RE: [Flightgear-devel] Scenery engine features.

2003-11-14 Thread Norman Vine
Curtis L. Olson writes:
 
 Paul Surgeon writes:
  I'm sure this subject has been brought up plenty of times but I
  think it would be great to compile a list of all the features that
  we need the FG terrain rendering system to support.
 
 Norman Vine writes:
   - Ability to cut in polygon models of airports.
  
  Any cut in polygons respect tile boundaries 
  i.e a polygon can only be in one tile 
 
 It's easy to chop up polygons on tile boundaries, but you are probably
 referring to airport areas. :-)

I am referring to any polygon whether or not they are part of an airport
area is immaterial :-)

This has been discussed before and I do appreciate the 'pain' factor
on the construction side of things but having to special case airports
to cross tile boundaries is a killer when it comes to subdivision and
or indexing schemes.  

 
   - Ability to page terrain / textures so continuous flights around the
 world are still possible.
  
  :-)
 
 I only say this because I've seen a lot of ROAM type demos that look
 cool for a small area, but I get the sense that it's a bit trickier to
 build an entire seamless earth.  It's probably been done in commercial
 games (?) but I haven't seen this done in the open souce world.

Hence my smiley, also I am not convinced that FGFS should adbandon 
using pretesselated scenery in favor of a ROAM approach.  This doesn't 
necessarily mean that we can't have scenery LOD though

 Modeling the entire world is a good way to keep yourself
 honest. :-)

You are preaching to the choir here :-)
 
  I think we could make the current scheme work as the only thing changing
  will be the local 'Z' and height calculations would be *much*  simpler
 
 We have to be careful though of objects floating up and down
 noticable as the underlying terrain LOD changes.

Yes and the Local Z simplification really only applies to ROAM like
tesselations not TINs
 
  We still need polygons to shape the terrain for roads, rivers etc. during 
  scenery creation and then there are the airports.
 
 My understanding is that roads, rivers, lakes, cities, etc. (all that
 stuff we handle with 2d polygons right now) could be embedded in the
 aerial photos / textures that we are draping over the terrain, so
 there would be no need to cut them in as polygons.

I am not necessarily suggesting a ROAM approach as the data 
requirements are humongous both for the textures and the elevations.

What I think would be most beneficial is to write an abstract interface
for terrain first so that the actual mechanism used is not exposed to the
rest of the SIM.  What we have is a good start on this.

Cheers

Norman

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[Flightgear-devel] Scenery engine features.

2003-11-13 Thread Paul Surgeon
I'm sure this subject has been brought up plenty of times but I think it would 
be great to compile a list of all the features that we need the FG terrain 
rendering system to support.

I want to keep this to features only - lets forget about the implementation 
for the moment so we can at least get everyone's ideas down without having 50 
emails of it can't be done like this or must be done like that.
Let's make a comprehensive list first and then discuss the HOWTO's afterwards.
Maybe we can even come up with a roadmap!!!  :-P

My list :

1. LOD algorithm/system (with adjustable radius for high and low end users)
The current irregular grid mesh works but it's not very efficient and we could 
get much better framerates with a nice LOD system. Alternatively much higher 
elevation resolution with similar framerates.

2. Texture overlays - FG scenery engine does the chopping and texture co-ord 
generation.  (I won't go into details but this would greatly simplify LOD 
algorithms)

Your list :

Paul


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Re: [Flightgear-devel] Scenery engine features.

2003-11-13 Thread Curtis L. Olson
Paul Surgeon writes:
 I'm sure this subject has been brought up plenty of times but I think it would 
 be great to compile a list of all the features that we need the FG terrain 
 rendering system to support.
 
 I want to keep this to features only - lets forget about the implementation 
 for the moment so we can at least get everyone's ideas down without having 50 
 emails of it can't be done like this or must be done like that.
 Let's make a comprehensive list first and then discuss the HOWTO's afterwards.
 Maybe we can even come up with a roadmap!!!  :-P
 
 My list :
 
 1. LOD algorithm/system (with adjustable radius for high and low end users)
 The current irregular grid mesh works but it's not very efficient and we could 
 get much better framerates with a nice LOD system. Alternatively much higher 
 elevation resolution with similar framerates.
 
 2. Texture overlays - FG scenery engine does the chopping and texture co-ord 
 generation.  (I won't go into details but this would greatly simplify LOD 
 algorithms)
 
 Your list :

I'll add in a few things:

- Ability to cut in polygon models of airports.

- Ability to page terrain / textures so continuous flights around the
  world are still possible.

- Ability to populate the world with arbitrary additional 3d objects.
  Note that our current ability to populate the world with random
  objects would not work with the new scheme.  We'd need to completely
  overhaul that functionality to work in a photo texture drapped, LOD
  terrain world.

- Care should be taken with object vertical placement so the terrain
  LOD doesn't move the 3d objects up and down noticable.  And also so
  it doesn't noticably bury objects or float objects when the terrain
  LOD changes.

- I assume all the current 2d polygon data would go away since this
  would be better represented by the photo texture overlay anyway.

I bet we'll run into other things, but if you are serious about making
a stab at this, then I will propose that we a) find a way to do it in
parallel to the current system and b) just jump in and start going.  I
don't think it's realistic to have your first pass encapsulate *all*
current functionality of the scenery subsystem.  And there will most
likely be things we don't consider until we get hit over the head with
it.

I can think of different situations where each approach would be more
optimal than the other, so it probably wouldn't hurt to have more than
one way to do things.

Best regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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RE: [Flightgear-devel] Scenery engine features.

2003-11-13 Thread Norman Vine
Curtis L. Olson writes:
 
 Paul Surgeon writes:
  I'm sure this subject has been brought up plenty of times but I think it would 
  be great to compile a list of all the features that we need the FG terrain 
  rendering system to support.
  
 
 I'll add in a few things:

me too
 
 - Ability to cut in polygon models of airports.

Any cut in polygons respect tile boundaries 
i.e a polygon can only be in one tile 

 - Ability to page terrain / textures so continuous flights around the
   world are still possible.

:-)
 
 - Ability to populate the world with arbitrary additional 3d objects.
   Note that our current ability to populate the world with random
   objects would not work with the new scheme.  We'd need to completely
   overhaul that functionality to work in a photo texture drapped, LOD
   terrain world.

I think we could make the current scheme work as the only thing changing
will be the local 'Z' and height calculations would be *much* simpler
 
 - Care should be taken with object vertical placement so the terrain
   LOD doesn't move the 3d objects up and down noticable.  And also so
   it doesn't noticably bury objects or float objects when the terrain
   LOD changes.
 
 - I assume all the current 2d polygon data would go away since this
   would be better represented by the photo texture overlay anyway.

We still need polygons to shape the terrain for roads, rivers etc. during 
scenery creation and then there are the airports.

Norman

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Re: [Flightgear-devel] Scenery engine features.

2003-11-13 Thread David Luff
On 11/14/03 at 12:17 AM Paul Surgeon wrote:

I'm sure this subject has been brought up plenty of times but I think it
would 
be great to compile a list of all the features that we need the FG terrain

rendering system to support.

I want to keep this to features only - lets forget about the
implementation 
for the moment so we can at least get everyone's ideas down without having
50 
emails of it can't be done like this or must be done like that.
Let's make a comprehensive list first and then discuss the HOWTO's
afterwards.
Maybe we can even come up with a roadmap!!!  :-P

My list :

1. LOD algorithm/system (with adjustable radius for high and low end
users)
The current irregular grid mesh works but it's not very efficient and we
could 
get much better framerates with a nice LOD system. Alternatively much
higher 
elevation resolution with similar framerates.

2. Texture overlays - FG scenery engine does the chopping and texture
co-ord 
generation.  (I won't go into details but this would greatly simplify LOD 
algorithms)

Your list :


The ability to drape the textures at differing resolutions at different
locations in the scenery.  (ie. higher res data immediately adjacent to
airports where the pilot is generally closer to the ground and to give good
definition on final approach).

Some sort of fix or workaround for the stretched-textures-on-cliff faces
problem that draped textures suffer from in mountainous regions - possibly
the ability to cut in textured polygons on steep faces.

Cheers - Dave


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RE: [Flightgear-devel] Scenery engine features.

2003-11-13 Thread Curtis L. Olson
Paul Surgeon writes:
 I'm sure this subject has been brought up plenty of times but I
 think it would be great to compile a list of all the features that
 we need the FG terrain rendering system to support.

Norman Vine writes:
  - Ability to cut in polygon models of airports.
 
 Any cut in polygons respect tile boundaries 
 i.e a polygon can only be in one tile 

It's easy to chop up polygons on tile boundaries, but you are probably
referring to airport areas. :-)

  - Ability to page terrain / textures so continuous flights around the
world are still possible.
 
 :-)

I only say this because I've seen a lot of ROAM type demos that look
cool for a small area, but I get the sense that it's a bit trickier to
build an entire seamless earth.  It's probably been done in commercial
games (?) but I haven't seen this done in the open souce world.

Just a word of advice ... if you are building a scheme and run across
some oversite and are tempted to think, what are the chances of
seeing this case in real life.  Believe me, when you throw all the
data of the world at your scheme, you'll see it a lot more than you
expected. :-) Modeling the entire world is a good way to keep yourself
honest. :-)

 I think we could make the current scheme work as the only thing changing
 will be the local 'Z' and height calculations would be *much*
 simpler

We have to be careful though of objects floating up and down
noticable as the underlying terrain LOD changes.

 We still need polygons to shape the terrain for roads, rivers etc. during 
 scenery creation and then there are the airports.

My understanding is that roads, rivers, lakes, cities, etc. (all that
stuff we handle with 2d polygons right now) could be embedded in the
aerial photos / textures that we are draping over the terrain, so
there would be no need to cut them in as polygons.  Airports are a bit
different though ... unless we have *really* high res data as in less
than 1 foot per pixel, we'll want to still model this polygonally.

The San Jose demo was interesting, but it still needed better
resolution.  Just one airport area could easily consume a Gb of
texture ram if we wanted to use a nice resolution.  But that still
wouldn't address all the squashed buildings, and all the nice aircraft
painted on the runways in various stages of taxiing, landing, and
taking off.  Also, you get everything shaded from one particular time
of day.  There are tradeoff's to every approach. :-)

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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