08/2011 04:26 PM, Buckley, Bob CTR MDA/DES wrote:
I just found that the transparency bin does not disable z writes by default.
Is there a way to do this via the existing API? Pre-traversal callback? Mode? 
Attribute?
I've been looking thru the archives and see only one reference. Indeed cites it 
as the solution.

Hi, Bob,

Something like this should work...

depthAttr = new osg::Depth();
depthAttr-setWriteMask(false);
stateSet-setAttributeAndModes(depthAttr, osg::StateAttribute::ON);

--J
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Re: [osg-users] OpenGL vs Direct3D: A tale of missed opportunities, gross stupidity, willful blindness, and simple foolishness.

2011-06-30 Thread Buckley, Bob CTR MDA/DES
Wow, that's a fascinating read.

I took a look at D3D at V1.0 and didn't make it thru Chapter #1. BTW, I still 
have that book. :O
Looked like a bunch of Jr. High kids wrote it - much like most of their API's 
at the time.
Although, I have to say they've 'grown up' as their API's are no longer 
thoroughly counter intuitive.

Thanks, Chris.

'Bwana' Bob Buckley
Principal Software Engineer
Raytheon
Colorado Springs

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' 
Hanson
Sent: Thursday, June 30, 2011 10:03 AM
To: OpenSceneGraph Users
Subject: [osg-users] OpenGL vs Direct3D: A tale of missed opportunities, gross 
stupidity, willful blindness, and simple foolishness.

  I threw in my two cents and pimped OSG in the Reddit comments.

http://www.reddit.com/r/programming/comments/icfw3/opengl_vs_direct3d_a_tale_of_missed_opportunities/

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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Re: [osg-users] Delighted to announce OpenSceneGraph-3.0.0!

2011-06-29 Thread Buckley, Bob CTR MDA/DES
Thank you Robert and Contributors.

'Bwana' Bob Buckley
Principal Software Engineer
Raytheon

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Re: [osg-users] Shaders and Nvidia 275.33 drivers problem

2011-06-08 Thread Buckley, Bob CTR MDA/DES
Concur.
They broke 3DVision (dual OC'd 250's)
Transmitter lights up, flashes, then turns off.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, 
Gordon
Sent: Wednesday, June 08, 2011 5:28 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Shaders and Nvidia 275.33 drivers problem

The 275.33 Drivers are not good I personally would avoid like the plague, they 
are causing all sorts of problems for people



Gordon Tomlinson
System Engineering Consultant 
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alexander 
Sinditskiy
Sent: Wednesday, June 08, 2011 5:04 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Shaders and Nvidia 275.33 drivers problem

Hello

I have win7 x64  nvidia video card
I found strange problem after update to version 275.33 of nvidia drivers.

I see artifacts with shaders, i tried to find why.

Part of shader uniform variables are not work correctly.
i try to debug it with gdebugger and i noticed non-initialized values in part 
of uniforms.

file src/osg/Program.cpp lines 672-673


Code:

_extensions-glGetActiveUniform( _glProgramHandle,
i, maxLen, 0, size, type, name );




Later i found that names of array variables coming with [0]. example - 
%name%[0]
i tested with 266.58 they coming without [0]

as result in _uniformInfoMap[Uniform::getNameID(reinterpret_castconst 
char*(name))] = ...
we recording values with [0].

file src/osg/Program.cpp lines 213

Code:

inline void apply(const Uniform uniform) const
{
GLint location = getUniformLocation(uniform.getNameID());
if (location=0)




and here we can't get right location


i fix it, please look patch


Code:

--- a/OpenSceneGraph/src/osg/Uniform.cpp
+++ b/OpenSceneGraph/src/osg/Uniform.cpp
@@ -611,13 +611,13 @@ unsigned int Uniform::getNameID(const std::string name)
static UniformNameIDMap s_uniformNameIDMap;

OpenThreads::ScopedLockOpenThreads::Mutex lock(s_mutex_uniformNameIDMap);
-UniformNameIDMap::iterator it = s_uniformNameIDMap.find(name);
+UniformNameIDMap::iterator it = s_uniformNameIDMap.find(name.substr(0, 
name.find([)));
 if (it != s_uniformNameIDMap.end())
 {
 return it-second;
 }
 unsigned int id = s_uniformNameIDMap.size();
-s_uniformNameIDMap.insert(UniformNameIDMap::value_type(name, id));
+s_uniformNameIDMap.insert(UniformNameIDMap::value_type(name.substr(0, 
name.find([)), id));
return id;
 }




But i don't think that is a good solution.


Thank you!

Cheers,
Alexander

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Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Buckley, Bob CTR MDA/DES
Overlay buffer comes to mind given the selection and clearing control.
But, if I remember right, they are limited to color index mode.
Newer hardware of the day may allow RGB mode.

We did this type of multiplexing with Performer years ago, but with different 
windows.
We rendered the scene at a full 60 Hz and alternated HUD insets at 30hz.
Much easier than trying to do it on the same canvas.

Bob Buckley
Principal Software Engineer
Raytheon

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber
Sent: Thursday, April 28, 2011 9:40 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Supporting multiple frame rates

Hello,

We currently have an OSG based application which renders at 30-60+ fps on our 
development hardware with discrete gpus.  Unfortunately we have to be able to  
deploy on a wide range of hardware including stuff that is significantly less 
capable (Intel GPUs, etc).  On some of these slower platforms we are seeing 
framerates that are 10-15 fps.  This is actually ok for us with one exception, 
live video.

We show live video in the scene graph (for now strictly in the HUD).  We have a 
requirement to make the video render at native speed (~30 fps).  I am looking 
for a way to make the HUD/video render at 30 fps and let the rest of the scene 
graph render at a floating rate (whatever the machine can handle).

How might this be accomplished?  Since this is a HUD, obviously it must 
ultimately render to the same graphics context, however it doesn't really need 
to respect the depth buffer, etc of the rest of the scene (it should always 
render on top).

PS Should I be thinking about render to texture?

Related threads I came across:
http://forum.openscenegraph.org/viewtopic.php?t=7858
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-January/006000.html
http://forum.openscenegraph.org/viewtopic.php?t=7117

Thanks

-Brad

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Re: [osg-users] Getting height data of a terrain(flt file)

2011-03-03 Thread Buckley, Bob CTR MDA/DES
Ahhh.
Marcus was da man for all us end users.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Weiblen
Sent: Thursday, March 03, 2011 8:16 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Getting height data of a terrain(flt file)

Hi Bob,
(gotta realize that Gordon and I have worked at Multigen-Paradigm, so
we have a unique perspective on the Flight format ;-)
-- mew


On Wed, Mar 2, 2011 at 2:56 PM, Buckley, Bob CTR MDA/DES
bob.buckley@mda.mil wrote:
 Wow, seemed to be pretty straight forward stuff to me.
 And the specs were always through and complete.
 It's the versioning I had trouble with.

 SDK available for it, too:
 http://www.presagis.com/products_services/standards/openflight/


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, 
 Gordon
 Sent: Wednesday, March 02, 2011 6:10 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Getting height data of a terrain(flt file)

 You can get the latest spec for OpenFlight here 
 http://www.presagis.com/products_services/standards/openflight/


 Chris I always found a good aged bottle of single Malt stopped me crying when 
 working with OpenFlight or a goo firkin of real ale :)


 Gordon Tomlinson
 3D Technology
 System Engineering Consultant
 Overwatch®
 An Operating Unit of Textron Systems
 __
 WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
 may contain technical data whose export is restricted by the Arms Export 
 Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export 
 Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. 
 and which may not be exported, released or disclosed to non-U.S. persons 
 (i.e. persons who are not U.S. citizens or lawful permanent residents [green 
 card holders]) inside or outside the United States, without first obtaining 
 an export license.  Violations of these export laws are subject to severe 
 civil, criminal and administrative penalties.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 
 'Xenon' Hanson
 Sent: Tuesday, March 01, 2011 10:53 PM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Getting height data of a terrain(flt file)

 On 3/1/2011 7:54 PM, Mukund Keshav wrote:
 Hi Robert,
 Thanks for the reply. Could you please tell where i can find the exact file 
 format for flt files?

  FLT isn't really an OSG format, it's a MultiGen format. Documentation on it 
 is very poor
 and sparse. I wouldn't pursue this unless you REALLY need to look into the 
 format. Grown
 men have been known to be reduced to tears trying to understand FLT.

 Thanks,
 Mukund

 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
 http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
 Contracting.
    There is no Truth. There is only Perception. To Perceive is to Exist. - 
 Xen
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-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
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Re: [osg-users] Getting height data of a terrain(flt file)

2011-03-02 Thread Buckley, Bob CTR MDA/DES
Wow, seemed to be pretty straight forward stuff to me.
And the specs were always through and complete.
It's the versioning I had trouble with.

SDK available for it, too:
http://www.presagis.com/products_services/standards/openflight/


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, 
Gordon
Sent: Wednesday, March 02, 2011 6:10 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Getting height data of a terrain(flt file)

You can get the latest spec for OpenFlight here 
http://www.presagis.com/products_services/standards/openflight/


Chris I always found a good aged bottle of single Malt stopped me crying when 
working with OpenFlight or a goo firkin of real ale :)


Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
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Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' 
Hanson
Sent: Tuesday, March 01, 2011 10:53 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Getting height data of a terrain(flt file)

On 3/1/2011 7:54 PM, Mukund Keshav wrote:
 Hi Robert,
 Thanks for the reply. Could you please tell where i can find the exact file 
 format for flt files? 

  FLT isn't really an OSG format, it's a MultiGen format. Documentation on it 
is very poor
and sparse. I wouldn't pursue this unless you REALLY need to look into the 
format. Grown
men have been known to be reduced to tears trying to understand FLT.

 Thanks,
 Mukund

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
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Re: [osg-users] Marching Cube Example???

2011-02-17 Thread Buckley, Bob CTR MDA/DES
FYI, new GPU Text out:

'GPU Computing Gems'
Wen-mei W. Hwu, Editor

http://www.amazon.com/GPU-Computing-Gems-Emerald-Applications/dp/0123849888/ref=sr_1_1?s=booksie=UTF8qid=1297975998sr=1-1


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Glenn
Sent: Wednesday, February 16, 2011 9:34 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: Marching Cube Example???


dormouse wrote:
 Hi, thanks everyone here to give me the ideas...
 
 I will try matching Cube GPU with OSG.
 Geomtery shader with OSG i think is the best solution.
 
 isn't it?
 
 
 ... 
 
 Thank you!
 
 Cheers,
 Nan


Sounds Cool! If you have any success, It would be nice (if you can) to share it 
with us! At least I think, we are rather starved for Shader ideas here.  Oh 
Yea, be careful to avoid any Stupid Shader Tricks!  :) 

Laters!
--
D Glenn


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-25 Thread Buckley, Bob CTR MDA/DES
What are the magnitudes of coordinates that you're using?


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Arif Yetkin 
Sar??
Sent: Monday, January 24, 2011 2:45 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Jitter problem - OSG  Nvidia Physx

Hello everyone.

We have been using OSG with nvidia physx for a driving simulation and we have 
jitter problem, where the cars and other objects in the scene (controlled by 
the physics) jitter annoyingly :). We believe that we update the scenegraph in 
a wrong way.

In our code : 
There is a physx thread.
There is an OSG library thread where we can add new entities, remove them, 
start rain effects, call an animation of a skeleton character etc. 
There is an OSG render loop thread, where osgviewer::...frame() is called.

Our Nvidia physx thread produces new x y z pitch head roll values for the 
scene entities at 60Hz (or any other frequency we want). 
Physx thread calls the updateEntity() function of our OSG library thread.
This function simply updates scene entities with matrixtransform::void 
setMatrix(const Matrix mat).

In other words, we move an object with this chunk of code:

Code:
osg::Matrixd mxT = createTransformMatrix(x,y,z,h,p,r);
mt-setMatrix(mx);



Here what we tried:
1-we fed OSG lib directly whenever a physx output is produced (every 16.6 ms or 
so - 60Hz): there is jitter.
2-we maintained a queue of frames on OSG lib, fed OSG at the end of each 
frame() : there is jitter.
3-we implemented a sampling mechanism on this queue, where OSG requests the 
interpolated frame from the queue for the current timestamp : there is jitter.
4-we saved a few minutes long log of the physx to a file  (many frames). 
Started a dummy thread, and fed OSG from this log. : there is jitter.

When OSG works with 60FPS, and physx thread is running at 60Hz, there seems to 
be quite low jitter (sometimes unnoticeable) .

Thanks in advance for any hints or advices.
Arif Yetkin


http://www.youtube.com/watch?v=naX3hOkDx8w

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[osg-users] FYI, AMD launch first embedded APU processor

2011-01-20 Thread Buckley, Bob CTR MDA/DES
http://www.techeye.net/chips/amd-launch-first-embedded-apu-processor

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Re: [osg-users] Bones Animation

2010-08-26 Thread Buckley, Bob CTR MDA/DES
I picked up a copy of Game Engine Architecture by Jason Gregory at SIGGRAPH.
Appears that he covers a huge breadth of the genre, where's he's focused.
There's an animation chapter in there that includes skeletons and skinning.
I'm about a 3rd the way thru so far and can't comment on that particular 
chapter.
However, I'm betting it's a viable resource - at that level.
Probably not good for detailed implementation.

Bob

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Thursday, August 26, 2010 12:00 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Bones Animation

Bruno Dias wrote:
 Hi,

 I'm kind a new in OSG context. I would like to know if someone know or has an 
 sample of how can i move the bones of an .FBX model.

 I'm trying to develop a virtual hand that you can translate and move your 
 fingers trough some sensors in your real hand. I'm already rendering de .fbx 
 model and translating it in the scene but i'm stucked in the finger bones 
 moving. The .fbx hand sure has bones.

 If somebody could help me i would appreciate a lot!
   

Hi, Bruno,

There are a few examples that deal with skinning and animation (they all 
have osganimation in their name).  You might want to start there.

--J

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Re: [osg-users] OSG and vsync (UNCLASSIFIED)

2010-08-06 Thread Buckley, Bob CTR MDA/DES
Whom at nVidia confirmed this built in latency and for what product 
line?Inserting a glGet is inducing latency, not something built in.

Bob

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bunfield, 
Dennis AMRDEC/AEgis
Sent: Monday, June 28, 2010 12:39 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG and vsync (UNCLASSIFIED)

Classification: UNCLASSIFIED
Caveats: FOUO

Yes we found this through internal testing.  Nvidia later confirmed it.
This isn't related to double or triple buffering either.  The pipeline
as explained to me is similar to a break line in a car.  Everything
works well unless you inject an air bubble into the brake line.  This
would be similar to doing certain glGet's commands. The driver will tell
the GPU to stop it's processing so that it can handle your glGet
request. So for real-time programming you really need to be aware of
this -- and don't do it --.  Depending upon the type of readback you are
performing you will introduce a momentary lag in the system because the
GPU has to stop everything it is doing to respond back to you.
glReadPixels behaves a little differently as long as the pixel format
aligns with the frame buffer format where the driver can just dma that
framebuffer back to the cpu. If your pixel formats are not aligned you
will get bad performance again, because the GPU will have to stop what
it is doing and reformat the data to send back.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bruce
Wheaton
Sent: Monday, June 28, 2010 12:46 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG and vsync (UNCLASSIFIED)

On Jun 23, 2010, at 3:35 PM, Bunfield, Dennis AMRDEC/AEgis wrote:

 For Nvidia cards there is a built in 2 frames of latency.  So even
after
 your sync you won't see the image you updated come out the DVI until 2
 render frames later.

Where does this information come from Dennis? Where is this delay
happening? I doubt it's triple buffering, since the extra memory would
have to be accounted for, and it makes tearing mostly impossible (as on
the Mac).

So you believe the Gl command queue is buffered/delayed somewhere?
Doesn't that have huge implications for things like glGet, making them
impossible to use without at least halving the frame rate?

Bruce




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Classification: UNCLASSIFIED
Caveats: FOUO


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Re: [osg-users] OSG and vsync (UNCLASSIFIED)

2010-08-05 Thread Buckley, Bob CTR MDA/DES
The sync blocks on a swap buffers call, not on the first OpenGL call (unless by 
accident it's an actual OpenGL blocking call).
Non-blocking OpenGL calls run asynchronous on the back buffer (traditional 
double buffering).
A glGet call is an actual OpenGL blocking call as it forces a pipe flush.
Making blocking calls when trying to run real time thoroughly defeats the 
purpose.

Giovanni, what you're seeing is typical behavior when syncing with the vertical 
retrace.
To maintain real-time at 50Hz each frame must be rendered in less than 20ms 
(1/50).
If a frame just happens to take 21ms, then the buffer swap will block for 19ms 
before actually swapping buffers.
Hence, your frame rate is cut completely in half (21ms + 19ms = 40ms = 25Hz).
And it also introduces nasty temporal aliasing.

I'm not aware of another way to synchronize with such regularity as the monitor 
retrace.
I'm guessing that deterministic hardware is required given the nature of 
something like OpenSceneGraph on a PC.
Although, you can achieve near real-time by things like database tuning and 
pre-emptive rendering.
But, nothing to guarantee actual real time.

Extra hardware is not needed to run at multiples of the frame rate.
Just set the retrace rate to the desired frame rate and run sync'd.
Boom - multiples of the frame rate.


BTW, there's something about this alleged '2 frame latency' charge that just 
doesn't pass the smell test.
Mostly - ATI sure the hell wouldn't let 'em!

Bob

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bunfield, 
Dennis AMRDEC/AEgis
Sent: Wednesday, June 23, 2010 4:35 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OSG and vsync (UNCLASSIFIED)

Classification: UNCLASSIFIED
Caveats: FOUO

The sync actually blocks on the first open gl call.  So your osg update
and cull stages will run then you will block on the draw stage until the
vsync.  Your problem is actually worse than 20ms w/o you knowing it.
For Nvidia cards there is a built in 2 frames of latency.  So even after
your sync you won't see the image you updated come out the DVI until 2
render frames later.

In order for you to do what you want you will need some expensive frame
lock hardware with external syncs to run at a multiple of the frame
rate.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Giovanni Ferrari
Sent: Wednesday, June 23, 2010 3:28 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OSG and vsync

Hi,

i'm developing an application that need vsync to avoid tearing but i'm
having some problems.
Here is the (really simplified) code structure of my application: 


Code:

...
while ( !mViewer-done() ) {
  mGraph-Update(...);
  mViewer-frame();
}





I've noticed frame() function is blocking when vsync is enabled.
This means that i call the frame function, i stay blocked for something
like 20ms (50hz PAL), and then i must terminate the Update call in the
vsync period otherwise i won't be able to draw a new frame ( the graphic
card draw the old content of frame buffer without changes performed in
the update function. Changes will be performed in the next frame ).

As you can immagine this is a big problem for real-time applications
cause i'm introducing 20ms of retard.

Is there a way to syncronize frame call without using vsync ? or can i
scompose the frame function to be able to separate functions that
operate on the graph from those that perform the rendering ? 
The second solution could help me cause i would be able to operate on
the graph with mGraph-Update(...) even if the frame part that write
the frameBuffer is blocked.

I hope i've explained my problem clearly.

Thank you!

Cheers,
Giovanni

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Classification: UNCLASSIFIED
Caveats: FOUO


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Re: [osg-users] OSG and vsync (UNCLASSIFIED)

2010-08-05 Thread Buckley, Bob CTR MDA/DES
I'm talking traditional/typical double buffering, not special cases.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lilith Bryant
Sent: Thursday, August 05, 2010 5:27 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG and vsync (UNCLASSIFIED)

My own research indicates that the timing rules are:

The first opengl call will block if the back buffer is not available at that 
point.

The swapbuffers will block if there is already a pending swap queued (by the 
last call to swapbuffers)

So, depending on the circumstances, both can block.

Lilith

On 2010-08-06 11:15:14 AM, Buckley, Bob CTR MDA/DES wrote:
 The sync blocks on a swap buffers call, not on the first OpenGL call 
 (unless
 by accident it's an actual OpenGL blocking call).
 Non-blocking OpenGL calls run asynchronous on the back buffer (traditional
 double buffering).
 A glGet call is an actual OpenGL blocking call as it forces a pipe flush.
 Making blocking calls when trying to run real time thoroughly defeats the
 purpose.
 
 Giovanni, what you're seeing is typical behavior when syncing with the
 vertical retrace.
 To maintain real-time at 50Hz each frame must be rendered in less than 20ms
 (1/50).
 If a frame just happens to take 21ms, then the buffer swap will block for
 19ms before actually swapping buffers.
 Hence, your frame rate is cut completely in half (21ms + 19ms = 40ms =
 25Hz).
 And it also introduces nasty temporal aliasing.
 
 I'm not aware of another way to synchronize with such regularity as the
 monitor retrace.
 I'm guessing that deterministic hardware is required given the nature of
 something like OpenSceneGraph on a PC.
 Although, you can achieve near real-time by things like database tuning and
 pre-emptive rendering.
 But, nothing to guarantee actual real time.
 
 Extra hardware is not needed to run at multiples of the frame rate.
 Just set the retrace rate to the desired frame rate and run sync'd.
 Boom - multiples of the frame rate.
 
 
 BTW, there's something about this alleged '2 frame latency' charge that 
 just
 doesn't pass the smell test.
 Mostly - ATI sure the hell wouldn't let 'em!
 
 Bob
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bunfield,
 Dennis AMRDEC/AEgis
 Sent: Wednesday, June 23, 2010 4:35 PM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] OSG and vsync (UNCLASSIFIED)
 
 Classification: UNCLASSIFIED
 Caveats: FOUO
 
 The sync actually blocks on the first open gl call.  So your osg update
 and cull stages will run then you will block on the draw stage until the
 vsync.  Your problem is actually worse than 20ms w/o you knowing it.
 For Nvidia cards there is a built in 2 frames of latency.  So even after
 your sync you won't see the image you updated come out the DVI until 2
 render frames later.
 
 In order for you to do what you want you will need some expensive frame
 lock hardware with external syncs to run at a multiple of the frame
 rate.
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Giovanni Ferrari
 Sent: Wednesday, June 23, 2010 3:28 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] OSG and vsync
 
 Hi,
 
 i'm developing an application that need vsync to avoid tearing but i'm
 having some problems.
 Here is the (really simplified) code structure of my application: 
 
 
 Code:
 
 ...
 while ( !mViewer-done() ) {
   mGraph-Update(...);
   mViewer-frame();
 }
 
 
 
 
 
 I've noticed frame() function is blocking when vsync is enabled.
 This means that i call the frame function, i stay blocked for something
 like 20ms (50hz PAL), and then i must terminate the Update call in the
 vsync period otherwise i won't be able to draw a new frame ( the graphic
 card draw the old content of frame buffer without changes performed in
 the update function. Changes will be performed in the next frame ).
 
 As you can immagine this is a big problem for real-time applications
 cause i'm introducing 20ms of retard.
 
 Is there a way to syncronize frame call without using vsync ? or can i
 scompose the frame function to be able to separate functions that
 operate on the graph from those that perform the rendering ? 
 The second solution could help me cause i would be able to operate on
 the graph with mGraph-Update(...) even if the frame part that write
 the frameBuffer is blocked.
 
 I hope i've explained my problem clearly.
 
 Thank you!
 
 Cheers,
 Giovanni
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=29295#29295
 
 
 
 
 
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 Classification

Re: [osg-users] source for 3d glasses?

2010-03-09 Thread Buckley, Bob CTR MDA/DES
http://www.3dstereo.com/

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory Riddell
Sent: Tuesday, March 09, 2010 9:29 AM
To: OpenSceneGraph Users
Subject: [osg-users] source for 3d glasses?

Just wondering if anybody had a good source for anaglyphic glasses?
There are some on eBay for about $10 per pair. Is that reasonable?

Cory
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Re: [osg-users] Lego Augmented Reality

2010-02-15 Thread Buckley, Bob CTR MDA/DES
FYI,

Web Strategy by Jeremiah Owyang
Breakdown: Lego's Digital Box, an Augmented Reality Kiosk
http://www.web-strategist.com/blog/2009/11/16/video-augmented-reality-at-lego-store-digital-box/

Metaio in Munich, Germany, developed the Digital Box.
They have their own SDK called The Unifeye
http://www.metaio.com/products/

This type of Alternate Reality is called Augmented Virtuality.
http://en.wikipedia.org/wiki/Mixed_reality

Blair MacIntyre, Associate Professor at Georgia Tech, is doing this type of 
work, but mostly on handhelds (i.e., Zune).

Horst Bischof, Professor at Graz University of Technology, is doing this type 
of real-time computer vision ... and then some!

They were both keynote speakers at last falls nVidia GPU Conference.
Important Trends in Visual Computing (General Session)
https://nvidiagtc.wingateweb.com/scheduler/schedule/eventDayView.jsp
Check out the video for a kewl real-time real world tire and a virtual rim with 
shading based on a real-time real world light source

Blair was also involved in www.ismar09.org

SmartScene - one of the 2 engineers (way early on) ended up going to work for 
Lego in Denmark.
He did VR research work for them at their Corporate Headquarters.
I don't know if that effort turned into a product or not.
He hasn't been with them for some time now.

Bob

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, 
Gordon
Sent: Monday, February 15, 2010 11:36 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Lego Augmented Reality


As to who, I would say this would be their internal Software/RD group,
I was interested in joining that group a few years ago especially when I
was still involved with Mulitgen and Smartscene, they  had a really cool
virtual Lego land demo in Smartscene. SmartScene was a great concept
which just arrived way to early for the technology especially at the
consumer level


Gordon Tomlinson
Product Manager 3d Technology  Future Products
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Monday, February 15, 2010 11:22 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Lego Augmented Reality

On 2/15/2010 9:08 AM, Jason Daly wrote:
 Very cool.  I'm wondering how they're doing the tracking (I don't see 
 any fiducials or anything).

  I wondered that too. They are obviously recognizing the boxcover image
somehow too, so they must be running against a database of potential
boxcover images and then using THAT at the fiducial rectangle.

  Rather nice work. Gonna have to go visit my local Lego store and see
if THEY have it.

 --J

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon
AlphaPixel.com
PixelSense Landsat processing now available!
http://www.alphapixel.com/demos/ There is no Truth. There is only
Perception. To Perceive is to Exist. - Xen
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Re: [osg-users] This month in IEEE Computer Graphics and Applications

2010-02-12 Thread Buckley, Bob CTR MDA/DES
DT: now THAT's nice to hear!!!
'Bwana' Bob

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Friday, February 12, 2010 12:50 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] This month in IEEE Computer Graphics and Applications

Jean-Sébastien Guay wrote:
 Hi all,

 I just wanted to mention that unless I'm mistaken, there's a pretty good 
 OSG presence in the January/February issue of IEEE Computer Graphics and 
 Applications. Two articles have been co-authored by members of this list:

 Dynamic Terrain for Multiuser Real-Time Environments
 Christopher Ellis, Pavel Babenko, Brian Goldiez, *Jason Daly* and Glenn 
 A. Martin, University of Central Florida.

 We All Live in a Virtual Submarine
 Paul Chapman, Glasgow School of Art; *Kim Bale*, University of Hull; 
 Pierre Drap, Laboratoire des Sciences de l'Information et des Systèmes, 
 Marseille.

 Now, I'm not 100% sure that in the first one, the Jason Daly is the same 
 as on this list (I think so but I may be wrong), but the second article 
 talks about the VENUS project so I'm 100% sure Kim Bale is the same one :-)

 Congrats to Jason (if I'm not mistaken) and Kim, both are excellent 
 articles. There's even a mention of OpenSceneGraph and some screenshots 
 of osgOcean in there :-)
   

Hi, J-S,

Yeah, that's me, thanks for the spotlight  :-)

I ported some work we did  back in the early 90's from Performer to OSG 
and got it to run on our big cluster (though just on one node so far).  
We're hoping to take it farther and handle dynamic terrain updates to 
much larger terrain databases and large numbers of entities using 
multiple cluster nodes.  The paper was mainly about the architecture we 
designed for this work.  Hopefully, the funding will hold up for the 
full implementation and testing  :-)

--J

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