Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-30 Thread Renk Thorsten
 What's the a / b performance impact?

All to be taken with some caution, since it seems to be very hardware dependent 
how expensive certain options are. For my new GTX 670M, I can't measure 
performance without external tools because any terrain is always rendered with 
vsync of 60 fps, and only the presence/absence of cloud layers in the scene 
decides my in-sim framerate. All performance benchmarks I have done are thus 
with my old 8600M.

Here, the classic suite of effects had some incredibly expensive candidates - 
landmass drove me consistently from 50 to ~10 fps, so I never used it. I think 
there's a geometry shader somewhere... Apart from that, I'd say that the costs 
of a) and b) are approximately comparable (which might look a bit surprising at 
first).

For instance, in the classic effects, snow is done loading a noise and a snow 
texture. On the 8600M, a texture2D() lookup was very expensive, each taking 
about 10% of the base framerate. On this machine, creating snow procedurally 
(i.e. doing noise and texel by function rather than texture) is about twice as 
fast than in the classic scheme by texture. Also, a texture _has_ to be loaded 
regardless if you actually need it for a pixel or not, so you pay the price for 
looking up the snow texture regardless if you have any snow in the scene or 
not. A function can be evaluated conditionally, i.e. you pay only if you 
actually have snow in the scene - you can condition on a trivial snow pixel 500 
m below the snowline. So despite the fact that the procedural snow offers more 
options (non-tiling distribution, user-controlled layer thickness) it turns out 
to be slightly faster than the classic option even in completely snow-covered 
scenes.

Similarly, the terrain roughness is based on a very cheap technique creating an 
optical illusion rather than a proper heightmap  (which is probably ~50 times 
faster than the detailed heightmap technique used for the urban effect) -  so 
it allows to get a lot more bang for the buck provided you're willing to 
overlook the occasional inconsistency (this is a bit like with the 3d clouds - 
if you try really hard, you can see them rotate and deduce how it's done - but 
you have to go looking for it, it won't jump out).


 From you screen shots it seems like  
 it ought to be scalable, since we could enable certain aspects (grain,  
 bump-mapping) based on a performance / quality slider, while still  
 having a single approach.

Well, yes, in theory... In practice, you may be forced to create a different 
effect and shade  fordifferent  quality settings. if() statements inside shader 
code are very tricky - you might easily end up evaluating both branches. For 
instance, in theory (=according to the specification) texture lookup can be 
conditional on uniforms. In practice, on my box I found that this works only 
for uniform int, not for uniform float - for an uniform float, always both 
branches were evaluated. I have also no idea how, say, Radeon drivers respond 
to the same design - they may have a completely different strategy evaluating 
branches...

Which means in practice, you get to see the lower quality as indicated by the 
slider, but the framerate isn't any better than with high quality.

So you can not easily design a shader which takes quality levels from the gui 
and just enables what you like - if you're careful in designing it, it works up 
to a point, but eventually no longer. There's a reason why terrain-haze.frag, 
terrain-haze-detailed.frag and terrain-haze-ultra.frag are different files... 
So this has to be designed carefully up-front.

* Thorsten
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Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-30 Thread James Turner

On 30 Dec 2012, at 08:55, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 What's the a / b performance impact?
 
 snip

 Similarly, the terrain roughness is based on a very cheap technique creating 
 an optical illusion rather than a proper heightmap  (which is probably ~50 
 times faster than the detailed heightmap technique used for the urban effect) 
 -  so it allows to get a lot more bang for the buck provided you're willing 
 to overlook the occasional inconsistency (this is a bit like with the 3d 
 clouds - if you try really hard, you can see them rotate and deduce how it's 
 done - but you have to go looking for it, it won't jump out).

Thank you for your response, it's extremely informative for me, as someone who 
knows a bit about shaders, but has not written many 'real' ones. Everything you 
describe makes sense, especially the tradeoff between 'real' lookups vs 
procedural data. And the cost of always doing texture lookups, eugh.

We have to accept some inconsistencies if we want even vaguely tolerable 
performance, and pretty much everything you said convinces me we should switch 
to the 'b' approach, or family of them (see below), as the default option after 
2.10, to get as much test and feedback as possible before 2.12. (But keep the 
current 'a' terrain effects as a GUI option) If anyone during that time-frame 
finds a serious area where the 'a' approach is better, there will hopefully be 
time to address it, so that by the time 2.12 is code-frozen, the 'a' effects 
can be removed (and the GUI switch).

How plausible does that sound?

 So you can not easily design a shader which takes quality levels from the gui 
 and just enables what you like - if you're careful in designing it, it works 
 up to a point, but eventually no longer. There's a reason why 
 terrain-haze.frag, terrain-haze-detailed.frag and terrain-haze-ultra.frag are 
 different files... So this has to be designed carefully up-front.

Indeed - what we'd really like (and what some other systems have) is a 
pre-processors to adjust the shader body before compilation. So would could 
#ifdef out certain pieces, but still have one shader codebase. Though I guess 
we'd still need different effect files … h - not really feasible I guess. 

I guess until there's some wider feedback and testing of the new effects, to 
see if there are in fact any cases where the performance drop is unacceptable, 
we don't know how many simplified variants are needed. Hopefully it's just one, 
i.e 'full quality' and 'reduced quality'? Or at worst three - low, medium and 
full? But that's still unpleasant to maintain :(

James

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Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread Renk Thorsten
 Stuart, one thing that caught me out earlier today with using 2D cloud  
 layers - while using a 2D layer and modifying visibility inside the  
 layer is working quite well, the edge (moving vertically) is very sharp.  
 I wonder if there's some technique to perturb the top and bottom of the  
 cloud layer as the view transitions them, so it feels more natural. Or  
 maybe there's even better ways to handle overcast / broken layers than  
 the current 2D approach?

I've done some experiments in that department when I started on clouds. 

It doesn't help you to actually perturb the sheet, because what you want is a 
fluffy appearance of the cloud fading into the sky, whereas if you introduce 
more vertices into the sheet and randnomize them, you get a sharp line 
separating cloud and sky. 

There are two techniques which probaby do work. They're based on projecting  
the view integral through the upper (lower) edge of the cloud layer onto 
something. The easiest would be to simply paint it on the skydome, but I guess 
that requires that the skydome is done in a shader, not in the default scheme. 
The alternative is to introduce a faraway quad which you just keep at the same 
distance from the plane onto which you paint the cloud edge. I'm not sure how 
this quad would best be moved and transformed. The skydome technique would be 
fairly trivial, all it requires is to match colors with the layer correctly 
(which is a problem in its own, because the 2d clouds do not seem to 
participate in scene lighting properly).

* Thorsten


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Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread Renk Thorsten


 Perhaps we could use something similar for the trees?  I.e. pass in a
 uniform indicating which fraction of the texture sheet on the x-axis
 should be color-rotated.  The uniform can be taken from a property on
 the material definition.

Ah, that's clever - I think that would do just fine. Thanks!

 As part of that I think I need to make some changes to the Basic
 Weather to populate the appropriate properties.  Thorsten - are the
 properties documented anywhere?

No, not really :-( But I can write a summary for you.

 I'm very keen that the atmospheric light scattering and procedural
 effects are merged fully into both the classic and Rembrandt
 renderers, and would absolutely be part of any team effort to make it
 happen.  I'd really like to get to a position where the Atmospheric
 Lighting checkbox in the Rendering dialog can be removed, as the
 elements of the atmospheric renderer are simply part of the classic
 and Rembrandt rendering schemes.

I'm not sure if that is a good idea. Even the 'bare' atmospheric scattering 
(just atmosphere and light, no terrain shader effects) has a drastic 
performance impact on older systems as compared to the classic scheme (on my 
old system, it brought me from ~50 to ~20 fps). So we might want to continue 
offering a computationally cheap rendering scheme, which the classic is.

Then, there are genuine differences in the philosophy of some effects, in which 
alternatives are now available. Personally I'm not a fan of the classic 
landmass and slope/inverse slope transition effects - so I introduced something 
else. This can't easily be 'merged' - either we abandon one set of effects (but 
then, there are people who like the other set) or we make them available as 
alternatives - in which case you end up with a different checkbox.

Most of the procedural texturing is quite distinct from the atmospheric light 
scattering part, and it's also easily separable - so implementing the terrain 
effects in classic or Rembrandt should be fairly easy if that is desired. 

I guess we need to discuss just what we want to impement:

Based on how we do the light, we have

1) Rembrandt (multiple light sources)
2) Atmospheric light scattering (only one light source, but with position/time 
differential light computations)
3) classic (only one light source computed for the whole scene)
4) a future Rembrandt + atmospheric light scattering (time/position 
differential light computations for the sun + multiple secondary light sources)

Based on how we render terrain we have

a) the classic set of effects (slope transition, landmass,...)
b) the procedural texturing set of effects (de-tiling, hires overlay, 
dust/autumn/vegetation..., closeup bumpmapping, grain overlay,...)

That gives all in all 8 possible rendering frameworks, out of which currently 
1a), 2b) and 3a) exist. I was talking about creating 4b) (or maybe 4a) ) - you 
seem to have something else in mind (?)


 - AI Tanker enhancements to allow users to select from a range of
 tanker models.  This is particularly relevant for naval probe-equipped
 aircraft, where there is a much greater variety of tanker types.

Could we also tighten the envelope in which we receive fuel? I did AAr with the 
F-16 yesterday, and my tanks were basically full by the time I had reached the 
actual refueling position... I started getting contact ~50 m away from the 
tanker ?!

* Thorsten
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Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread James Turner

On 29 Dec 2012, at 09:03, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 I guess we need to discuss just what we want to impement:
 
 Based on how we do the light, we have
 
 1) Rembrandt (multiple light sources)
 2) Atmospheric light scattering (only one light source, but with 
 position/time differential light computations)
 3) classic (only one light source computed for the whole scene)
 4) a future Rembrandt + atmospheric light scattering (time/position 
 differential light computations for the sun + multiple secondary light 
 sources)
 
 Based on how we render terrain we have
 
 a) the classic set of effects (slope transition, landmass,...)
 b) the procedural texturing set of effects (de-tiling, hires overlay, 
 dust/autumn/vegetation..., closeup bumpmapping, grain overlay,...)
 
 That gives all in all 8 possible rendering frameworks, out of which currently 
 1a), 2b) and 3a) exist. I was talking about creating 4b) (or maybe 4a) ) - 
 you seem to have something else in mind (?)

What's the a / b performance impact? From you screen shots it seems like it 
ought to be scalable, since we could enable certain aspects (grain, 
bump-mapping) based on a performance / quality slider, while still having a 
single approach. The de-tiling makes a massive visual improvement, and the 
vegetation changes would be great too - especially with more work on regional 
textures.

James
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Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread Stuart Buchanan
On Sat, Dec 29, 2012 at 9:03 AM, Renk Thorsten wrote:
 As part of that I think I need to make some changes to the Basic
 Weather to populate the appropriate properties.  Thorsten - are the
 properties documented anywhere?

 No, not really :-( But I can write a summary for you.

If you have the time, that would be great,

I guess I can probably guess by going through all the effects files
in turn and tracing properties through uniforms, but getting it
straight from the horses mouth would be more efficient.

 I'm very keen that the atmospheric light scattering and procedural
 effects are merged fully into both the classic and Rembrandt
 renderers, and would absolutely be part of any team effort to make it
 happen.  I'd really like to get to a position where the Atmospheric
 Lighting checkbox in the Rendering dialog can be removed, as the
 elements of the atmospheric renderer are simply part of the classic
 and Rembrandt rendering schemes.

 I'm not sure if that is a good idea. Even the 'bare' atmospheric
 scattering (just atmosphere and light, no terrain shader effects) has a
 drastic performance impact on older systems as compared to the classic
 scheme (on my old system, it brought me from ~50 to ~20 fps). So we
 might want to continue offering a computationally cheap rendering
 scheme, which the classic is.

We'll still offer the computationally cheap rendering scheme - that's what
setting the quality slider to 0 should be for

 Then, there are genuine differences in the philosophy of some effects, in
 which alternatives are now available. Personally I'm not a fan of the classic
 landmass and slope/inverse slope transition effects - so I introduced 
 something else.
 This can't easily be 'merged' - either we abandon one set of effects (but 
 then,
 there are people who like the other set) or we make them available as 
 alternatives -
 in which case you end up with a different checkbox.

I must admit that I'd forgotten about the landmass shader.  I never
have it switched on
as it's incompatible with the object/vegetation masking which I value
more.  it does
handling tiling artifacts very well, but perhaps we can address them
with the work you've
 been doing?

Out of interest, do lots of people on this list use the landmass shader?

For the slope/transition effects we should settle on one version and
remove the other.  I
suggest you write a summary of the advantages of yours, along with
some comparison
screenshots, and if anyone wants to argue the other way they can do the same.

 I guess we need to discuss just what we want to impement:

 Based on how we do the light, we have

 1) Rembrandt (multiple light sources)
 2) Atmospheric light scattering (only one light source, but with 
 position/time differential
 light computations)
 3) classic (only one light source computed for the whole scene)
 4) a future Rembrandt + atmospheric light scattering (time/position 
 differential light
 computations for the sun + multiple secondary light sources)

 Based on how we render terrain we have

 a) the classic set of effects (slope transition, landmass,...)
 b) the procedural texturing set of effects (de-tiling, hires overlay, 
 dust/autumn/vegetation...,
 closeup bumpmapping, grain overlay,...)

 That gives all in all 8 possible rendering frameworks, out of which currently 
 1a), 2b) and
 3a) exist. I was talking about creating 4b) (or maybe 4a) ) - you seem to 
 have something else in mind (?)

I'm thinking of 2b and 4b, but using the quality slider properties
such that a quality=0 is the same as 3a.
As James has said - we should be able to make this scalable.

 - AI Tanker enhancements to allow users to select from a range of
 tanker models.  This is particularly relevant for naval probe-equipped
 aircraft, where there is a much greater variety of tanker types.

 Could we also tighten the envelope in which we receive fuel? I did AAR with
 the F-16 yesterday, and my tanks were basically full by the time I had
 reached the actual refueling position... I started getting contact ~50 m away 
 from the tanker ?!

I was already planning to make the refuelling point configured on a
per-tanker basis, as obviously
different aircraft have different (sometimes multiple) refuelling
positions.  It sounds like it would be
worth having a slide to allow the user to configure how large the
envelope is as well.

-Stuart

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Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread jean pellotier
 - AI Tanker enhancements to allow users to select from a range of
 tanker models.  This is particularly relevant for naval probe-equipped
 aircraft, where there is a much greater variety of tanker types.
 Could we also tighten the envelope in which we receive fuel? I did AAR with
 the F-16 yesterday, and my tanks were basically full by the time I had
 reached the actual refueling position... I started getting contact ~50 m 
 away from the tanker ?!
 I was already planning to make the refuelling point configured on a
 per-tanker basis, as obviously
 different aircraft have different (sometimes multiple) refuelling
 positions.  It sounds like it would be
 worth having a slide to allow the user to configure how large the
 envelope is as well.
a slider seems good to me, as the code is used for the mp tanker too, 
and i think the box was done this size to allow mp refueling with some 
jitter effects.

jano



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Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-28 Thread Stuart Buchanan
On Fri, Dec 21, 2012 at 12:06 PM, Renk Thorsten wrote:
 It has emerged from forum discussions that gathering the goals for developers 
 so that people can synchronize efforts better and users know what to expect 
 would be a good idea. I've sort of been trying to do that previously, so I 
 might as well continue, even if it's a bit early and 2.10 isn't rolling out 
 yet.

 My project goals till a 3.0 release are:

 * Get a high-quality model shader running under Atmospheric Light Scattering

 Pretty straightforward, has been requested a number of times, it's on the 
 agenda and I hope to have it in the next month

That's great news, and feeds into one of my goals (see below).

 * Implement a scheme for generating autumn colors procedurally

 I'm currently on that by encoding the amount of autumn color rotation in the 
 texture alpha channel - some proof of principle here:

 http://www.flightgear.org/forums/viewtopic.php?f=47t=18580

 There are still open questions how to do trees efficiently (I would like to 
 switch to the autumn version of trees at some point, but I don't know how to 
 do this without always loading both sheets. It'd be way more efficient to 
 simply color-rotate the tree texture sheet, but then I don't know how to 
 discriminate needle trees on the mixed forest sheet) and lots of detail work 
 needs to be done, but I expect that we'll soon be able to generate lots of 
 different seasonal and environment-influenced themes from the same basic 
 texture set. It'll never be as good as creating dediicated autumn textures, 
 but... it smoothy interpolates between summer and autumn.

One idea I used with the 3D clouds was to use the position of the
texture in the texture sheet to encode additional information.  In
that case, cloud textures at the bottom of the sheet are used for the
bottom of the clouds.

Perhaps we could use something similar for the trees?  I.e. pass in a
uniform indicating which fraction of the texture sheet on the x-axis
should be color-rotated.  The uniform can be taken from a property on
the material definition.

 * Atmospheric light scattering and Rembrandt

 After thinking about this for a while, I have decided that I am definitely 
 not going to do this on my own. Being maintainer of one major rendering 
 scheme and one weather system is quite enough to keep me busy, and it's not 
 something which is very close to my heart. However, if there is a decision 
 that there is going to be a team effort making this work, I will join it and 
 do my part.

I'm very keen that the atmospheric light scattering and procedural
effects are merged fully into both the classic and Rembrandt
renderers, and would absolutely be part of any team effort to make it
happen.  I'd really like to get to a position where the Atmospheric
Lighting checkbox in the Rendering dialog can be removed, as the
elements of the atmospheric renderer are simply part of the classic
and Rembrandt rendering schemes.

As part of that I think I need to make some changes to the Basic
Weather to populate the appropriate properties.  Thorsten - are the
properties documented anywhere?

Other than that I don't have any significant plans for the next
release, though I do have some small projects in mind:
- Improvements to the A-4F
- Improving random building placement.  While it looks OK for towns,
buildings aren't placed very well in cities.
- AI Tanker enhancements to allow users to select from a range of
tanker models.  This is particularly relevant for naval probe-equipped
aircraft, where there is a much greater variety of tanker types.

-Stuart

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Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-28 Thread James Turner

On 28 Dec 2012, at 21:40, Stuart Buchanan stuar...@gmail.com wrote:

 I'm very keen that the atmospheric light scattering and procedural
 effects are merged fully into both the classic and Rembrandt
 renderers, and would absolutely be part of any team effort to make it
 happen.  I'd really like to get to a position where the Atmospheric
 Lighting checkbox in the Rendering dialog can be removed, as the
 elements of the atmospheric renderer are simply part of the classic
 and Rembrandt rendering schemes.
 
 As part of that I think I need to make some changes to the Basic
 Weather to populate the appropriate properties.  Thorsten - are the
 properties documented anywhere?
 
 Other than that I don't have any significant plans for the next
 release, though I do have some small projects in mind:
 - Improvements to the A-4F
 - Improving random building placement.  While it looks OK for towns,
 buildings aren't placed very well in cities.
 - AI Tanker enhancements to allow users to select from a range of
 tanker models.  This is particularly relevant for naval probe-equipped
 aircraft, where there is a much greater variety of tanker types.

Stuart, Thorsten, your respective goals sounds great to me. As always, if 
there's any help you'd like, just ask.

And I absolutely agree with getting rid of confusing checkboxes by making 
features 'just work' - especially something that works as nicely as the 
atmospheric effects.

Stuart, one thing that caught me out earlier today with using 2D cloud layers - 
while using a 2D layer and modifying visibility inside the layer is working 
quite well, the edge (moving vertically) is very sharp. I wonder if there's 
some technique to perturb the top and bottom of the cloud layer as the view 
transitions them, so it feels more natural. Or maybe there's even better ways 
to handle overcast / broken layers than the current 2D approach?

James
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Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-21 Thread Olivier
Hi Thorsten,




 De : Renk Thorsten thorsten.i.r...@jyu.fi
Envoyé le : Vendredi 21 décembre 2012 13h06

 It has emerged from forum discussions that gathering the goals for developers 
 so that people
 can synchronize efforts better and users know what to expect would be a good 
 idea. I've sort
 of been trying to do that previously, so I might as well continue, even if 
 it's a bit early and 2.10 isn't rolling out yet.

Not only should the roadmap is a good idea, but I think it's just something 
essential for core dev of opensource projects:
- this can help make converge things devs are planning/willing to do next and 
things users are looking for;
- this is a good public communication plan;
- this helps triaging between what would make a 2.12 and what would make a 3.0;
- this is essential to make devs focus on the same features, as some feature 
enhancements need a few devs to work together to be achieved.

Your plans for 3.0 sound great.

Olivier
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