Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review

2012-02-23 Thread Adrian Egli OpenSceneGraph (3D)
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
>
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Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review

2012-02-11 Thread 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

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Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review

2012-02-10 Thread Robert Osfield
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.
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Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review

2012-01-05 Thread Robert Osfield
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.
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Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review

2011-12-21 Thread Adrian Egli OpenSceneGraph (3D)
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
>>
>>
>>
>> ___
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>>
>
>
>
> --
> 
> Adrian Egli



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Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review

2011-12-21 Thread 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
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>
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Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review

2011-12-21 Thread Adrian Egli OpenSceneGraph (3D)
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
>>
>
>
> ___
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>



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Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review

2011-12-21 Thread 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
>
> ___
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>
>
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Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review

2011-12-21 Thread Adrian Egli OpenSceneGraph (3D)
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
>>
> ___
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Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review

2011-12-20 Thread 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
>
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