Re: [osg-users] OpenSceneGraph for driving simulation framework?

2015-06-19 Thread David Heitbrink
I work at the National Advanced Driving Simulator, at the University of Iowa. 
We running OSG on a 16 projector system, and one of the world's largest motion 
bases. I think we are #2 at this point. And we also use OSG in single PC 
simulators that we provide to a number of universities and other entities (some 
in Europe and middle east).  

That being said, as almost every else here has said, yes it is considerable 
effort to build everything else too. Overall we have poured way more resources 
into everything else (scenario control, logical database, dynamics, visual 
assets) than our Image Generator. 

Also there is a lot work modeling you have to consider. You need to build 
visual models and produce a correlated logical database, i.e. you need a system 
that know about the roads, intersections + traffic control devices, and can be 
queried by your scenario control system.
 
Unless you have considerable resources to spend, you should consider starting 
with an existing driving simulator. You might consider:
Open DS (Open Driving Simulator, I honestly don't know too much about it)
https://opends.de/

My organization works with a number of entities 
(http://www.nads-sc.uiowa.edu/minisim/index.php) .

Also with that being said what area of research are you looking at?

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Re: [osg-users] OpenSceneGraph for driving simulation framework?

2015-06-19 Thread Florian Weidner
Hi all,

thanks for your suggestion. 

@Jan Ciger
I had a look into Delta3D. However I have a bad feeling about it. The 
development is not very active, so is the support/community. But it is a very 
good inspiration for possible features and architectures. Thanks for that!

@Per Nordqvist
Thanks for letting me know that! I'm very interest in the driving simulator of 
Volvo, maybe you could direct me to some more information with included 
features or something like that? ^^ Also thanks for the hints on some possible 
tools and model suppliers!

@bbjorn
I totally agree with you. Delta3D seemed to be a good alternative with the 
existing tools. However, as mentioned before, it doesn't make a good 
expression. Unfortunately, renting or off-the-shelf platforms are not an 
solution because of the research character of our project (and the limited 
amount of money ^^). But thanks for the tip. I certainly will contact you 
regarding your framework :)

FYI: 
Right now, it looks like I'll use a) Unreal Engine, b) Unity Engine or c) an 
in-house pbr graphics engine focused. The first and second have a nice feature 
set, but aren't open source. the last is open source but lacks necessary 
features (yay. coding ahead ^^). However, I like the idea and concepts of open 
scene graph and will try to integrate my solutions (which are targeted to new 
user interfaces) with osg in my free time. So be prepared to hear more from me 
:)

bye.

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Re: [osg-users] OpenSceneGraph for driving simulation framework?

2015-06-19 Thread Jan Ciger
On Fri, Jun 19, 2015 at 10:10 AM, Florian Weidner osgfo...@tevs.eu wrote:
 FYI:
 Right now, it looks like I'll use a) Unreal Engine, b) Unity Engine or c) an 
 in-house pbr graphics engine focused. The first and second have a nice 
 feature set, but aren't open source. the last is open source but lacks 
 necessary features (yay. coding ahead ^^). However, I like the idea and 
 concepts of open scene graph and will try to integrate my solutions (which 
 are targeted to new user interfaces) with osg in my free time. So be prepared 
 to hear more from me :)


Unreal is open source - the source code is on Github, freely (as in
beer) available. It isn't  open in the sense of Free software - there
are licensing restrictions you need to obey, mainly concerning
royalties if you make some sort of commercial project with it.

Jan
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Re: [osg-users] OpenSceneGraph for driving simulation framework?

2015-06-19 Thread Florian Weidner
Hi Jan, 
afaik it is available freely but you aren't allowed to share source code or 
applications you developed via arbitrary channels. You have to use the unreal 
marketplace or the github repository. 


https://www.unrealengine.com/faq wrote:
 
 however the UE4 Editor (including modified versions) and code may only be 
 distributed through official Epic channels (e.g. the UE4 launcher for 
 binaries, and GitHub for source), to users who have accepted the EULA.
 



https://www.unrealengine.com/faq wrote:
 
 You can’t combine the Unreal Engine code with code covered by a “Copyleft” 
 license agreement
 


:( :(

That is, in general not a big issue but I don't like it. Imho publicly funded 
research should be available freely and without any restrictions. So, I 
consider the UDK, but would prefer another solution ^^[/quote]

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Re: [osg-users] OpenSceneGraph for driving simulation framework?

2015-06-19 Thread Jan Ciger
On Fri, Jun 19, 2015 at 3:51 PM, Florian Weidner osgfo...@tevs.eu wrote:
 Hi Jan,
 afaik it is available freely but you aren't allowed to share source code or 
 applications you developed via arbitrary channels. You have to use the unreal 
 marketplace or the github repository.

That's not what I know. I would love to see a reference to the EULA
part saying this.



 https://www.unrealengine.com/faq wrote:

 however the UE4 Editor (including modified versions) and code may only be 
 distributed through official Epic channels (e.g. the UE4 launcher for 
 binaries, and GitHub for source), to users who have accepted the EULA.

Well, ok, but normally you don't ship the Editor to your
clients/users. That's not needed to run applications based on Unreal
Engine.


 https://www.unrealengine.com/faq wrote:

 You can’t combine the Unreal Engine code with code covered by a “Copyleft” 
 license agreement



 :( :(

 That is, in general not a big issue but I don't like it. Imho publicly funded 
 research should be available freely and without any restrictions. So, I 
 consider the UDK, but would prefer another solution ^^[/quote]


You can use free (LGPL and such) libraries no problem in your plugins.
What you cannot do is to use such libraries with the core code where
it could infect it and force Epic to release the source under a more
permissive license. So this usually isn't a big problem in practice
but it depends a lot on what exactly you want to do. Building a
simulator typically doesn't require much hacking in the Unreal Engine
code itself.

I agree with the idea that publicaly funded research should be
available freely and without restrictions, however here you are going
to hit the wall of market realities. There is no fully free/open
source game engine that comes close to the features you are looking
for and that these commercial engines have - hobbyists and volunteers
can do a lot, but it is hard to compete with a well paid and qualified
team of developers working on something like this full time.

There are few free/OSS engines around - Irrlicht, Crystal Space,
Delta3D, Blender Game Engine, Panda3D. Then you have some frameworks
you can use to build a game engine out of - such as OSG, Bullet, ODE,
etc. but that's pretty much it. It will take a lot of time and work to
make a reasonable engine and tools (e.g. editor) out of those
libraries. It certainly is possible, with a lot of effort, though.


J.
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[osg-users] OpenSceneGraph for driving simulation framework?

2015-06-10 Thread Florian Weidner
Hey,

how are you? At first, thanks for the effort put in the development of 
OpenSceneGraph.
For a bigger research project, i need to develop a first person driving 
simulator - or in other words, a framework supporting driving simulation. It 
should be like a customizable racing game which connects to a real life test 
bench for car physics, a motion platform as well as different input and 
visualization devices

For this i need a very realistic environment (buildings, trees, traffic 
participants, rain, wind...) as well as a simple scenario editor. The editor 
should allow an easy configuration of maps and support certain triggers. A 
basic physics engine is also required but it does not need to be very 
sophisticated bc I'm going to use parameters from the real-life test bench.

Currently, I'm looking for a nice open source engine which makes the 
development a little bit easier through having some built-in features.
From the wiki and the forum I got the idea that OpenSceneGraph might be a good 
choice bc of it's openness, basic structure and the extensibility. Now i want 
to ask you, if anyone has some feedback for me?
Is OpenSceneGraph be the right choice? Or do you suggest using another engine? 
(I'm especially concerned about the graphics. Is OpenSceneGraph suitable or 
fast enough?)

Of course, all results of my research will be published and open source as well 
:)
Any feedback is welcome!
Thx in advance!

Cheers,
Florian

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Re: [osg-users] OpenSceneGraph for driving simulation framework?

2015-06-10 Thread Chris Hanson
OSG is certainly fast enough. You could couple in osgBullet for the physics
support.

What you propose to do is a lot of work, in any toolkit.

On Wed, Jun 10, 2015 at 3:33 AM, Florian Weidner leflar...@gmail.com
wrote:

 Hey,

 how are you? At first, thanks for the effort put in the development of
 OpenSceneGraph.
 For a bigger research project, i need to develop a first person driving
 simulator - or in other words, a framework supporting driving simulation.
 It should be like a customizable racing game which connects to a real life
 test bench for car physics, a motion platform as well as different input
 and visualization devices

 For this i need a very realistic environment (buildings, trees, traffic
 participants, rain, wind...) as well as a simple scenario editor. The
 editor should allow an easy configuration of maps and support certain
 triggers. A basic physics engine is also required but it does not need to
 be very sophisticated bc I'm going to use parameters from the real-life
 test bench.

 Currently, I'm looking for a nice open source engine which makes the
 development a little bit easier through having some built-in features.
 From the wiki and the forum I got the idea that OpenSceneGraph might be a
 good choice bc of it's openness, basic structure and the extensibility. Now
 i want to ask you, if anyone has some feedback for me?
 Is OpenSceneGraph be the right choice? Or do you suggest using another
 engine? (I'm especially concerned about the graphics. Is OpenSceneGraph
 suitable or fast enough?)

 Of course, all results of my research will be published and open source as
 well :)
 Any feedback is welcome!
 Thx in advance!

 Cheers,
 Florian

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Re: [osg-users] OpenSceneGraph for driving simulation framework?

2015-06-10 Thread Jan Ciger
On Wed, Jun 10, 2015 at 11:33 AM, Florian Weidner leflar...@gmail.com wrote:
 Hey,

 how are you? At first, thanks for the effort put in the development of 
 OpenSceneGraph.

 For a bigger research project, i need to develop a first person driving 
 simulator - or in other words, a framework supporting driving simulation. It 
 should be like a customizable racing game which connects to a real life test 
 bench for car physics, a motion platform as well as different input and 
 visualization devices

 For this i need a very realistic environment (buildings, trees, traffic 
 participants, rain, wind...) as well as a simple scenario editor. The editor 
 should allow an easy configuration of maps and support certain triggers. A 
 basic physics engine is also required but it does not need to be very 
 sophisticated bc I'm going to use parameters from the real-life test bench.


OSG would certainly work, however OSG is only a scene graph. It
doesn't have a pipeline for producing assets, no scenario/scene
editor, no concept of a map, no scripting/triggers, etc. You would
have to implement/intergrate all that yourself - OSG is basically
only OpenGL with a lot of convenience functions.

What you are likely looking for is a complete game engine instead. If
you want to use OSG, there is Delta3D which is OSG based and
integrates some of the above already.

Regards,

Jan
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Re: [osg-users] OpenSceneGraph for driving simulation framework?

2015-06-10 Thread Per Nordqvist
Hi Florian. I second Chris, OSG won't let you down on speed.
Here at Volvo (trucks) we have been using OSG in our driving simulator for
10 years, no plans
of switching. Several others are also using OSG in their driving simulators.

Still you have a lot of work in front of you, it is a dream system you are
sketching.
You can easily spend 2-3 years just tweaking your moving platform - so make
sure you have the
right research questions before coming up with solutions.

Across the river here in Gothenburg sits Electronic Arts, they create Need
For Speed.
To get the graphics they use ~5 people full time in Maya - hand painting
the roads and scenes.

When creating our graphics we use Maya, 3ds, Blender  Remo3d (OSG based).
We also purchase models from turbosquid etc.

Feel free to contact me directly for non-OSG simulator discussions.

Cheers,

/Per Nordqvist

On 10 June 2015 at 15:10, Chris Hanson xe...@alphapixel.com wrote:

 OSG is certainly fast enough. You could couple in osgBullet for the
 physics support.

 What you propose to do is a lot of work, in any toolkit.

 On Wed, Jun 10, 2015 at 3:33 AM, Florian Weidner leflar...@gmail.com
 wrote:

 Hey,

 how are you? At first, thanks for the effort put in the development of
 OpenSceneGraph.
 For a bigger research project, i need to develop a first person driving
 simulator - or in other words, a framework supporting driving simulation.
 It should be like a customizable racing game which connects to a real life
 test bench for car physics, a motion platform as well as different input
 and visualization devices

 For this i need a very realistic environment (buildings, trees, traffic
 participants, rain, wind...) as well as a simple scenario editor. The
 editor should allow an easy configuration of maps and support certain
 triggers. A basic physics engine is also required but it does not need to
 be very sophisticated bc I'm going to use parameters from the real-life
 test bench.

 Currently, I'm looking for a nice open source engine which makes the
 development a little bit easier through having some built-in features.
 From the wiki and the forum I got the idea that OpenSceneGraph might be a
 good choice bc of it's openness, basic structure and the extensibility. Now
 i want to ask you, if anyone has some feedback for me?
 Is OpenSceneGraph be the right choice? Or do you suggest using another
 engine? (I'm especially concerned about the graphics. Is OpenSceneGraph
 suitable or fast enough?)

 Of course, all results of my research will be published and open source
 as well :)
 Any feedback is welcome!
 Thx in advance!

 Cheers,
 Florian

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 http://forum.openscenegraph.org/viewtopic.php?p=64026#64026





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 --
 Chris 'Xenon' Hanson, omo sanza lettere. 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
 Legal/IP • Code Forensics • Digital Imaging • GIS • GPS •
 osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
 iPhone/iPad/iOS • Android
 @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775)
 623-PIXL [7495]

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Re: [osg-users] OpenSceneGraph for driving simulation framework?

2015-06-10 Thread Björn Blissing
Hi Florian,

I work a the Swedish National Road and Transport Research Institute (VTI) where 
we have 3 large motion based simulators as well as a couple of small fixed 
based simulators, all running OpenSceneGraph. 

I agree with all of the above that it is certainly possible to build a driving 
simulation framework on top of OSG, BUT it is a massive undertaking and 
certainly nothing you should do for just ONE project. 

Instead you should probably take a look at some of the off-the-shelf products 
available. There are plenty of suppliers which can give you a turnkey solution. 
There are even some running OpenSceneGraph.

The framework we are using at VTI are also something we are prepared to share 
with selected partners. It is a research focused solution which gives you 
extreme flexibility at the price of usability, compared to some of the 
commercial alternatives which are easier to setup. Feel free to contact me if 
this is something of interest.

Another option, if you do not want to build you own simulator for one project, 
is to rent a simulator. The simulators at the automotive manufacturers are 
often closed to the research community and only used inside company projects. 
But many countries offer more open simulator centers where you can rent a 
simulator which fits your need and budget. From simple fixed based simulators 
to large full motion simulators. 

Best regards
Björn

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