Re: [Flightgear-devel] Earthview - Orbital terrain rendering in FG

2012-03-16 Thread Martin Spott
Renk Thorsten wrote:

 Well, I hope this is a more reasonable approach than what Vitos had
 in mind.  All things said, I would like to see Flightgear go into
 space a bit more.  No need to switch to Windows then :-)

Before going into more detail, you might want to check with Mathias'
recent work to integrate space-view into FlightGear.  Otherwise you'll
probably be doing duplicate work.

Cheers,
Martin.
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Re: [Flightgear-devel] Earthview - Orbital terrain rendering in FG

2012-03-16 Thread Johannes Ebke
Hi Thorsten,

AFAIK, the Celestia textures are pretty much directly derived from the
Blue Marble textures available from NASA

http://earthobservatory.nasa.gov/Features/BlueMarble/
http://visibleearth.nasa.gov/view_cat.php?categoryID=1484

Clouds:
http://visibleearth.nasa.gov/view.php?id=57747

I think deriving directly from them would be most appropriate; Terms of
Use are:
http://visibleearth.nasa.gov/useterms.php
1) The imagery is free of licensing fees
2) NASA requires that they be provided a credit as the owners of the imagery

... which is GPL compatible as I read it.

Thank you very much for beginning to tackle this!

Regards,
Johannes

On 16.03.2012 11:12, Renk Thorsten wrote:
 
 In the last two days, I've managed to implement a scheme for orbital terrain 
 rendering which I had cooked up a while ago. 
 
 Compared with what vitos had in mind (a complete overhaul of the rendering 
 engine) this is really low-tech and lives within the limitations of the 
 current engine - just a textured sphere of 58 km diameter in the scene which 
 is constantly repositioned using simple ray-optics to give the right 
 impression and has a dedicated shader to never fog it and work around the 
 high altitude light problem (see below). The results using Celestia Level 3 
 texturing are quite compelling, although there are a few quirks left: 
 
 http://www.flightgear.org/forums/viewtopic.php?f=6t=15754
 
 It took me 7 hours to get it to this point, less than 100 lines of Nasal, 
 some cut-past with the shaders - most of the time I spent stitching and 
 converting textures. Right now it is really dumb - one can go to even higher 
 resolution texturing by investing some smartness and introducing texture 
 management (currently Earth is effectively covered by 4096x8192, the cloud 
 layer adds the same amount). At low altitudes, it transits automatically to 
 default (not very seamless at this point...).
 
 I would very much like to fly this with something other than the ufo - 
 unfortunately there are a few problems in the way:
 
 1) The weird 'zones' at high altitude:
 
 - below 300.000 ft, rendering looks normal, default terrain is basically 
 gone, but Earthview shows something
 - from 300.000 ft to 500.000 ft: grey zone - the sky above turns fog grey. 
 Lauri explained to me that this is because we leave the skydome behind, so 
 there is really nothing left to paint on
 - from 500.000 ft to 800.000 ft: red zone - everything turns now red. No idea 
 what this is.
 - above 800.000 ft: dark zone: the light largely disappears apart from a deep 
 red hue and the background finally becomes the deep black of space as it 
 should be (I re-defined the light in the planet shader not to pay attention 
 to this, but the ufo itself is of course affected) . The visible disk of the 
 sun turns red.
 
 Can these effects be tracked and fixed to give a consistent background black 
 and reasonable light?
 
 2) The high altitude FDM problem:
 
 Our only spacecraft (Vostok) makes just 150 km altitude, apparently to 
 prevent it from running into a region where the FDM breaks down. This isn't 
 nearly high enough to see nice orbit scenes without pushing gigabytes of 
 textures at the problem. I have not really understood the reason in detail, 
 but can the JSBSim people comment on that? Is it possible to get JSBSim to 
 fly up to 3000 km, or to otherwise address this problem?
 
 3) Other Spacecraft:
 
 We currently have the X-15 (reaches barely 100 km and is in fact better with 
 the default rendering engine), SpaceShip-1 (doesn't really fly, the rocket 
 engine lacks the power to get anywhere, is also just a modern X-15), the 
 Vostok (see above) and a Space Shuttle FDM.
 
 Given the Space Shuttle FDM and the discussion of Space Shuttle SRBs in the 
 JSBSim model, it may just a wild stab in the dark, but does Jon have a 
 complete  flight-worthy Space Shuttle FDM somewhere?  
 
 It's one of the things I would like to fly at some point. Now there is 
 something to see in orbit, so maybe that makes it more interesting for 3d 
 modellers and FDM developers to work on some more spacecraft? It's a bit of a 
 chicken and egg problem, modelling orbital rendering isn't really so exciting 
 without a way to fly there, modelling spacecraft isn't interesting without 
 rendering - but I think there is progress. Right now, with Earthview FG looks 
 better than Orbiter out of the box, although Orbiter has the support for 
 hires texturing. But when you descend, Flightgear has a whole planet modelled 
 in really high detail to offer :-)
 
 Well, I hope this is a more reasonable approach than what Vitos had in mind. 
 All things said, I would like to see Flightgear go into space a bit more. No 
 need to switch to Windows then :-)
 
 I have tried to contact the Celestia people about the licensing of the 
 textures - as soon as I know, I can make this available in some form to 
 anyone interested. 
 
 Cheers,
 
 * Thorsten
 

Re: [Flightgear-devel] Earthview - Orbital terrain rendering in FG

2012-03-16 Thread Martin Spott
Johannes Ebke wrote:

 I think deriving directly from them would be most appropriate; Terms of
 Use are:

See also:

  
http://mapserver.flightgear.org/git/gitweb.pl?p=fgdata;a=commitdiff;h=f4064b002aa7d6248ed38a864716f9d98c514df1

Cheers,
Martin.
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Re: [Flightgear-devel] Earthview - Orbital terrain rendering in FG

2012-03-16 Thread Jon S. Berndt
 2) The high altitude FDM problem:
 
 Our only spacecraft (Vostok) makes just 150 km altitude, apparently to
 prevent it from running into a region where the FDM breaks down. This
 isn't nearly high enough to see nice orbit scenes without pushing
 gigabytes of textures at the problem. I have not really understood the
 reason in detail, but can the JSBSim people comment on that? Is it
 possible to get JSBSim to fly up to 3000 km, or to otherwise address
 this problem?

Hi, Thorsten,

Nice work.

You ought to be able to initialize any vehicle at any altitude (up to and
even beyond 3000 km). At this time, only the Vostok has control jets, as far
as I know.

Getting the initial conditions correct might take some thought and trials.
If I have time over the next few days maybe I can come up with some initial
conditions. I know how to specify these conditions in JSBSim, where we can
select any of a number of reference frames, but I'm not sure how to have
control over initial conditions in FlightGear. Specifying true airspeed
certainly won't work. ;-)

 3) Other Spacecraft:
 
 We currently have the X-15 (reaches barely 100 km and is in fact better
 with the default rendering engine), SpaceShip-1 (doesn't really fly,
 the rocket engine lacks the power to get anywhere, is also just a
 modern X-15), the Vostok (see above) and a Space Shuttle FDM.
 
 Given the Space Shuttle FDM and the discussion of Space Shuttle SRBs in
 the JSBSim model, it may just a wild stab in the dark, but does Jon
 have a complete  flight-worthy Space Shuttle FDM somewhere?

Our space shuttle orbiter model (from many years ago) is incomplete, and
based on limited data from publicly available tech reports. I do have a
J246 model that is a launch vehicle designed to place heavy payloads into
orbit. That is incomplete, and awaiting some simple guidance for the upper
stage to try and get it into orbit from the launch pad. A couple of years
ago Robin Gerard made a 3D model of that, as well as the pad. It will be
nice to see that fly someday.

 It's one of the things I would like to fly at some point. Now there is
 something to see in orbit, so maybe that makes it more interesting for
 3d modellers and FDM developers to work on some more spacecraft? It's a
 bit of a chicken and egg problem, modelling orbital rendering isn't
 really so exciting without a way to fly there, modelling spacecraft
 isn't interesting without rendering - but I think there is progress.
 Right now, with Earthview FG looks better than Orbiter out of the box,
 although Orbiter has the support for hires texturing. But when you
 descend, Flightgear has a whole planet modelled in really high detail
 to offer :-)

I'm glad to see more effort being put towards this. I think it could be a
lot of fun, and educational, too.

Jon





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