Re: [osg-users] Blueberry3D high detail terrain solution for OpenSceneGraph

2009-05-04 Thread Enrico Raue
Hello all OSG users,

We will be at ITEC in Brussels the 12/5 - 14/5 in booth B132.

Come and have a closer look at our new version of Blueberry3D.

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Re: [osg-users] Blueberry3D high detail terrain solution for OpenSceneGraph

2009-04-14 Thread Enrico Raue
Hello Christian,

Bionatics have several game developers as customers. But for the moment there 
are no games on the market using Blueberry3D technology.

All trees have been planted automatically according to procedural rules set 
by the user in the Editor.
Blueberry3D works with Terrain Classes (multi layered definition, ground, 
canopy, grass, bush, trees, of different types of terrain) that are linked to
a land use map.  Terrain Class information also contains information about the 
nature of the ground, if its, rough, bumpy, flat.
Blueberry3D is using fractal models for vegetation scattering, ground creation 
(filling in information in between elevation data to make it look realistic)

It is also possible to place trees and object manually, e.g. geo-specific 
Open-Flight models, that are important for the simulation environment.

The database from Mediterranean area you see in video is 50x30km big and took, 
one person, about 5 weeks to create from scratch using GIS data.

Regards,

Enrico

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Re: [osg-users] Blueberry3D high detail terrain solution for OpenSceneGraph

2009-04-10 Thread Enrico Raue
Hello everybody,

There is a new video on-line.

[/url] http://www.bionatics.com/Blueberry3DGallery.php?category=31id=12

You will see Blueberry3D unique management of leaf-level detail and 
planetary-level coverage making it possible to move seamlessly from a 
high-orbit view of the whole Earth to branches swaying individually in the wind.

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Re: [osg-users] Blueberry3D high detail terrain solution for OpenSceneGraph

2009-03-20 Thread Enrico Raue
Hi,

First I would like to correct previous post, claiming Blueberry3D is a core 
library and cant be used as it is.
Blueberry3D is a commercial off the shelf product with 3 main modules for 
REAL-TIME simulation.
The Blueberry3D Editor, the Blueberry3D Real-Time Environment with SDK and the 
Blueberry3D Run-time.

It is possible to get a free evaluation copy of Blueberry3D.
The software you will get for the evaluation is the full version of Blueberry3D.
There is no limitation of the functionally.
You are also provided with a DEMO database 50km X 30km.
The evaluation period is normally for 30days.

Contact me if you are interested in an evaluation copy: 

Enrico

PS: Frederic, thank you for nice comments about our LandSIM3D product.

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Re: [osg-users] Blueberry3D high detail terrain solution for OpenSceneGraph

2009-03-05 Thread Enrico Raue
Hello Robert,

The OSG nodekit delivered with the SDK, existing today, is supporting version 
1.0, 1.2 and 2.0.
But actually with the API, also delivered with SDK, you would be able to modify 
the nodekit and adapt it to any versions.

On link below you can find a fresh video:
[url]
http://www.bionatics.com/Blueberry3DGallery.php?category=31id=12[/url]

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[osg-users] Blueberry3D high detail terrain solution for OpenSceneGraph

2009-03-04 Thread Enrico Raue
For those who aren't aware of it Blueberry3D exists in a version pluggable with 
OSG thanks to Blueberry3D SDK and OSG nodekit.

Blueberry3D is pushing the limits in Real-Time visualization for OSG users.
It is a tool for procedural generation of 3D databases directly from 
geographical raw data (orthographic images, elevation- and vector- data).
Blueberry3D uses the raw data together with automatic procedural parameters, 
defined by the user, to calculate, in Real-Time, the polygons needed to display 
the terrain scene. Thanks to this approach Blueberry3D bypasses usual limits of 
number of polygons in databases and makes it possible to handle databases with 
no limit on size with very rich details. Also this procedural approach reduces 
the time and costs for production of databases. This technology in combination 
with classical static models enhances the performances and capacity of visual 
systems and fits smoothly into existing production and visualization work-flows.

Send me a mail if you want to know more.

Enrico
r...@bionatics.com

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