Re: [osg-users] vpb: Spherical terrains?

2008-11-22 Thread Rahul Jain
Hi Guys,
I also want to create the moon model for my project. But I am not able
to find any data sources till now. Glenn,  can you tell me the source of
the imagery you have used for generating the terrain.
Are there any free data sources for the moon imagery ?

RJ

Alejandro Aguilar Sierra wrote:
 Hi Glenn,

 Yes, thanks. Using more accurate moon metrics

 osgdem --geocentric --whole-globe -t moontex.tif  -d moon_tiled.tif \
 -l 10 \
 --radius-equator 1737100 --radius-polar 1735970 \
 -v 0.257 \
 -o lunasph.ive

 I got the attached images.

 Regards,

 --A.


 On Tue, Sep 30, 2008 at 11:23 AM, Glenn Waldron [EMAIL PROTECTED] wrote:
   
 Alejandro,

 Try adding --radius-polar in addition to --radius-equator.

 Glenn

 

 


 

 

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Re: [osg-users] vpb: Spherical terrains?

2008-11-22 Thread Glenn Waldron
Looks like your question was meant to be directed at Alejandro instead of
me..

Glenn


On Sat, Nov 22, 2008 at 3:34 AM, Rahul Jain [EMAIL PROTECTED] wrote:

 Hi Guys,
 I also want to create the moon model for my project. But I am not able
 to find any data sources till now. Glenn,  can you tell me the source of
 the imagery you have used for generating the terrain.
 Are there any free data sources for the moon imagery ?

 RJ

 Alejandro Aguilar Sierra wrote:
  Hi Glenn,
 
  Yes, thanks. Using more accurate moon metrics
 
  osgdem --geocentric --whole-globe -t moontex.tif  -d moon_tiled.tif \
  -l 10 \
  --radius-equator 1737100 --radius-polar 1735970 \
  -v 0.257 \
  -o lunasph.ive
 
  I got the attached images.
 
  Regards,
 
  --A.
 
 
  On Tue, Sep 30, 2008 at 11:23 AM, Glenn Waldron [EMAIL PROTECTED]
 wrote:
 
  Alejandro,
 
  Try adding --radius-polar in addition to --radius-equator.
 
  Glenn
 
 
 
  
 
 
  
 
  
 
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Re: [osg-users] vpb: Spherical terrains?

2008-10-08 Thread Robert Osfield
On Wed, Oct 8, 2008 at 1:58 AM, Alejandro Aguilar Sierra
[EMAIL PROTECTED] wrote:
 I think vpb should have a set of well documented and flexible
 parameters that allow to use it for any planetary terrain, otherwise
 we will need --geoecentric-mars, --geoecentric-mercury, etc.

I don't think anyone of us would disagree with this sentiment.
Especially if you are willing to help with this effort :-)

 By the way, which algorithms is using vpb to deal with LOD and terrain paging?

It's basically just a quad tree, and some threading.

 The pole looks weird. Is there any way to fix it?

Poles are little bit awkward to fix with the simple quad tree approach
used by the OSG (and many other whole whole techniques.)  We could
certainly do more to try and alleviate this problem by better sampling
around the poles when building the terrain.  Anisotropic filtering can
help at runtime.

Robert.
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Re: [osg-users] vpb: Spherical terrains?

2008-10-08 Thread Middleton, Colin (GE EntSol, Intelligent Platforms)

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Robert Osfield
  The pole looks weird. Is there any way to fix it?
 
 Poles are little bit awkward to fix with the simple quad tree 
 approach used by the OSG (and many other whole whole 
 techniques.)  We could certainly do more to try and alleviate 
 this problem by better sampling around the poles when 
 building the terrain.  Anisotropic filtering can help at runtime.
 
 Robert.

The problem is that the projection is not even close to linear at the
poles, meaning that the mipmapping hardware does the wrong thing,
anisotropic filtering may help, but you'll still get the weirdness, it
will just be reduced. This is a limitation in using lat/long style
texture projections as it means the pole is represented by a line in
texture space rather than a point. For the earth this is not normally a
problem because few people go to the poles and they are usually covered
in ice and snow ( so have a very dull and uniform appearance ). For
other planetary bodies in the solar system, sometimes the poles are very
interesting though.

In the past I've has success using a Azimuthal Equidistant projection (
http://en.wikipedia.org/wiki/Azimuthal_equidistant_projection ) for each
hemisphere to bypass this problem for rendering planetary bodies. The
problem with this is that the projection becomes less linear the further
away from the projection points ( east and west 'poles' in my case ).
I also know that other people have had success with a polyhedron based
projection. The simplest would be using a cubemap style projection.
These have the advantage that they use a number of linear projections,
so any distortion could be corrected by use of the 4th texture
coordinate. 

Colin.
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Re: [osg-users] vpb: Spherical terrains?

2008-10-08 Thread Alejandro Aguilar Sierra
On Wed, Oct 8, 2008 at 3:44 AM, Robert Osfield [EMAIL PROTECTED] wrote:
 I think vpb should have a set of well documented and flexible
 parameters that allow to use it for any planetary terrain, otherwise
 we will need --geoecentric-mars, --geoecentric-mercury, etc.

 I don't think anyone of us would disagree with this sentiment.
 Especially if you are willing to help with this effort :-)

Sure. Where should I start?

 Poles are little bit awkward to fix with the simple quad tree approach
 used by the OSG (and many other whole whole techniques.)  We could
 certainly do more to try and alleviate this problem by better sampling
 around the poles when building the terrain.  Anisotropic filtering can
 help at runtime.

As Colin Middleton points out, that filtering will not be enough. I am
willing to help on implementing the polyhedron based projection. I
know of a few papers and references, including and adaptation of the
ROAM algorithm to the cube projection. But  since I am a newbie as osg
(and vpb) developer I just need some directions and links.

Regards,

-- A.
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Re: [osg-users] vpb: Spherical terrains?

2008-10-08 Thread Robert Osfield
Hi Alejandro,

On Wed, Oct 8, 2008 at 2:49 PM, Alejandro Aguilar Sierra
[EMAIL PROTECTED] wrote:
 Sure. Where should I start?

The wiki... ;-)

I will actually be doing docs on VTP in the next month so it probably
worth waiting till I get this done then adding to bits that could
deserve with more info.

 Poles are little bit awkward to fix with the simple quad tree approach
 used by the OSG (and many other whole whole techniques.)  We could
 certainly do more to try and alleviate this problem by better sampling
 around the poles when building the terrain.  Anisotropic filtering can
 help at runtime.

 As Colin Middleton points out, that filtering will not be enough. I am
 willing to help on implementing the polyhedron based projection. I
 know of a few papers and references, including and adaptation of the
 ROAM algorithm to the cube projection. But  since I am a newbie as osg
 (and vpb) developer I just need some directions and links.

Using a substantially different terrain division algorithm would
require a major rewrite of VirtualPlanetBuilder, and it's not just a
little bit of code that is straight forward to learn and easy to
tinker with.  The papers you might come across we just scratch the
surfaces on the actual details required for implementation of highly
scalable terrain generation.  VPB can handle terrabytes of source and
output data, there's only a few pieces software in the world that
currently does this for terrain, and VPB is the only open sourced one
I'm aware of.  Handling terrabytes of moziaced multi-resolution data
is the hard part that few bits of software handle.

So... jumping to a new scheme is not easy at all, and the papers won't
help you, and rather than look for grand all encompassing solutions
look for smaller solutions, and there are some such as changing the
sample dimensions on polar tiles that will actually solve most of the
problem with massive changes or long learning curves.

Robert.
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Re: [osg-users] vpb: Spherical terrains?

2008-10-08 Thread Alejandro Aguilar Sierra
Hi Robert:

It's not my intention to jump into a new scheme, but using current vpb
algorithms, it should be possible to do a few adaptations to better
deal with spherical terrains, that's all.

Ok I will wait until there is a minimal set of documents about vpb at
the wiki, next month.

Regards,

-- A.


On Wed, Oct 8, 2008 at 9:15 AM, Robert Osfield [EMAIL PROTECTED] wrote:
 Hi Alejandro,

 On Wed, Oct 8, 2008 at 2:49 PM, Alejandro Aguilar Sierra
 [EMAIL PROTECTED] wrote:
 Sure. Where should I start?

 The wiki... ;-)

 I will actually be doing docs on VTP in the next month so it probably
 worth waiting till I get this done then adding to bits that could
 deserve with more info.

 Poles are little bit awkward to fix with the simple quad tree approach
 used by the OSG (and many other whole whole techniques.)  We could
 certainly do more to try and alleviate this problem by better sampling
 around the poles when building the terrain.  Anisotropic filtering can
 help at runtime.

 As Colin Middleton points out, that filtering will not be enough. I am
 willing to help on implementing the polyhedron based projection. I
 know of a few papers and references, including and adaptation of the
 ROAM algorithm to the cube projection. But  since I am a newbie as osg
 (and vpb) developer I just need some directions and links.

 Using a substantially different terrain division algorithm would
 require a major rewrite of VirtualPlanetBuilder, and it's not just a
 little bit of code that is straight forward to learn and easy to
 tinker with.  The papers you might come across we just scratch the
 surfaces on the actual details required for implementation of highly
 scalable terrain generation.  VPB can handle terrabytes of source and
 output data, there's only a few pieces software in the world that
 currently does this for terrain, and VPB is the only open sourced one
 I'm aware of.  Handling terrabytes of moziaced multi-resolution data
 is the hard part that few bits of software handle.

 So... jumping to a new scheme is not easy at all, and the papers won't
 help you, and rather than look for grand all encompassing solutions
 look for smaller solutions, and there are some such as changing the
 sample dimensions on polar tiles that will actually solve most of the
 problem with massive changes or long learning curves.

 Robert.
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Re: [osg-users] vpb: Spherical terrains?

2008-10-01 Thread Robert Osfield
Hi Alejandro,

VPB developed focused on earth data, so --geocentric automatically
sets up the earth sizes, so I guess this is probably where things go
adrift.  I haven't personally worked with non earth data yet, but it
should be possible to add better accounting of non earth data,
although I can't say without reviewing the data more closely how
transparently we can archive this.   Perhaps a --geoecentric-moon etc
could be done as a fallback if it can't be detected for automatically,
or as you've done just point users to manually specifying the
radius-polar and radius-equator.

Robert.

On Wed, Oct 1, 2008 at 7:37 AM, Alejandro Aguilar Sierra
[EMAIL PROTECTED] wrote:
 Hi Glenn,

 Yes, thanks. Using more accurate moon metrics

 osgdem --geocentric --whole-globe -t moontex.tif  -d moon_tiled.tif \
-l 10 \
--radius-equator 1737100 --radius-polar 1735970 \
-v 0.257 \
-o lunasph.ive

 I got the attached images.

 Regards,

 --A.


 On Tue, Sep 30, 2008 at 11:23 AM, Glenn Waldron [EMAIL PROTECTED] wrote:
 Alejandro,

 Try adding --radius-polar in addition to --radius-equator.

 Glenn


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Re: [osg-users] vpb: Spherical terrains?

2008-10-01 Thread Jean-Sébastien Guay

Hi Robert, Alejandro,


I haven't personally worked with non earth data yet, but it
should be possible to add better accounting of non earth data,
although I can't say without reviewing the data more closely how
transparently we can archive this.   Perhaps a --geoecentric-moon etc
could be done as a fallback if it can't be detected for automatically,
or as you've done just point users to manually specifying the
radius-polar and radius-equator.


Sorry for hijacking this thread, but I was wondering about this 
lately... Eventually, I would like to make a small game in my spare time 
where I would like to use VPB to generate some (fictional) planets for 
me, and I was wondering if that was possible. It seems it is...


I assume radius-polar is the radius from the center of the planet to one 
of the poles, so perpendicular to radius-equator, is that right? So the 
only possible shape is an ellipsoid (with a sphere being the case where 
both radii are equal).


Another question I had was what tools I would use to generate the height 
maps. They would need to be in some projection similar to Earth maps I 
would guess (Mercator?) and then, VPB would map that with the radii that 
I specified automatically? Does anyone have suggestions of tools that 
would allow me to handle such large and potentially detailed height maps 
while having artistic control over shape of the land?


Anyways, I was just toying with the idea, not actually doing anything 
yet, but the possibilities seem interesting.


Thanks,

J-S
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Re: [osg-users] vpb: Spherical terrains?

2008-09-30 Thread Glenn Waldron
Alejandro,

Try adding --radius-polar in addition to --radius-equator.

Glenn

On Tue, Sep 30, 2008 at 12:13 PM, Alejandro Aguilar Sierra 
[EMAIL PROTECTED] wrote:

 Hi Robert,

 Actually the original data has all the information needed, I gess.
 It's the height map of Earth's Moon, taken from
 http://pubs.usgs.gov/of/2006/1367/

 $ gdalinfo ULCN2005_lpo.txt
 Driver: AAIGrid/Arc/Info ASCII Grid
 Files: ULCN2005_lpo.txt
 Size is 5760, 2880
 Coordinate System is `'
 Origin = (-180.000,90.000)
 Pixel Size = (0.0625000,-0.0625000)
 Corner Coordinates:
 Upper Left  (-180.000,  90.000)
 Lower Left  (-180.000, -90.000)
 Upper Right ( 180.000,  90.000)
 Lower Right ( 180.000, -90.000)
 Center  (   0.000,   0.000)
 Band 1 Block=5760x1 Type=Int16, ColorInterp=Undefined
  NoData Value=-32768


 I converted this file to GeoTiff

 gdal_translate -of GTiff -co TILED=YES ULCN2005_lpo.txt moon_tiled.tif

 Then applied osgdem with a previous false color  texture I had generated.

 osgdem --geocentric --whole-globe -t moonrbw2_tex.tif  -d moon_tiled.tif \
   -l 5 \
   --radius-equator 1735000 \
   -v 0.60 \
   -o lunarsph.ive  errlog2

 The result is rather weird (attached). The texture image in this test
 is smaller than the DEM file, just 1024x512 (attached, level 2).

 What  am I doing wrong?

 Thanks in advance.

 -- A.



 On Mon, Sep 29, 2008 at 9:32 AM, Robert Osfield
 [EMAIL PROTECTED] wrote:
  Hi Alejandro,
 
  The GDAL error that is produced suggests that you are trying to apply
  a transform to the data when the data doesn't have an geocentric
  infomation associated with it - which boils down to it can't transform
  data when it doesn't know what coordinate system it's starting off in.
   You need to use imagery/dems with coordinates system or apply them
  manually.
 
  Robert.
 
  On Mon, Sep 29, 2008 at 3:00 PM, Alejandro Aguilar Sierra
  [EMAIL PROTECTED] wrote:
  Hello:
 
  As recommended in this forum, I installed both osg and vpb from svn
  and I was able to reproduce the example with the Punget terrain.
 
  Now I want to try it with planets, starting with the moon.
 
  I started trying with these parameters --geocentric --spherical
  --radius-equator 1735000  but I get this error:
 
  ERROR 1: Unable to compute a transformation between pixel/line
  and georeferenced coordinates for moon_heigth.tif.
  There is no affine transformation and no GCPs.
 
  I assume I could add that transformation in a world file or creating a
  geotiff file, but I am not sure how to do that.
 
  I also assume that the bluemarble options only works at Earth scale,
  as in this example:
 
  http://www.andesengineering.com/BlueMarbleViewer/
 
  Sorry if these are faqs, I am a newvbie and there is not much
  documentation about this subject.
 
  I will appreciate any advice.
 
  Regards,
 
  -- Alejandro Sierra
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+1.703.652.4791
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[osg-users] vpb: Spherical terrains?

2008-09-29 Thread Alejandro Aguilar Sierra
Hello:

As recommended in this forum, I installed both osg and vpb from svn
and I was able to reproduce the example with the Punget terrain.

Now I want to try it with planets, starting with the moon.

I started trying with these parameters --geocentric --spherical
--radius-equator 1735000  but I get this error:

ERROR 1: Unable to compute a transformation between pixel/line
and georeferenced coordinates for moon_heigth.tif.
There is no affine transformation and no GCPs.

I assume I could add that transformation in a world file or creating a
geotiff file, but I am not sure how to do that.

I also assume that the bluemarble options only works at Earth scale,
as in this example:

http://www.andesengineering.com/BlueMarbleViewer/

Sorry if these are faqs, I am a newvbie and there is not much
documentation about this subject.

I will appreciate any advice.

Regards,

-- Alejandro Sierra
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Re: [osg-users] vpb: Spherical terrains?

2008-09-29 Thread Robert Osfield
Hi Alejandro,

The GDAL error that is produced suggests that you are trying to apply
a transform to the data when the data doesn't have an geocentric
infomation associated with it - which boils down to it can't transform
data when it doesn't know what coordinate system it's starting off in.
 You need to use imagery/dems with coordinates system or apply them
manually.

Robert.

On Mon, Sep 29, 2008 at 3:00 PM, Alejandro Aguilar Sierra
[EMAIL PROTECTED] wrote:
 Hello:

 As recommended in this forum, I installed both osg and vpb from svn
 and I was able to reproduce the example with the Punget terrain.

 Now I want to try it with planets, starting with the moon.

 I started trying with these parameters --geocentric --spherical
 --radius-equator 1735000  but I get this error:

 ERROR 1: Unable to compute a transformation between pixel/line
 and georeferenced coordinates for moon_heigth.tif.
 There is no affine transformation and no GCPs.

 I assume I could add that transformation in a world file or creating a
 geotiff file, but I am not sure how to do that.

 I also assume that the bluemarble options only works at Earth scale,
 as in this example:

 http://www.andesengineering.com/BlueMarbleViewer/

 Sorry if these are faqs, I am a newvbie and there is not much
 documentation about this subject.

 I will appreciate any advice.

 Regards,

 -- Alejandro Sierra
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