Re: [Flightgear-devel] OSG point lights

2006-12-05 Thread Mathias Fröhlich

Hi Tim,

I did not find the time to look into that this weekend. These evenings are my 
friend.

On Thursday 30 November 2006 10:03, Tim Moore wrote:
 I'm not sure about faster but, as far as I can tell, equivalent. By
 the way, it would be very nice to have some more timing information
 available than just the frame rate. I don't know if the easiest way to
 get there is to move to Producer so we can get its nice rendering stage
 statistics, wait for Robert to duplicate that in his new osgViewer
 stuff, do it ourselves, or what.
Yep, that must happen at some time that we have that cull and draw times on 
the screen ...

  I do not want to remove the old implementation that was happening
  completely on the GPU in favour to an CPU based one if we end up slower.
 
  Anyway, can we keep the old implementation instead of just a plain OpenGL
  point based one. That means the old one that used triangles that are
  backface culled and draw points for the front side where two of them are
  transparent?

 I don't mind adding the old implementation back in as an option, except
 for the VASI lights, where it really would have no advantage over the
 OSG lights. One would lose some features, such as point size scaled by
 intensity, fading alpha with distance, and blink sequence animations for
 the approach lights.
No, I do not think that we loose such features completely, we just need to 
implement exactly what we need ourselves. The VASI in the osgSim 
implementation has some problems. The size of the lights are something that I 
do not comment on here. The just need to be adjusted somehow.
But I have objections in the basic way it is done.
We had a smooth transition phase where the lights went smooth from red to 
white. The osgSim one just switches hard. I do also not see how the osgSim 
api will allow to change the color of a point in a smooth way. We can just 
render both in a transition area and hope that blending does our trick - but 
that is a really bad idea IMO.
So especially for the vasi I do definitely want to use an own implementation 
that has nothing to do with osgSim.

Also the current osgSim implemntation does directional lights with a hard 
switch off when the eye point moves beyond 90 deg to the normal.
The previous implementation faded away nicely. That could be done with 
osgSim's sector but I still wonder if it is then slower...

The only place where I can see osgSim as a *real* benefit is for the rabbit 
time sequences.

Given that I would like to have a common appearance for all lights I would 
favor doing all of them ourselves.

  Like I stated before in some private mails I would like to have the osg
  version only as an alternative to the old implementation if it is faster
  than the GPU/triangle based one. May be not exactly the old
  implementation but an implementation that does nothing on the CPU but
  does all lightging decisions on the GPU.

 I would like to see some comparisons between the two approaches on a
 low-end machine. You may be overestimating the cost of the CPU based
 approach and underestimating the costs of triangle approach. As I said 
 in private email, the old approach uses a fairly exotic rendering path
 -- polygons rendered in point mode with a texture environment -- which
 very well may be done on the CPU on a low-end machine.
I don't think that I overestimate that - we just have plenty of those lights. 
What we definitely gain if we put such computations onto the GPU is 
additional CPU time where we can do something we cannot do on the GPU - not 
yet, but definitely then when we have cull and draw on an other cpu.

... hold on, I see, this also holds if the draw cpu will compute the light 
intensities instead of waiting for the gpu to do that.
In the single threaded case we gain nothing with this argument ...
Hmm ...

 Yes, I think that is a great project, but more work than I have time for
 right at the moment. It would be good for people to learn about OSG's
 support for shading programs *hint*hint* :)
I will send you my hackery on that today evening.

  For that we still need some factory methods that will provide now the old
  implementation or the osg::LightPoint based one and later when I have the
  time to merge my tests into simgear the shader based one.
 
  So we need to he able to decide between implementations based on
  capabilities of the GPU and settings from the user anyway. Can we set up
  together such an infrastructure and put the old triangle based approach
  as other alternative below?

 We? :) Seriously, I would be happy to look at getting the OpenGL
 extensions available from OSG and making that available to fg in an
 elegant way, but goes way beyond to scope of light points, so for now
 exposing the choice to the user is probably the best way. Automatically
 benchmarking the user's machine and putting it into slow /fast
 categories would be an interesting project too.
Hmm. I believe that what osg does for us in this area is silently switch of 

Re: [Flightgear-devel] OSG point lights

2006-11-30 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Mathias Fröhlich wrote:
 On Thursday 30 November 2006 01:36, Tim Moore wrote:
 Try http://www.bricoworks.com/moore/lightpt3.diff instead. A last-minute
 typo disabled point sprites.
 This is still faster with point sprites reenabled?
I'm not sure about faster but, as far as I can tell, equivalent. By
the way, it would be very nice to have some more timing information
available than just the frame rate. I don't know if the easiest way to
get there is to move to Producer so we can get its nice rendering stage
statistics, wait for Robert to duplicate that in his new osgViewer
stuff, do it ourselves, or what.

 
 I do not want to remove the old implementation that was happening completely 
 on the GPU in favour to an CPU based one if we end up slower.
 
 Anyway, can we keep the old implementation instead of just a plain OpenGL 
 point based one. That means the old one that used triangles that are backface 
 culled and draw points for the front side where two of them are transparent?
 
I don't mind adding the old implementation back in as an option, except
for the VASI lights, where it really would have no advantage over the
OSG lights. One would lose some features, such as point size scaled by
intensity, fading alpha with distance, and blink sequence animations for
the approach lights.

 Like I stated before in some private mails I would like to have the osg 
 version only as an alternative to the old implementation if it is faster than 
 the GPU/triangle based one. May be not exactly the old implementation but an 
 implementation that does nothing on the CPU but does all lightging decisions 
 on the GPU.
I would like to see some comparisons between the two approaches on a
low-end machine. You may be overestimating the cost of the CPU based
approach and underestimating the costs of triangle approach. As I said
in private email, the old approach uses a fairly exotic rendering path
- -- polygons rendered in point mode with a texture environment -- which
very well may be done on the CPU on a low-end machine.

 And as also told before I would like to have an other alternative for the 
 main 
 usage where we still do that light intensity decision - together with more 
 advanced light texturing dependent on fog density, distance and  other neat 
 parameters - on the *GPU*. Just use a vertex shader for the view direction 
 dependence of the light and fragment shaders for more advanced halos. That 
 will require a newer OpenGL implementation and for that I believe we need to 
 keep a lighting version for older boards. Also this all happens in the *GPU*. 
 That has the advantage that it is probably way faster and even if it is about 
 at fast as on the CPU, it does not block CPU cycles that can equally well be 
 spent for more advanced physical models or better AI traffic or whatever we 
 need to do on the CPU.
 So on the longer term I will favour that shader based approach as default as 
 long as the GPU supports it.
Yes, I think that is a great project, but more work than I have time for
right at the moment. It would be good for people to learn about OSG's
support for shading programs *hint*hint* :)

 
 For that we still need some factory methods that will provide now the old 
 implementation or the osg::LightPoint based one and later when I have the 
 time to merge my tests into simgear the shader based one.
 
 So we need to he able to decide between implementations based on capabilities 
 of the GPU and settings from the user anyway. Can we set up together such an 
 infrastructure and put the old triangle based approach as other alternative 
 below?
We? :) Seriously, I would be happy to look at getting the OpenGL
extensions available from OSG and making that available to fg in an
elegant way, but goes way beyond to scope of light points, so for now
exposing the choice to the user is probably the best way. Automatically
benchmarking the user's machine and putting it into slow /fast
categories would be an interesting project too.

 In the long term I believe that we will reduce that back to two alternatives 
 again. The shader based and one of the low end card capable ones - whichever 
 of the low end card implementation is faster. For that decision we need 
 *both* up again and optimized well ...
I'll add back the old one and do the obvious optimizations.
 
 I will look at the current patch that weekend.
Cool.

Tim

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Re: [Flightgear-devel] OSG point lights

2006-11-29 Thread Curtis Olson

On 11/28/06, Tim Moore [EMAIL PROTECTED] wrote:


Well, not so great. At SFO at night in the UFO I see a decrease from
about 60fps with the existing lights to 43 with the OSG version. I
suspect the slowdown is very dependent on processor speed; I hadn't
noticed it on another computer using the debug builds. Although the
distance attenuation does look nicer, you might want to hold off
integrating my patch until I investigate further :)




Ok, I can hold off ... I do agree they generally look really nice.

I was confused about what the array of view options (sprites, enhanced
lights, etc.) did with respect to this new patch ... I tried a few different
combinations and could really figure it out.  It would be nice to get this
all sorted out and make it clear what the different options do or don't do
and how they play together.  It would also be nice to somehow maintain some
sort of form of the original sprite based lighting as a fall back for people
that don't have the HP to run the new OSG lights.

Another thing that would be nice is to be able to keep the sprite based
mechanism so that lights have fuzzy (rather than hard) edges as they are
rendered.

Regards,

Curt.
--
Curtis Olson - University of Minnesota - FlightGear Project
http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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Re: [Flightgear-devel] OSG point lights

2006-11-29 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Curtis Olson wrote:
 On 11/28/06, Tim Moore [EMAIL PROTECTED] wrote:
 
 Well, not so great. At SFO at night in the UFO I see a decrease from
 about 60fps with the existing lights to 43 with the OSG version. I
 suspect the slowdown is very dependent on processor speed; I hadn't
 noticed it on another computer using the debug builds. Although the
 distance attenuation does look nicer, you might want to hold off
 integrating my patch until I investigate further :)
 
 
 
 Ok, I can hold off ... I do agree they generally look really nice.
I have a new patch at http://www.bricoworks.com/moore/lightpt2.diff (to
save everyone a 50k mail message). This fixes the performance problem; I
now get the same frame rate, if not a little better, with the OSG
lights. There was a problem in my support for switching between point
sprites and points.
 
 I was confused about what the array of view options (sprites, enhanced
 lights, etc.) did with respect to this new patch ... I tried a few
 different
 combinations and could really figure it out.  It would be nice to get this
 all sorted out and make it clear what the different options do or don't do
 and how they play together.  It would also be nice to somehow maintain some
 sort of form of the original sprite based lighting as a fall back for
 people
 that don't have the HP to run the new OSG lights.
The Use Point Sprites for Runway Lights and Enhanced Runway Lighting
should work as expected. Runway light distance attenuation doesn't do
anything because that is always active.

As far as the original lights go, they don't have the blink sequence
support of the new lights. Perhaps people with old hardware could give
this new patch a try and see if it is adequate?
 
 Another thing that would be nice is to be able to keep the sprite based
 mechanism so that lights have fuzzy (rather than hard) edges as they are
 rendered.

That should work. If it doesn't, can you send me the details of your
hardware?

Thanks,
Tim
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Re: [Flightgear-devel] OSG point lights

2006-11-29 Thread Tim Moore
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Tim Moore wrote:

 I have a new patch at http://www.bricoworks.com/moore/lightpt2.diff

Try http://www.bricoworks.com/moore/lightpt3.diff instead. A last-minute
typo disabled point sprites.

Tim

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Re: [Flightgear-devel] OSG point lights

2006-11-29 Thread Mathias Fröhlich
On Thursday 30 November 2006 01:36, Tim Moore wrote:
 Try http://www.bricoworks.com/moore/lightpt3.diff instead. A last-minute
 typo disabled point sprites.
This is still faster with point sprites reenabled?

I do not want to remove the old implementation that was happening completely 
on the GPU in favour to an CPU based one if we end up slower.

Anyway, can we keep the old implementation instead of just a plain OpenGL 
point based one. That means the old one that used triangles that are backface 
culled and draw points for the front side where two of them are transparent?

Like I stated before in some private mails I would like to have the osg 
version only as an alternative to the old implementation if it is faster than 
the GPU/triangle based one. May be not exactly the old implementation but an 
implementation that does nothing on the CPU but does all lightging decisions 
on the GPU.

And as also told before I would like to have an other alternative for the main 
usage where we still do that light intensity decision - together with more 
advanced light texturing dependent on fog density, distance and  other neat 
parameters - on the *GPU*. Just use a vertex shader for the view direction 
dependence of the light and fragment shaders for more advanced halos. That 
will require a newer OpenGL implementation and for that I believe we need to 
keep a lighting version for older boards. Also this all happens in the *GPU*. 
That has the advantage that it is probably way faster and even if it is about 
at fast as on the CPU, it does not block CPU cycles that can equally well be 
spent for more advanced physical models or better AI traffic or whatever we 
need to do on the CPU.
So on the longer term I will favour that shader based approach as default as 
long as the GPU supports it.

For that we still need some factory methods that will provide now the old 
implementation or the osg::LightPoint based one and later when I have the 
time to merge my tests into simgear the shader based one.

So we need to he able to decide between implementations based on capabilities 
of the GPU and settings from the user anyway. Can we set up together such an 
infrastructure and put the old triangle based approach as other alternative 
below?
In the long term I believe that we will reduce that back to two alternatives 
again. The shader based and one of the low end card capable ones - whichever 
of the low end card implementation is faster. For that decision we need 
*both* up again and optimized well ...

I will look at the current patch that weekend.

   Greetings

Mathias

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Re: [Flightgear-devel] OSG point lights

2006-11-28 Thread Tim Moore
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Hash: SHA1

Curtis Olson wrote:
 What kind of performance change (better?  worse?) did you observer?
 
 Thanks,
 
 Curt.
 
Well, not so great. At SFO at night in the UFO I see a decrease from
about 60fps with the existing lights to 43 with the OSG version. I
suspect the slowdown is very dependent on processor speed; I hadn't
noticed it on another computer using the debug builds. Although the
distance attenuation does look nicer, you might want to hold off
integrating my patch until I investigate further :)

Tim

 
 On 11/27/06, Tim Moore [EMAIL PROTECTED] wrote:

 Curtis Olson wrote:
 Hi Tim,
 
 Are these osg point lights a replacement for the existing mechanism or
 an
 additional mechanism that leaves the existing approaches intact?
 
 Thanks,
 
 Curt.
 They are a replacement. The good blink sequence support and attractive
 appearance of the OSG light points, coupled with performance problems
 I've seen in the past with rendering polys in point mode, led me to go
 with the OSG light points all the way. For the point sprites I am using
 the existing simgear sprite texture.
 
 Tim
 
 
 On 11/26/06, Tim Moore [EMAIL PROTECTED] wrote:
 
 Here's an implementation of airport runway lighting, including VASI /
 PAPI lights, using OSG light points. You can choose to use point
 sprites
 or OpenGL points at runtime, and the enhanced runway lighting
 function
 is supported. The relative intensities of the lights will probably have
 to be tweaked.
 
 Tim
 
 
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Re: [Flightgear-devel] OSG point lights

2006-11-27 Thread Curtis Olson

Hi Tim,

Are these osg point lights a replacement for the existing mechanism or an
additional mechanism that leaves the existing approaches intact?

Thanks,

Curt.


On 11/26/06, Tim Moore [EMAIL PROTECTED] wrote:


-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Here's an implementation of airport runway lighting, including VASI /
PAPI lights, using OSG light points. You can choose to use point sprites
or OpenGL points at runtime, and the enhanced runway lighting function
is supported. The relative intensities of the lights will probably have
to be tweaked.

Tim
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http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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Re: [Flightgear-devel] OSG point lights

2006-11-27 Thread Tim Moore
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Hash: SHA1

Curtis Olson wrote:
 Hi Tim,
 
 Are these osg point lights a replacement for the existing mechanism or an
 additional mechanism that leaves the existing approaches intact?
 
 Thanks,
 
 Curt.
They are a replacement. The good blink sequence support and attractive
appearance of the OSG light points, coupled with performance problems
I've seen in the past with rendering polys in point mode, led me to go
with the OSG light points all the way. For the point sprites I am using
the existing simgear sprite texture.

Tim

 
 On 11/26/06, Tim Moore [EMAIL PROTECTED] wrote:

 Here's an implementation of airport runway lighting, including VASI /
 PAPI lights, using OSG light points. You can choose to use point sprites
 or OpenGL points at runtime, and the enhanced runway lighting function
 is supported. The relative intensities of the lights will probably have
 to be tweaked.
 
 Tim


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Re: [Flightgear-devel] OSG point lights

2006-11-27 Thread Curtis Olson

What kind of performance change (better?  worse?) did you observer?

Thanks,

Curt.


On 11/27/06, Tim Moore [EMAIL PROTECTED] wrote:


-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Curtis Olson wrote:
 Hi Tim,

 Are these osg point lights a replacement for the existing mechanism or
an
 additional mechanism that leaves the existing approaches intact?

 Thanks,

 Curt.
They are a replacement. The good blink sequence support and attractive
appearance of the OSG light points, coupled with performance problems
I've seen in the past with rendering polys in point mode, led me to go
with the OSG light points all the way. For the point sprites I am using
the existing simgear sprite texture.

Tim


 On 11/26/06, Tim Moore [EMAIL PROTECTED] wrote:

 Here's an implementation of airport runway lighting, including VASI /
 PAPI lights, using OSG light points. You can choose to use point sprites
 or OpenGL points at runtime, and the enhanced runway lighting function
 is supported. The relative intensities of the lights will probably have
 to be tweaked.

 Tim


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 Take Surveys. Earn Cash. Influence the Future of IT
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Take Surveys. Earn Cash. Influence the Future of IT
Join SourceForge.net's Techsay panel and you'll get the chance to share
your
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http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV
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--
Curtis Olson - University of Minnesota - FlightGear Project
http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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Take Surveys. Earn Cash. Influence the Future of IT
Join SourceForge.net's Techsay panel and you'll get the chance to share your
opinions on IT  business topics through brief surveys - and earn cash
http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV___
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https://lists.sourceforge.net/lists/listinfo/flightgear-devel