Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-06 Thread Heiko Schulz
Hello,

Frederic Bouvier wrote:
 This is just designers' art. The light poles don't have hard edges.
 With a carefully designed light volume and well tune attenuation 
 parameters, the hard edges will disappear after some iterations.

Thanks for the input here and on youtube. I tried your tips and tricks, and 
indeed it works. Unfortunately the EC130B4 isn't well for this, as the 
landinglight is directly behind and under the cockpit so I didn't managed it 
there. 
The updated EC130B4 helicopter btw. is now in FGdata.

Frederic Bouvier wrote:
 The cost of shadows is the difference in fps between night and day, as 
 shadow rendering is disabled at night. The scene is rendered in the 
 shadow map with front face culling on, so the terrain is only draw 
 in the shadow map when the sun is near the horizon

It seems to me that the sun don't must be quite near the horizon to have 
selfshadowing terrain. Sometimes I see some shadows caused by the terrain  even 
at noon in the summer. (airport-edges...)

Nethertheless- perfomance has much increased now! :-)
Depending on the aircraft I can get now 30-60 fps at noon with 
materials-dds.xml, trees and clouds with my standard settings. That's compared 
with 2.6.0 only a little less.
Only in regions with many objects like LOWI framerates are much, much lower 
compared with 2.6.0.

To my surprise hight-vertice-count aircraft like the VelocityXL-RG by Gary 
Neely shows pretty good framerates (around 30-34fps) in cockpit mode compared 
with other similar aircraft with lower vertice count and lower number of 
instruments. No idea how he managed it...

The Cub behaves perfect- here a little video showing beside the cockpit 
shadowing also the terrain shadowing:
http://www.youtube.com/watch?v=Zcj7jpuhLeU
Please watch in HD

Btw.: Terrain-selfshadowing was a feature only in MS Flight. It seems it was... 
;-)

Thanks for all the work
Heiko

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-06 Thread Gene Buckle
On Fri, 6 Apr 2012, Heiko Schulz wrote:

 Hello,

 The Cub behaves perfect- here a little video showing beside the cockpit 
 shadowing also the terrain shadowing:
 http://www.youtube.com/watch?v=Zcj7jpuhLeU
 Please watch in HD

Very, very nice!

g.

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-05 Thread Renk Thorsten
 No moon shadows? I see a long discussion coming up about how unrealistic
 this all is ;-)


 Did we not have a discussion a while back about our nights being too  
 dark? I
 think moonlight would be great, but we would need to take into account  
 the
 phases of the moon. Something to do as a future enhancement.

I actually wanted to do that a while ago and asked for some help - there just 
didn't seem anyone interested around...

[quote]Now that lightfields are in GIT, it occurred to me that we could have 
moonlight with this bit of technology relatively easy (before anyone mentions 
Project Rembrandt, I was thinking of rendering cloud layers in the moonlight, 
or snow-covered mountain ranges, i.e. for any distance from high altitude).
 
The way I would imagine doing this is as follows:
 
It would need the moon position passed to the shaders just like the sun, i.e. 
say as gl_lightSource[1].position. In addition it would need the moon phase (0: 
new moon, 1: full moon) as a property, to be passed as a uniform.
 
A conditional statement would then check if the sunlight intensity is below 
some threshold, in which case it would simply switch over to the moon as 
primary light source (i.e. things are rendered either using sun or moon, but 
never both) with some smoothing, then simply moonlight and the different 
position is passed to the subsequent rendering steps, and voila - we could have 
relatively bright full moon nights, using the same light reduction rules on the 
ground  due to clouds and fog which the sunlight rendering uses.
 
Can the moon position info be passed in this way?[/quote]

Cheers,

* Thorsten
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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Frederic Bouvier

 - Scenery-terrain seems to cast shadows. Visible especially shortly
 before dawn or shortly after dusk. Great feature if so, but seems
 also need a lot of perfomance. Maybe it can be made switchable?
 
 - Comparing different aircraft-models showed me, that not the general
 number of vertices or even faces is the limiting factor, but the
 number of objects. Especially instruments which makes use of many
 objects, so using non-shadow animation would be very recommended for
 instruments.
 
 -I do like when scenery objects cast shadows. But Do we need that in
 a far distance?
 Maybe we can have a distance limitation additional to Stuarts
 proposal?


The cost of shadows is the difference in fps between night and day, as 
shadow rendering is disabled at night. The scene is rendered in the 
shadow map with front face culling on, so the terrain is only draw 
in the shadow map when the sun is near the horizon.

Regards,
-Fred

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Frederic Bouvier
  - Scenery-terrain seems to cast shadows. Visible especially shortly
  before dawn or shortly after dusk. Great feature if so, but seems
  also need a lot of perfomance. Maybe it can be made switchable?
  
  - Comparing different aircraft-models showed me, that not the
  general number of vertices or even faces is the limiting factor, 
  but the number of objects. Especially instruments which makes use 
  of many objects, so using non-shadow animation would be very 
  recommended for instruments.
  
  -I do like when scenery objects cast shadows. But Do we need that
  in a far distance?
  Maybe we can have a distance limitation additional to Stuarts
  proposal?
 
 
 The cost of shadows is the difference in fps between night and day,
 as shadow rendering is disabled at night. The scene is rendered in 
 the shadow map with front face culling on, so the terrain is only 
 draw in the shadow map when the sun is near the horizon.

I should add that the shadow map is rendered 4 times to preserve 
details in the near range while seeing shadows in a reasonable 
distance. Ranges are :
 - 0.2 - 5m, intended for the cockpit
 - 5 - 50m, for the outside view,
 - 50 - 500m
 - 500 - 5000m for buildings surrounding the viewer

We could imagine to reduce the number of cascade. Increasing the 
individual ranges would result in more blocky shadows, but a 
small control on distances may be considered.

Regards,
-Fred

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Torsten Dreyer
 The cost of shadows is the difference in fps between night and day, as
 shadow rendering is disabled at night.


No moon shadows? I see a long discussion coming up about how unrealistic 
this all is ;-)

Torsten

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Vivian Meazza
Torsten wrote

 
  The cost of shadows is the difference in fps between night and day, as
  shadow rendering is disabled at night.
 
 
 No moon shadows? I see a long discussion coming up about how unrealistic
 this all is ;-)
 

Did we not have a discussion a while back about our nights being too dark? I
think moonlight would be great, but we would need to take into account the
phases of the moon. Something to do as a future enhancement.

Vivian



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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Curtis Olson
The phase of the moon is pretty much just the angle difference between the
sun light vector and the moon light vector.  small angle = crescent moon,
zero angle = solar eclipse, 45 degree angle = 1/4 moon, 90 degree angle =
1/2 moon, 135 degree angle = 3/4 moon, 179 degree angle = full moon, 180
degrees = another eclipse.
On Apr 4, 2012 8:11 AM, Vivian Meazza vivian.mea...@lineone.net wrote:

 Torsten wrote


   The cost of shadows is the difference in fps between night and day, as
   shadow rendering is disabled at night.
 
 
  No moon shadows? I see a long discussion coming up about how unrealistic
  this all is ;-)
 

 Did we not have a discussion a while back about our nights being too dark?
 I
 think moonlight would be great, but we would need to take into account the
 phases of the moon. Something to do as a future enhancement.

 Vivian




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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Heiko Schulz
Hello,

 Does anyone know whether FG is unique amongst desktop simulators in
 offering this?  I have no experience of X-Plane nor FS-X.

Yes, X-Plane 10 also makes use of deferred shading. They just named it Global 
Lighting/HDR. Framerates aren't better there as in FGFS as now.
The difference is only that landinglights there looks much smoother (no hard 
edges), the same for the shadows. 
But we have a really good start as a non-commercial product. Very promising, 
especially as an OpenSource-project. Thanks Fred for your great work!

Can't tell about FS-X, but I guess it is a similar technic.

 I've noticed significant slowdown on my computer in the following
 circumstances:
 - Forests (e.g. KHAF). Having not looked at the code, my guess is that
 some NodeVisitor for the rending is delving too deeply into the OSG
 tree for the random vegetation.
 - Urban areas. My guess here is that is purely due to the number of
 models being rendered, each of which is casting a shadow.  I know that
 there are still optimisations to be made, but could I suggest a
 property switch to limit shadowing to the user's aircraft?  IMO the
 self-shadowing in the aircraft cockpit is the most impressive part of
 Rembrandt, and the combination of that plus shadowing on the ground
 might be an acceptable frame-rate compromise for many users.

Agree to Stuart.
- Forest seems to need much more perfomance than before.

Other things I noticed:
- Scenery-terrain seems to cast shadows. Visible especially shortly before dawn 
or shortly after dusk. Great feature if so, but seems also need a lot of 
perfomance. Maybe it can be made switchable?

- Comparing different aircraft-models showed me, that not the general number of 
vertices or even faces is the limiting factor, but the number of objects. 
Especially instruments which makes use of many objects, so using non-shadow 
animation would be very recommended for instruments. 

-I do like when scenery objects cast shadows. But Do we need that in a far 
distance?
Maybe we can have a distance limitation additional to Stuarts proposal?

To my surprise it isn't very difficult to make aircraft rembrandt-compatible. 
The combined-shader is already converted and especially the IAR80 looks really 
cool with shadows.

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


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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread TDO Brandano

Actually, what I wonder is, do we need the scenery cast shadows to be 
calculated on each frame? Is there a way that they can be stored and just 
updated every few minutes for static objects?

 Date: Tue, 3 Apr 2012 13:53:08 +0100
 From: aeitsch...@yahoo.de
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] More Rembrandt Feedback
 
 Hello,
 
  Does anyone know whether FG is unique amongst desktop simulators in
  offering this?  I have no experience of X-Plane nor FS-X.
 
 Yes, X-Plane 10 also makes use of deferred shading. They just named it Global 
 Lighting/HDR. Framerates aren't better there as in FGFS as now.
 The difference is only that landinglights there looks much smoother (no hard 
 edges), the same for the shadows. 
 But we have a really good start as a non-commercial product. Very promising, 
 especially as an OpenSource-project. Thanks Fred for your great work!
 
 Can't tell about FS-X, but I guess it is a similar technic.
 
  I've noticed significant slowdown on my computer in the following
  circumstances:
  - Forests (e.g. KHAF). Having not looked at the code, my guess is that
  some NodeVisitor for the rending is delving too deeply into the OSG
  tree for the random vegetation.
  - Urban areas. My guess here is that is purely due to the number of
  models being rendered, each of which is casting a shadow.  I know that
  there are still optimisations to be made, but could I suggest a
  property switch to limit shadowing to the user's aircraft?  IMO the
  self-shadowing in the aircraft cockpit is the most impressive part of
  Rembrandt, and the combination of that plus shadowing on the ground
  might be an acceptable frame-rate compromise for many users.
 
 Agree to Stuart.
 - Forest seems to need much more perfomance than before.
 
 Other things I noticed:
 - Scenery-terrain seems to cast shadows. Visible especially shortly before 
 dawn or shortly after dusk. Great feature if so, but seems also need a lot of 
 perfomance. Maybe it can be made switchable?
 
 - Comparing different aircraft-models showed me, that not the general number 
 of vertices or even faces is the limiting factor, but the number of objects. 
 Especially instruments which makes use of many objects, so using non-shadow 
 animation would be very recommended for instruments. 
 
 -I do like when scenery objects cast shadows. But Do we need that in a far 
 distance?
 Maybe we can have a distance limitation additional to Stuarts proposal?
 
 To my surprise it isn't very difficult to make aircraft rembrandt-compatible. 
 The combined-shader is already converted and especially the IAR80 looks 
 really cool with shadows.
 
 Cheers
 Heiko
 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html
 
 
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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Frederic Bouvier
Hi, 

We have a comics here where the main character is named Lucky Luke. He is a 
cowboy who run after the evil Dalton brothers and is famous to fire faster than 
his shadow. 

Do we want objects ahead of their shadows and play Lucky Luke in fg ? 
Rendering half the scene in the shadow map is not possible. Once the shadow map 
is cleared to render moving objects, you have to render everything again or it 
will not cast shadows. 

Regards, 
-Fred 

- Mail original -

 De: TDO Brandano tdo_brand...@hotmail.com
 À: Flightgear Devel List flightgear-devel@lists.sourceforge.net
 Envoyé: Mardi 3 Avril 2012 17:41:24
 Objet: Re: [Flightgear-devel] More Rembrandt Feedback

 Actually, what I wonder is, do we need the scenery cast shadows to be
 calculated on each frame? Is there a way that they can be stored
 and just updated every few minutes for static objects?

  Date: Tue, 3 Apr 2012 13:53:08 +0100
  From: aeitsch...@yahoo.de
  To: flightgear-devel@lists.sourceforge.net
  Subject: Re: [Flightgear-devel] More Rembrandt Feedback
 
  Hello,
 
   Does anyone know whether FG is unique amongst desktop simulators
   in
   offering this? I have no experience of X-Plane nor FS-X.
 
  Yes, X-Plane 10 also makes use of deferred shading. They just named
  it Global Lighting/HDR. Framerates aren't better there as in FGFS
  as now.
  The difference is only that landinglights there looks much smoother
  (no hard edges), the same for the shadows.
  But we have a really good start as a non-commercial product. Very
  promising, especially as an OpenSource-project. Thanks Fred for
  your great work!
 
  Can't tell about FS-X, but I guess it is a similar technic.
 
   I've noticed significant slowdown on my computer in the following
   circumstances:
   - Forests (e.g. KHAF). Having not looked at the code, my guess is
   that
   some NodeVisitor for the rending is delving too deeply into the
   OSG
   tree for the random vegetation.
   - Urban areas. My guess here is that is purely due to the number
   of
   models being rendered, each of which is casting a shadow. I know
   that
   there are still optimisations to be made, but could I suggest a
   property switch to limit shadowing to the user's aircraft? IMO
   the
   self-shadowing in the aircraft cockpit is the most impressive
   part of
   Rembrandt, and the combination of that plus shadowing on the
   ground
   might be an acceptable frame-rate compromise for many users.
 
  Agree to Stuart.
  - Forest seems to need much more perfomance than before.
 
  Other things I noticed:
  - Scenery-terrain seems to cast shadows. Visible especially shortly
  before dawn or shortly after dusk. Great feature if so, but seems
  also need a lot of perfomance. Maybe it can be made switchable?
 
  - Comparing different aircraft-models showed me, that not the
  general number of vertices or even faces is the limiting factor,
  but the number of objects. Especially instruments which makes use
  of many objects, so using non-shadow animation would be very
  recommended for instruments.
 
  -I do like when scenery objects cast shadows. But Do we need that
  in a far distance?
  Maybe we can have a distance limitation additional to Stuarts
  proposal?
 
  To my surprise it isn't very difficult to make aircraft
  rembrandt-compatible. The combined-shader is already converted and
  especially the IAR80 looks really cool with shadows.
 
  Cheers
  Heiko
  still in work: http://www.hoerbird.net/galerie.html
  But already done: http://www.hoerbird.net/reisen.html
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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Vivian Meazza
Stuart wrote

 Hi All,
 
 Rembrandt works well on my GT260M, and really moves FG's graphics on
 massively.  I think it's a fantastic enhancement to FG, and we should
really
 consider naming the July/August release as v3.0.0.
 
 Does anyone know whether FG is unique amongst desktop simulators in
 offering this?  I have no experience of X-Plane nor FS-X.
 
 I've noticed significant slowdown on my computer in the following
 circumstances:
 - Forests (e.g. KHAF). Having not looked at the code, my guess is that
some
 NodeVisitor for the rending is delving too deeply into the OSG tree for
the
 random vegetation.
 - Urban areas. My guess here is that is purely due to the number of models
 being rendered, each of which is casting a shadow.  I know that there are
still
 optimisations to be made, but could I suggest a property switch to limit
 shadowing to the user's aircraft?  IMO the self-shadowing in the aircraft
 cockpit is the most impressive part of Rembrandt, and the combination of
 that plus shadowing on the ground might be an acceptable frame-rate
 compromise for many users.
 

Don't get over excited. Fred is doing a great job, but there are many bugs
to iron out yet. We haven't been able to port the water shader nor the
ubershader completely to Project Rembrandt yet . Each aircraft in the
inventory needs checking for 2 sided faces, panel lights need converting,
and nice to have are nav. lights and landing lights. Much of the shared and
scenery models need similar checking: the windsock is an obvious one. Can
you imagine the task for USS Vinson? Random Vegetation is unusable.

Frame rate is taking a big hit for most if not all systems .

With a fair wind, and if we can jump  over some of the technical hurdles, I
think it might just be feasible to get something called FG 3.0.0 out of the
door by the end of this year, but I wouldn't bet on it at this stage.

Vivian  



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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Chris Forbes
It's possible to have two layers of shadow map to separate static and
dynamic things, but at a significant cost (you need the extra buffer,
and the memory bandwidth to sample it, ...). Probably not a win on the
kind of hardware that needs a speedup here.

On Wed, Apr 4, 2012 at 7:45 AM, Vivian Meazza vivian.mea...@lineone.net wrote:
 Stuart wrote

 Hi All,

 Rembrandt works well on my GT260M, and really moves FG's graphics on
 massively.  I think it's a fantastic enhancement to FG, and we should
 really
 consider naming the July/August release as v3.0.0.

 Does anyone know whether FG is unique amongst desktop simulators in
 offering this?  I have no experience of X-Plane nor FS-X.

 I've noticed significant slowdown on my computer in the following
 circumstances:
 - Forests (e.g. KHAF). Having not looked at the code, my guess is that
 some
 NodeVisitor for the rending is delving too deeply into the OSG tree for
 the
 random vegetation.
 - Urban areas. My guess here is that is purely due to the number of models
 being rendered, each of which is casting a shadow.  I know that there are
 still
 optimisations to be made, but could I suggest a property switch to limit
 shadowing to the user's aircraft?  IMO the self-shadowing in the aircraft
 cockpit is the most impressive part of Rembrandt, and the combination of
 that plus shadowing on the ground might be an acceptable frame-rate
 compromise for many users.


 Don't get over excited. Fred is doing a great job, but there are many bugs
 to iron out yet. We haven't been able to port the water shader nor the
 ubershader completely to Project Rembrandt yet . Each aircraft in the
 inventory needs checking for 2 sided faces, panel lights need converting,
 and nice to have are nav. lights and landing lights. Much of the shared and
 scenery models need similar checking: the windsock is an obvious one. Can
 you imagine the task for USS Vinson? Random Vegetation is unusable.

 Frame rate is taking a big hit for most if not all systems .

 With a fair wind, and if we can jump  over some of the technical hurdles, I
 think it might just be feasible to get something called FG 3.0.0 out of the
 door by the end of this year, but I wouldn't bet on it at this stage.

 Vivian



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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Martin Spott
Vivian Meazza wrote:

 [...] Much of the shared and
 scenery models need similar checking: the windsock is an obvious one.

Given the fact that QA on scenery models (shared as well as static
ones) has always been a bumpy road, I'm pretty much convinced that this
task doesn't fit into a regular release plan - not even for those
models, which are being maintained under the FlightGear umbrella.

I assume that users complaining about ugly models is the only means to
make many of the modellers fix their stuff.

Cheers,
Martin.
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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Frederic Bouvier
 Each aircraft in the inventory needs checking for 2 sided faces, 
 panel lights need converting, and nice to have are nav. lights and 
 landing lights. Much of the shared and scenery models need similar 
 checking: the windsock is an obvious one.
 Can you imagine the task for USS Vinson?

Hopefully two sided issue is fixed. I don't think it was rocket 
science though.

Regards,
-Fred

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Frederic Bouvier
 Yes, X-Plane 10 also makes use of deferred shading. They just named
 it Global Lighting/HDR. Framerates aren't better there as in FGFS as
 now.
 The difference is only that landinglights there looks much smoother
 (no hard edges)

This is just designers' art. The light poles don't have hard edges.
With a carefully designed light volume and well tune attenuation 
parameters, the hard edges will disappear after some iterations.

Regards,
-Fred

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Vivian Meazza
Fred wrote:

  Each aircraft in the inventory needs checking for 2 sided faces, panel
  lights need converting, and nice to have are nav. lights and landing
  lights. Much of the shared and scenery models need similar
  checking: the windsock is an obvious one.
  Can you imagine the task for USS Vinson?
 
 Hopefully two sided issue is fixed. I don't think it was rocket science
though.
 

Oh - I missed that one. I just wasted an hour our or 2 fixing up 2 sided
faces. Never mind, it looks better done properly anyway.

Regards

Vivian 



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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Ron Jensen
On Tuesday 03 April 2012 18:38:55 syd adams wrote:
  I assume that users complaining about ugly models is the only means to
  make many of the modellers fix their stuff.
 
  Cheers,
         Martin.

 True :). Although it would be a great help to know what needs changing
 ... apparently I've missed an email.
 At the moment rembrandt is unusable for me , 5 fps , but i do like the
 aircraft self-shadowing.
 Great work !
 Syd

AnderG suggested to me adding these two to my command line.
 --prop:/sim/rendering/random-vegetation=0
 --prop:/sim/rendering/shaders/quality-level=0  

Those bring my 8500 GT and single core semperon system up to 15 fps.

Ron

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