Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review
Hi Robert, I hope you understand the major idea behind this implementation. May you are able to boost it massivly or you are able to better integrate this algorithm. regards adrian Am 11. Februar 2012 12:49 schrieb Frederic Bouvier : > Hi Robert, > > Le 10/02/2012 16:45, Robert Osfield a écrit : >> Hi Adrian, >> >> I've not got most of the way through my submissions backlog - can >> finally see the light at the end of the tunnel :-) So I'm now in much >> better place to start looking at your Ambient Occlusion work. Do you >> have any updates to the source since the your code drop on the 21st of >> December? If you have any papers or webpages that explain the >> approach I'd welcome pointers to these as well. > > Adrian posted this link : > http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar > (tested today) > there is a pdf file in it that describes his algorithm. > > Regards, > -Fred > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review
Hi Robert, Le 10/02/2012 16:45, Robert Osfield a écrit : > Hi Adrian, > > I've not got most of the way through my submissions backlog - can > finally see the light at the end of the tunnel :-) So I'm now in much > better place to start looking at your Ambient Occlusion work. Do you > have any updates to the source since the your code drop on the 21st of > December? If you have any papers or webpages that explain the > approach I'd welcome pointers to these as well. Adrian posted this link : http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar (tested today) there is a pdf file in it that describes his algorithm. Regards, -Fred ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review
Hi Adrian, I've not got most of the way through my submissions backlog - can finally see the light at the end of the tunnel :-) So I'm now in much better place to start looking at your Ambient Occlusion work. Do you have any updates to the source since the your code drop on the 21st of December? If you have any papers or webpages that explain the approach I'd welcome pointers to these as well. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review
Hi Adrian, Just a little note as I fly through my backlog on osg-users messages. I still don't have time to dive in with this new technique, please don't let me forget it though. I'm likely to be mostly handling my backlog of osg-submissions and doing office admin work this month as I've had to put off so much of this work in the last six months due back to back client work. I do still have some client work to do this month, but thankfully not overloaded so far so I'm hopefully of getting through my backlog, once I have place chase me if I haven't already dived in. In the meantime everyone else is welcome to dive in and provide you with feedback ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review
Hi all, The posted code is LGPL released. Well once the whole stuff gets integrated into OSG core, then all of the ssao stuff gets LGPL. May we have to rewrite the code for best fitting into osg core, but dont worry about licence. As i am the author of the SSAO idea and stuff, i can release it without any restriction. Only one wish i have: Lets mention me as the author of this spline based ssao :-) adrian 2011/12/21 Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com>: > Hi Glenn, > > Oh thank you to mention that, it was my fault. Well i attach here the > whole source code i have, the current one. > I hope this will help you and the others. > > /adrian > > > 2011/12/21 Glenn Waldron : >> Adrian, >> >> Sorry -- I was asking because ffssao.cpp is empty; it just says "source code >> of the cubic spline-based AO not released" >> >> Glenn Waldron / @glennwaldron >> >> >> >> On Wed, Dec 21, 2011 at 10:18 AM, Adrian Egli OpenSceneGraph (3D) >> <3dh...@gmail.com> wrote: >>> >>> Hello Glenn, >>> >>> The attached code is working, you can build it or just test on win32 >>> with the build attached code. The only problem is, that the working >>> code is only tested with NVidia GPUs and i am not sure that the way i >>> implement the idea is OSG standard. What i am looking for is: >>> - review with respect to correctness ( coding standard ) >>> - review with respect to performance >>> - and so on >>> >>> The whole project can be used as OSG (LGPL) licence , i am the author >>> of the the whole stuff. My we should append the PDF close to the >>> project, otherwise further users, authors dont really understand why >>> and how the SSAO stuff is working. The whole project should deeply be >>> intergrate into osg core with max performance and so on. >>> >>> I hope the request gets more clear now. if you have any questions >>> please re-contact me >>> >>> /adrian >>> >>> >>> 2011/12/21 Glenn Waldron : >>> > Adrian, >>> > >>> > Can you clarify the situation here? You have working code but you can't >>> > release it? You want to re-implement the algorithm under a different >>> > license? >>> > >>> > Glenn Waldron / @glennwaldron >>> > >>> > >>> > On Tue, Dec 20, 2011 at 5:10 AM, Adrian Egli OpenSceneGraph (3D) >>> > <3dh...@gmail.com> wrote: >>> >> >>> >> Hello all, >>> >> >>> >> Chrismas and i present this code. Who can support me preparing this >>> >> algorithm to integrate into the osg core lib. >>> >> >>> >> /adrian >>> >> >>> >> >>> >> -- Forwarded message -- >>> >> From: Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com> >>> >> Date: 2011/10/16 >>> >> Subject: Ambient Occlusion Implementation 2 review >>> >> To: rob...@openscenegraph.com, urs.kuenz...@bfh.ch >>> >> >>> >> >>> >> Hi Robert, >>> >> >>> >> I am working hard on different projects as well as you do. A long time >>> >> ago i wrote an ambient occlusion algorithm working with >>> >> openscenegraph. May you can review it and may we can once this >>> >> algorithm integrate into OSG core library. I though i could public the >>> >> source and document in GPU PRO but they doesnt like this fast approach >>> >> do of politics i guess, or may this stuff is really as slow as the >>> >> told me. As i dont get the time to rewrite it for a 2nd conference, >>> >> book, etc. may we could improve the idea and integrate it deeply into >>> >> the core library of openscenegraph and we can but a reference on the >>> >> osg webpage (open source publication) , what do you think? >>> >> >>> >> Please download an have a look into the windows bin32 files and exe. >>> >> >>> >> >>> >> >>> >> http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar >>> >> >>> >> >>> >> regards >>> >> adrian >>> >> >>> >> -- >>> >> >>> >> Adrian Egli >>> >> >>> >> >>> >> -- >>> >> >>> >> Adrian Egli >>> >> >>> >> ___ >>> >> osg-users mailing list >>> >> osg-users@lists.openscenegraph.org >>> >> >>> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >> >>> > >>> > >>> > ___ >>> > osg-users mailing list >>> > osg-users@lists.openscenegraph.org >>> > >>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> > >>> >>> >>> >>> -- >>> >>> Adrian Egli >>> ___ >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > > Adrian Egli -- Adri
Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review
Adrian, Sorry -- I was asking because ffssao.cpp is empty; it just says "source code of the cubic spline-based AO not released" Glenn Waldron / @glennwaldron On Wed, Dec 21, 2011 at 10:18 AM, Adrian Egli OpenSceneGraph (3D) < 3dh...@gmail.com> wrote: > Hello Glenn, > > The attached code is working, you can build it or just test on win32 > with the build attached code. The only problem is, that the working > code is only tested with NVidia GPUs and i am not sure that the way i > implement the idea is OSG standard. What i am looking for is: > - review with respect to correctness ( coding standard ) > - review with respect to performance > - and so on > > The whole project can be used as OSG (LGPL) licence , i am the author > of the the whole stuff. My we should append the PDF close to the > project, otherwise further users, authors dont really understand why > and how the SSAO stuff is working. The whole project should deeply be > intergrate into osg core with max performance and so on. > > I hope the request gets more clear now. if you have any questions > please re-contact me > > /adrian > > > 2011/12/21 Glenn Waldron : > > Adrian, > > > > Can you clarify the situation here? You have working code but you can't > > release it? You want to re-implement the algorithm under a different > > license? > > > > Glenn Waldron / @glennwaldron > > > > > > On Tue, Dec 20, 2011 at 5:10 AM, Adrian Egli OpenSceneGraph (3D) > > <3dh...@gmail.com> wrote: > >> > >> Hello all, > >> > >> Chrismas and i present this code. Who can support me preparing this > >> algorithm to integrate into the osg core lib. > >> > >> /adrian > >> > >> > >> -- Forwarded message -- > >> From: Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com> > >> Date: 2011/10/16 > >> Subject: Ambient Occlusion Implementation 2 review > >> To: rob...@openscenegraph.com, urs.kuenz...@bfh.ch > >> > >> > >> Hi Robert, > >> > >> I am working hard on different projects as well as you do. A long time > >> ago i wrote an ambient occlusion algorithm working with > >> openscenegraph. May you can review it and may we can once this > >> algorithm integrate into OSG core library. I though i could public the > >> source and document in GPU PRO but they doesnt like this fast approach > >> do of politics i guess, or may this stuff is really as slow as the > >> told me. As i dont get the time to rewrite it for a 2nd conference, > >> book, etc. may we could improve the idea and integrate it deeply into > >> the core library of openscenegraph and we can but a reference on the > >> osg webpage (open source publication) , what do you think? > >> > >> Please download an have a look into the windows bin32 files and exe. > >> > >> > >> > http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar > >> > >> > >> regards > >> adrian > >> > >> -- > >> > >> Adrian Egli > >> > >> > >> -- > >> > >> Adrian Egli > >> > >> ___ > >> osg-users mailing list > >> osg-users@lists.openscenegraph.org > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >> > > > > > > ___ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > -- > > Adrian Egli > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review
Hello Glenn, The attached code is working, you can build it or just test on win32 with the build attached code. The only problem is, that the working code is only tested with NVidia GPUs and i am not sure that the way i implement the idea is OSG standard. What i am looking for is: - review with respect to correctness ( coding standard ) - review with respect to performance - and so on The whole project can be used as OSG (LGPL) licence , i am the author of the the whole stuff. My we should append the PDF close to the project, otherwise further users, authors dont really understand why and how the SSAO stuff is working. The whole project should deeply be intergrate into osg core with max performance and so on. I hope the request gets more clear now. if you have any questions please re-contact me /adrian 2011/12/21 Glenn Waldron : > Adrian, > > Can you clarify the situation here? You have working code but you can't > release it? You want to re-implement the algorithm under a different > license? > > Glenn Waldron / @glennwaldron > > > On Tue, Dec 20, 2011 at 5:10 AM, Adrian Egli OpenSceneGraph (3D) > <3dh...@gmail.com> wrote: >> >> Hello all, >> >> Chrismas and i present this code. Who can support me preparing this >> algorithm to integrate into the osg core lib. >> >> /adrian >> >> >> -- Forwarded message -- >> From: Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com> >> Date: 2011/10/16 >> Subject: Ambient Occlusion Implementation 2 review >> To: rob...@openscenegraph.com, urs.kuenz...@bfh.ch >> >> >> Hi Robert, >> >> I am working hard on different projects as well as you do. A long time >> ago i wrote an ambient occlusion algorithm working with >> openscenegraph. May you can review it and may we can once this >> algorithm integrate into OSG core library. I though i could public the >> source and document in GPU PRO but they doesnt like this fast approach >> do of politics i guess, or may this stuff is really as slow as the >> told me. As i dont get the time to rewrite it for a 2nd conference, >> book, etc. may we could improve the idea and integrate it deeply into >> the core library of openscenegraph and we can but a reference on the >> osg webpage (open source publication) , what do you think? >> >> Please download an have a look into the windows bin32 files and exe. >> >> >> http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar >> >> >> regards >> adrian >> >> -- >> >> Adrian Egli >> >> >> -- >> >> Adrian Egli >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review
Adrian, Can you clarify the situation here? You have working code but you can't release it? You want to re-implement the algorithm under a different license? Glenn Waldron / @glennwaldron On Tue, Dec 20, 2011 at 5:10 AM, Adrian Egli OpenSceneGraph (3D) < 3dh...@gmail.com> wrote: > Hello all, > > Chrismas and i present this code. Who can support me preparing this > algorithm to integrate into the osg core lib. > > /adrian > > > -- Forwarded message -- > From: Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com> > Date: 2011/10/16 > Subject: Ambient Occlusion Implementation 2 review > To: rob...@openscenegraph.com, urs.kuenz...@bfh.ch > > > Hi Robert, > > I am working hard on different projects as well as you do. A long time > ago i wrote an ambient occlusion algorithm working with > openscenegraph. May you can review it and may we can once this > algorithm integrate into OSG core library. I though i could public the > source and document in GPU PRO but they doesnt like this fast approach > do of politics i guess, or may this stuff is really as slow as the > told me. As i dont get the time to rewrite it for a 2nd conference, > book, etc. may we could improve the idea and integrate it deeply into > the core library of openscenegraph and we can but a reference on the > osg webpage (open source publication) , what do you think? > > Please download an have a look into the windows bin32 files and exe. > > > http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar > > > regards > adrian > > -- > > Adrian Egli > > > -- > > Adrian Egli > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review
Hi all, The pdf can be publish on OSG web page if you like. I really like to contribute such nice implementations, but unfortunately i don't have enough spare time to work on. I hope the community can help me making the stuff robust and fast :-) The biggest idea is the math in the implementation, solving a linear equation. Any comments makes me happier :-) adrian 2011/12/21 Wang Rui : > Hi Adrian, > > I'd like to help if you think it possible. I'm going to finish my > second OSG book in a few days and then I'll have time to contribute to > the community again. I myself implements a TUIO binding and consider > to submit a new manipulator with it later, but I believe your work > will really shock others a lot and will be the best Xmax gift for > everyone. :-) > > Wang Rui > > > 2011/12/20 Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com>: >> Hello all, >> >> Chrismas and i present this code. Who can support me preparing this >> algorithm to integrate into the osg core lib. >> >> /adrian >> >> >> -- Forwarded message -- >> From: Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com> >> Date: 2011/10/16 >> Subject: Ambient Occlusion Implementation 2 review >> To: rob...@openscenegraph.com, urs.kuenz...@bfh.ch >> >> >> Hi Robert, >> >> I am working hard on different projects as well as you do. A long time >> ago i wrote an ambient occlusion algorithm working with >> openscenegraph. May you can review it and may we can once this >> algorithm integrate into OSG core library. I though i could public the >> source and document in GPU PRO but they doesnt like this fast approach >> do of politics i guess, or may this stuff is really as slow as the >> told me. As i dont get the time to rewrite it for a 2nd conference, >> book, etc. may we could improve the idea and integrate it deeply into >> the core library of openscenegraph and we can but a reference on the >> osg webpage (open source publication) , what do you think? >> >> Please download an have a look into the windows bin32 files and exe. >> >> http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar >> >> >> regards >> adrian >> >> -- >> >> Adrian Egli >> >> >> -- >> >> Adrian Egli >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review
Hi Adrian, I'd like to help if you think it possible. I'm going to finish my second OSG book in a few days and then I'll have time to contribute to the community again. I myself implements a TUIO binding and consider to submit a new manipulator with it later, but I believe your work will really shock others a lot and will be the best Xmax gift for everyone. :-) Wang Rui 2011/12/20 Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com>: > Hello all, > > Chrismas and i present this code. Who can support me preparing this > algorithm to integrate into the osg core lib. > > /adrian > > > -- Forwarded message -- > From: Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com> > Date: 2011/10/16 > Subject: Ambient Occlusion Implementation 2 review > To: rob...@openscenegraph.com, urs.kuenz...@bfh.ch > > > Hi Robert, > > I am working hard on different projects as well as you do. A long time > ago i wrote an ambient occlusion algorithm working with > openscenegraph. May you can review it and may we can once this > algorithm integrate into OSG core library. I though i could public the > source and document in GPU PRO but they doesnt like this fast approach > do of politics i guess, or may this stuff is really as slow as the > told me. As i dont get the time to rewrite it for a 2nd conference, > book, etc. may we could improve the idea and integrate it deeply into > the core library of openscenegraph and we can but a reference on the > osg webpage (open source publication) , what do you think? > > Please download an have a look into the windows bin32 files and exe. > > http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar > > > regards > adrian > > -- > > Adrian Egli > > > -- > > Adrian Egli > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org