Re: [Flightgear-devel] 3D trees

2007-12-30 Thread Ampere K. Hardraade
On Sunday 30 December 2007 12:09:28 LeeE wrote:
> It's Interesting to see that they have less impact than billboards
> but I wonder if this means that there's a problem FG's billboards
> implementation - after all, a billboards are just single (split)
> poly objects, albeit ones that rotate to face the viewer.  

I think it's the transparency in the texture that is the problem.

On a related note, the visual realism of Flightgear can be increased if 
Bi-directional Reflectance Distribution Function (BRDF) can be incoporated 
when applying textures to vegetation area, especially for area that are at 
considerable distance from the camera.  Basically, this is to simulate the 
reflectance and transmittance of a canopy when view at different angle, and 
could give similar results to using million of tree models, without actually 
using million of tree models.



Just an idea,
Ampere

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2005.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D trees

2007-12-30 Thread Detlef Faber
Am Sonntag, den 30.12.2007, 17:09 + schrieb LeeE:
> On Sunday 30 December 2007 09:47, Detlef Faber wrote:
> > Hello,
> >
> > I've been experimenting with 3D Trees to replace the Billboard
> > trees. Here are some screenshots:
> >
> > http://www.sol2500.net/flightgear/forest1.jpg
> > http://www.sol2500.net/flightgear/forest2.jpg
> > http://www.sol2500.net/flightgear/forest3.jpg
> >
> > The pictures were taken with V1.0, using a tree density 50 times
> > higher than default. This makes NOE flying really interesting :-)
> >
> > There is an archive with the Models here:
> >
> > http://www.sol2500.net/flightgear/trees.zip
> >
> > It replaces the coniferous-tree and coniferous-tree3 models
> > in /data/Models/Trees. Also included is a materials.xml with the
> > higher density and without billboarding.
> >
> > Comments and suggestions are welcome.
> >
> >
> > Greetings
> >
> > Detlef Faber
> >
> >
> > http://sol2500.net/flightgear
> 
> I think they look pretty good:)
> 
> I've been thinking about doing something very much like this in the 
> context of a trekking/hiking/orienteering adaptation of FG.
> 
> Are you thinking of LODing the trees as a next step?  With, at a 
> guess, three to five levels of LOD I think this could be an even 
> more effective feature.

Yes that is my intention. Another thing I like to add is the trees react
to the season property (no leaves in winter, green leaves in summer,
yellow and brown ones in winter). 
Maybe this could be extended to agricultural zones (plowed/growing crop
fields, etc).
> 
> It's Interesting to see that they have less impact than billboards 
> but I wonder if this means that there's a problem FG's billboards 
> implementation - after all, a billboards are just single (split) 
> poly objects, albeit ones that rotate to face the viewer.  
> 


> Could it be that the overhead of rotating many simple billboard 
> objects accounts for the performance hit over an equivalent number 
> of more complex static models?
> 
I agree with Josh that this is due to the transparency used. There seems
to be a bug in the transparency handling, because I didn't get this
DList stack overflow with billboarding 3d trees.

> Nice work anyway:)
> 
> LeeE
> 
> -
> This SF.net email is sponsored by: Microsoft
> Defy all challenges. Microsoft(R) Visual Studio 2005.
> http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
> ___
> Flightgear-devel mailing list
> Flightgear-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/flightgear-devel


-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2005.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D trees

2007-12-30 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA256

Josh Babcock schrieb:
> LeeE wrote:
>> On Sunday 30 December 2007 09:47, Detlef Faber wrote:
>>> Hello,
> 
>> Could it be that the overhead of rotating many simple billboard 
>> objects accounts for the performance hit over an equivalent number 
>> of more complex static models?
> 
> Probably has more to do with the fact that the billboards are not only 
> UV mapped, but also have an alpha channel. These new ones appear to just 
> be using OGL materials. I wonder, does OSG do vertex painting? That 
> would be a great way to make these look better without adding a texture.

I'm a bit out of the current 3D programming that FGFS uses... But
wouldn't a vertex shader help in this case (for billboarding as well as
generic trees)?

CU,
Christian


-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.6 (GNU/Linux)

iD8DBQFHd9/poWM1JLkHou0RCFCfAKCE2g6AAdHOUffVyPNzt8BtSQSZrgCfYnUW
ig9HdTPaKCJWjqD+Twk/t0k=
=UOSw
-END PGP SIGNATURE-

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2005.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D trees

2007-12-30 Thread Josh Babcock
LeeE wrote:
> On Sunday 30 December 2007 09:47, Detlef Faber wrote:
>> Hello,

> 
> Could it be that the overhead of rotating many simple billboard 
> objects accounts for the performance hit over an equivalent number 
> of more complex static models?
> 
> Nice work anyway:)
> 
> LeeE

Probably has more to do with the fact that the billboards are not only 
UV mapped, but also have an alpha channel. These new ones appear to just 
be using OGL materials. I wonder, does OSG do vertex painting? That 
would be a great way to make these look better without adding a texture.

Josh

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2005.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D trees

2007-12-30 Thread LeeE
On Sunday 30 December 2007 09:47, Detlef Faber wrote:
> Hello,
>
> I've been experimenting with 3D Trees to replace the Billboard
> trees. Here are some screenshots:
>
> http://www.sol2500.net/flightgear/forest1.jpg
> http://www.sol2500.net/flightgear/forest2.jpg
> http://www.sol2500.net/flightgear/forest3.jpg
>
> The pictures were taken with V1.0, using a tree density 50 times
> higher than default. This makes NOE flying really interesting :-)
>
> There is an archive with the Models here:
>
> http://www.sol2500.net/flightgear/trees.zip
>
> It replaces the coniferous-tree and coniferous-tree3 models
> in /data/Models/Trees. Also included is a materials.xml with the
> higher density and without billboarding.
>
> Comments and suggestions are welcome.
>
>
> Greetings
>
> Detlef Faber
>
>
> http://sol2500.net/flightgear

I think they look pretty good:)

I've been thinking about doing something very much like this in the 
context of a trekking/hiking/orienteering adaptation of FG.

Are you thinking of LODing the trees as a next step?  With, at a 
guess, three to five levels of LOD I think this could be an even 
more effective feature.

It's Interesting to see that they have less impact than billboards 
but I wonder if this means that there's a problem FG's billboards 
implementation - after all, a billboards are just single (split) 
poly objects, albeit ones that rotate to face the viewer.  

Could it be that the overhead of rotating many simple billboard 
objects accounts for the performance hit over an equivalent number 
of more complex static models?

Nice work anyway:)

LeeE

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2005.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D trees

2007-12-30 Thread Heiko Schulz

--- Detlef Faber <[EMAIL PROTECTED]> schrieb:

> 
> Am Sonntag, den 30.12.2007, 12:38 +0100 schrieb
> Heiko Schulz:
> > Hi,
> > 
> > Looks good - so the difficult seems to be in the
> > moment with billboard-trees.
> > 
> > I tried it with some higher values: 
> > 6000
> 
> > ...
> > 25
> 
> Beware, lower values here give higher tree coverage.
> Lowest possible
> value is 1000. 
> 
> > 
> > I noticed a impact about 90-30% of fps with Dual
> AMD
> > Athlon 2,8GHz, 4GB Ram, Gainward 8800 GT.
> > 
> > With the values by Detlef I noticed no impact.
> > 
> > Did domeone try this with the new Autogen by
> Stuart in
> > OSG? I would like to know if the perfomance is
> better
> > there... 
> > 
> > Regards
> > HHS
> > 
> > 
> > still in work:
> http://www.hoerbird.net/galerie.html
> > But already done:
> http://www.hoerbird.net/reisen.html
> > 

Hi,

there was a misspelling by me: I wanted to have more
trees, so I lowerd the value. So "higher value" is
wrong here ;-)

I only wanted to test more realistic-looking forest- I
think there is still a lot of possibility for
improvement ( would like to see a realistic dense of
trees without having trouble with fps)

Regards
HHS

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


  Heute schon einen Blick in die Zukunft von E-Mails wagen? 
www.yahoo.de/mail

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2005.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D trees

2007-12-30 Thread Detlef Faber

Am Sonntag, den 30.12.2007, 12:38 +0100 schrieb Heiko Schulz:
> Hi,
> 
> Looks good - so the difficult seems to be in the
> moment with billboard-trees.
> 
> I tried it with some higher values: 
> 6000

> ...
> 25

Beware, lower values here give higher tree coverage. Lowest possible
value is 1000. 

> 
> I noticed a impact about 90-30% of fps with Dual AMD
> Athlon 2,8GHz, 4GB Ram, Gainward 8800 GT.
> 
> With the values by Detlef I noticed no impact.
> 
> Did domeone try this with the new Autogen by Stuart in
> OSG? I would like to know if the perfomance is better
> there... 
> 
> Regards
> HHS
> 
> 
> still in work: http://www.hoerbird.net/galerie.html
> But already done: http://www.hoerbird.net/reisen.html
> 
> 
>   Machen Sie Yahoo! zu Ihrer Startseite. Los geht's: 
> http://de.yahoo.com/set
> 
> -
> This SF.net email is sponsored by: Microsoft
> Defy all challenges. Microsoft(R) Visual Studio 2005.
> http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
> ___
> Flightgear-devel mailing list
> Flightgear-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/flightgear-devel


-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2005.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D trees

2007-12-30 Thread Heiko Schulz
Hi,

Looks good - so the difficult seems to be in the
moment with billboard-trees.

I tried it with some higher values: 
6000
...
25

I noticed a impact about 90-30% of fps with Dual AMD
Athlon 2,8GHz, 4GB Ram, Gainward 8800 GT.

With the values by Detlef I noticed no impact.

Did domeone try this with the new Autogen by Stuart in
OSG? I would like to know if the perfomance is better
there... 

Regards
HHS


still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


  Machen Sie Yahoo! zu Ihrer Startseite. Los geht's: 
http://de.yahoo.com/set

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2005.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D trees

2007-12-30 Thread Detlef Faber
Am Sonntag, den 30.12.2007, 11:42 +0100 schrieb Detlef Faber:
> Am Sonntag, den 30.12.2007, 02:08 -0800 schrieb Syd&Sandy:
> > On Sun, 30 Dec 2007 10:47:39 +0100
> > Detlef Faber <[EMAIL PROTECTED]> wrote:
> > 
> > > Hello,
> > > 
> > > I've been experimenting with 3D Trees to replace the Billboard trees.
> > > Here are some screenshots:
> > > 
> > > http://www.sol2500.net/flightgear/forest1.jpg
> > > http://www.sol2500.net/flightgear/forest2.jpg
> > > http://www.sol2500.net/flightgear/forest3.jpg
> > > 
> > > The pictures were taken with V1.0, using a tree density 50 times higher
> > > than default. This makes NOE flying really interesting :-)
> > > 
> > > There is an archive with the Models here:
> > > 
> > > http://www.sol2500.net/flightgear/trees.zip
> > > 
> > > It replaces the coniferous-tree and coniferous-tree3 models
> > > in /data/Models/Trees. Also included is a materials.xml with the higher
> > > density and without billboarding.
> > > 
> > > Comments and suggestions are welcome.
> > > 
> > > 
> > > Greetings
> > > 
> > > Detlef Faber
> > > 
> > > 
> > > http://sol2500.net/flightgear
> > > 
> > > 
> > > 
> > > -
> > > This SF.net email is sponsored by: Microsoft
> > > Defy all challenges. Microsoft(R) Visual Studio 2005.
> > > http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
> > > ___
> > > Flightgear-devel mailing list
> > > Flightgear-devel@lists.sourceforge.net
> > > https://lists.sourceforge.net/lists/listinfo/flightgear-devel
> > 
> > Wow ...looks promising 
> > How do quad trees perform ?
> >  I know here the osgforest runs slightly faster with quad trees than 
> > billboarded trees ...
> > 
> 
> With the 3D trees at this density I get a framerate of 50 - 60 fps on a
> single core Turion MT-30, 1 GB and a Nvidia Geforce 6600.
> 
> With Billboard trees the framerate drops to 20-30 fps.
> 
and I get lots of 

WARNING: DList stack overflow!

which I don't get with the 3D trees.
> 
> > Cheers 
> > 
> 
> 
> -
> This SF.net email is sponsored by: Microsoft
> Defy all challenges. Microsoft(R) Visual Studio 2005.
> http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
> ___
> Flightgear-devel mailing list
> Flightgear-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/flightgear-devel


-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2005.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D trees

2007-12-30 Thread Detlef Faber
Am Sonntag, den 30.12.2007, 02:08 -0800 schrieb Syd&Sandy:
> On Sun, 30 Dec 2007 10:47:39 +0100
> Detlef Faber <[EMAIL PROTECTED]> wrote:
> 
> > Hello,
> > 
> > I've been experimenting with 3D Trees to replace the Billboard trees.
> > Here are some screenshots:
> > 
> > http://www.sol2500.net/flightgear/forest1.jpg
> > http://www.sol2500.net/flightgear/forest2.jpg
> > http://www.sol2500.net/flightgear/forest3.jpg
> > 
> > The pictures were taken with V1.0, using a tree density 50 times higher
> > than default. This makes NOE flying really interesting :-)
> > 
> > There is an archive with the Models here:
> > 
> > http://www.sol2500.net/flightgear/trees.zip
> > 
> > It replaces the coniferous-tree and coniferous-tree3 models
> > in /data/Models/Trees. Also included is a materials.xml with the higher
> > density and without billboarding.
> > 
> > Comments and suggestions are welcome.
> > 
> > 
> > Greetings
> > 
> > Detlef Faber
> > 
> > 
> > http://sol2500.net/flightgear
> > 
> > 
> > 
> > -
> > This SF.net email is sponsored by: Microsoft
> > Defy all challenges. Microsoft(R) Visual Studio 2005.
> > http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
> > ___
> > Flightgear-devel mailing list
> > Flightgear-devel@lists.sourceforge.net
> > https://lists.sourceforge.net/lists/listinfo/flightgear-devel
> 
> Wow ...looks promising 
> How do quad trees perform ?
>  I know here the osgforest runs slightly faster with quad trees than 
> billboarded trees ...
> 

With the 3D trees at this density I get a framerate of 50 - 60 fps on a
single core Turion MT-30, 1 GB and a Nvidia Geforce 6600.

With Billboard trees the framerate drops to 20-30 fps.


> Cheers 
> 


-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2005.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D trees

2007-12-30 Thread
On Sun, 30 Dec 2007 10:47:39 +0100
Detlef Faber <[EMAIL PROTECTED]> wrote:

> Hello,
> 
> I've been experimenting with 3D Trees to replace the Billboard trees.
> Here are some screenshots:
> 
> http://www.sol2500.net/flightgear/forest1.jpg
> http://www.sol2500.net/flightgear/forest2.jpg
> http://www.sol2500.net/flightgear/forest3.jpg
> 
> The pictures were taken with V1.0, using a tree density 50 times higher
> than default. This makes NOE flying really interesting :-)
> 
> There is an archive with the Models here:
> 
> http://www.sol2500.net/flightgear/trees.zip
> 
> It replaces the coniferous-tree and coniferous-tree3 models
> in /data/Models/Trees. Also included is a materials.xml with the higher
> density and without billboarding.
> 
> Comments and suggestions are welcome.
> 
> 
> Greetings
> 
> Detlef Faber
> 
> 
> http://sol2500.net/flightgear
> 
> 
> 
> -
> This SF.net email is sponsored by: Microsoft
> Defy all challenges. Microsoft(R) Visual Studio 2005.
> http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
> ___
> Flightgear-devel mailing list
> Flightgear-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/flightgear-devel

Wow ...looks promising !
How do quad trees perform ?
 I know here the osgforest runs slightly faster with quad trees than 
billboarded trees ...

Cheers 

-- 
Syd&Sandy <[EMAIL PROTECTED]>

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2005.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] 3D trees

2007-12-30 Thread Detlef Faber
Hello,

I've been experimenting with 3D Trees to replace the Billboard trees.
Here are some screenshots:

http://www.sol2500.net/flightgear/forest1.jpg
http://www.sol2500.net/flightgear/forest2.jpg
http://www.sol2500.net/flightgear/forest3.jpg

The pictures were taken with V1.0, using a tree density 50 times higher
than default. This makes NOE flying really interesting :-)

There is an archive with the Models here:

http://www.sol2500.net/flightgear/trees.zip

It replaces the coniferous-tree and coniferous-tree3 models
in /data/Models/Trees. Also included is a materials.xml with the higher
density and without billboarding.

Comments and suggestions are welcome.


Greetings

Detlef Faber


http://sol2500.net/flightgear



-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2005.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel