Re: [Flightgear-devel] Terrain self-shading

2013-04-21 Thread tuomas . kuosmanen
Then fall and windy could be combined with particles (?) to simulate wind 
blown leaves and dynamically painting the foliage part of the texture with 
alpha to make leaves fall off on windy weather..? ;) Kinda special case and 
maybe not worth the effort but might be quite awesome jaw-dropper on the right 
moment.. ;-)

//Tuomas



On 15.4.2013 23:27 Thomas Albrecht wrote:

 On a related note, the thread highlights that our tree textures are
 rather small, so our trees look quite blocky.

Stuart,

I created new textures for tropical trees a while ago, and I intend to improve
central European tree textures in the near future. Thorsten suggested [1]
separating foilage and trunk; is this what you have in mind?
I'm just waiting for the right weather to take pictures of the trunks -- and
then of course, for the trees become green again -- but then I can provide hi-
res tree textures.

Tom

[1]
http://www.flightgear.org/forums/viewtopic.php?f=5t=19265sid=d60eca7e515a1fcd8f7a8e881aba1a3cstart=15#p179241



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Re: [Flightgear-devel] Terrain self-shading

2013-04-21 Thread Vivian Meazza
Stuart

 On Sun, Apr 14, 2013 at 10:41 PM, Stuart Buchanan wrote:
  As it happens, I'm part way through a change that would allow varying
  snow- and leaf- cover without having to load different textures, so
  trees above the snowline could be snow covered while those below are
  not.  This will increase the size of the textures to 512x512, while an
  individual tree will remain on 128 pixels tall.
 
 This is now checked in.
 
 Tree foliage is now consistent with the experimental Season slide on the
 Environment Setting dialog (deciduous trees shed their leaves towards late
 autumn) and the snow line (trees above the snow-line have a small covering
 of snow).
 
 Of course, we really should only add snow cover to the trees if the
snowfall is
 recent and there isn't much wind, so perhaps we should just have
 summer/winter variants and no snow-covered... to be discussed.
 
 There are changes to both simgear and data for this change.  Picking up
one
 or other results in very odd looking trees :).
 
 This retires the -summer.[png|dds] and -winter.[png|dds] variants, which
 have been removed.  Those creating tree textures for regional project will
 now need to follow the new format.  I'll update the next newsletter to
 ensure that this information is distributed.
 
 On Tue, Apr 16, 2013 at 7:22 AM, Renk Thorsten wrote:
  Just to be clear - if we had textures, this is something I would do
  the work for since I suggested it, I'm not expecting Stuart to do this
  for me :-) (This is not to imply that I would object against Stuart
  giving a try, but as long as I can follow up an idea I like myself, I
try not to fill
 someone else's to-do list).
 
 That's fine.
 
  So I would suggest to implement this as a high-quality option for
  those who have the hardware to crunch substantial fragment shaders and
  leave the current implementation as a fallback.
 
 That sounds reasonable, though the current implementation has changed
 in the meantime :).
 

We seem to have slight misalignment in the tree texture:

https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-004.png

Is having a single texture sheet the most efficient way of doing it? Just
asking.

Vivian



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Re: [Flightgear-devel] Terrain self-shading

2013-04-21 Thread Stuart Buchanan
On Sun, Apr 21, 2013 at 6:17 PM, Vivian Meazza wrote:
 We seem to have slight misalignment in the tree texture:

 https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-004.png

Definitely looks like it.   Could you provide some further details on
this please:
a) Where are you seeing this ?
b) which materials file (dds ? regions? )
c) Have you deleted the Textures.high file to use lower resolution
textures?  The
trees in the screenshot look even more blocky than normal.

 Is having a single texture sheet the most efficient way of doing it? Just
 asking.

I think so.  The textures here are very small (512x512) so the
difference between
a 512x128 and a 512x512 texture would be miniscule while loading 4
textures rather
than 1 from disk might be significant.  IIRC Thorsten also did
some experiments and found that having additional textures references
in a shader
had a significant performance impact.

-Stuart

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Re: [Flightgear-devel] Terrain self-shading

2013-04-20 Thread Stuart Buchanan
On Sun, Apr 14, 2013 at 10:41 PM, Stuart Buchanan wrote:
 As it happens, I'm part way through a change that would allow varying
 snow- and leaf- cover without having to load different textures, so
 trees above the snowline could be snow covered while those below are
 not.  This will increase the size of the textures to 512x512, while an
 individual tree will remain on 128 pixels tall.

This is now checked in.

Tree foliage is now consistent with the experimental Season slide on
the Environment Setting dialog (deciduous trees shed their leaves towards
late autumn) and the snow line (trees above the snow-line have a small
covering of snow).

Of course, we really should only add snow cover to the trees if the snowfall
is recent and there isn't much wind, so perhaps we should just have
summer/winter variants and no snow-covered... to be discussed.

There are changes to both simgear and data for this change.  Picking up
one or other results in very odd looking trees :).

This retires the -summer.[png|dds] and -winter.[png|dds] variants, which
have been removed.  Those creating tree textures for regional project will
now need to follow the new format.  I'll update the next newsletter to ensure
that this information is distributed.

On Tue, Apr 16, 2013 at 7:22 AM, Renk Thorsten wrote:
 Just to be clear - if we had textures, this is something I would do the work
 for since I suggested it, I'm not expecting Stuart to do this for me :-) 
 (This is
 not to imply that I would object against Stuart giving a try, but as long as I
 can follow up an idea I like myself, I try not to fill someone else's to-do 
 list).

That's fine.

 So I would suggest to implement this as a high-quality option for those who
 have the hardware to crunch substantial fragment shaders and leave the
 current implementation as a fallback.

That sounds reasonable, though the current implementation has changed in
the meantime :).

-Stuart

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Re: [Flightgear-devel] Terrain self-shading

2013-04-16 Thread Renk Thorsten
  Thorsten suggested [1] separating foilage and trunk; is this what you  
 have in mind?

 At the moment I'm simply using 4 separate complete textures ; one for  
 each combination of summer/winter and clear/snow-covered.

 So I 'just' need straight pictures from summer and winter. Snow-covered  
 would be a bonus, though that can probably be added later.

 With that I can display different textures above and below the snowline  
 with no computational impact (well, a couple of additions and  
 multiplications at the vertex level plus an additional Uniform). On my  
 system there's no impact to frame rates.

 I've still to look at Thorsten's idea in detail (my code predates that  
 discussion) and don't expect to have the time to do so in the  
 foreseeable future.

Just to be clear - if we had textures, this is something I would do the work 
for since I suggested it, I'm not expecting Stuart to do this for me :-) (This 
is not to imply that I would object against Stuart giving a try, but as long as 
I can follow up an idea I like myself, I try not to fill someone else's to-do 
list).

The reason for separating foilage would be to allow continuous autumn-color 
shifts and 'shed' leaves by overlaying a noisy alpha-channel.

 I expect it to require additional texture lookup and some perlin noise  
 at a minimum so the perf impact might be significant.

Depends on the hardware I guess. On my old GPU, the fragment pipeline was the 
bottleneck, and such an addition to the fragment shader would have been a clear 
no-go. My new GPU is almost always vertex-shader limited if it doesn't go to 
vsync, with the chief suspects being clouds, buildings and trees. So chances 
are I wouldn't even see additional texture lookups and noise functions, because 
the vertex shading dominates the execution speed of the tree code.

So I would suggest to implement this as a high-quality option for those who 
have the hardware to crunch substantial fragment shaders and leave the current 
implementation as a fallback. 

* Thorsten
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Re: [Flightgear-devel] Terrain self-shading

2013-04-15 Thread Renk Thorsten
@Erik:

 They are read from the ambient, diffuse and specular files in
 fgdata/Lighting. For the default lighting scheme these do get altered,
 but I think you already override that scheme completely.

Um... as they depend on the sun angle, these appear to be the light intensity 
curves. I indeed override those. I'm interested in the reflection coefficients, 
which must be part of the materials definition - I know that for some 
landclasses diffuse and specular are explicitly defined, but I don't know what 
the defaults are otherwise.

But I guess I found a viable solution yesterday.

@Fred:

 I presume the balance between ambient and diffuse should vary with the  
 weather. A clear sky gives harsh shadows and overcast sky with several  
 layers of clouds gives barely any shadows (dull day in photographer  
 speak). Your results (which are really pretty) are likely to be  
 unrealistic with bad weather and perhaps a middle term as it is now will  
 fit more situations if the balance is not adjustable.

Luckily for me Advanced Weather already comes with a model how light intensity 
is changed by the cloud cover and the interface to the shader is already in 
place and being used to reduce diffuse light under strong cloud cover ;-) So 
that's solved already -  to quote myself 3 lines in the shader including all 
the environment dependencies on cloud cover and sun angle (it doesn't do to 
reduce ambient light before sunrise for instance) - for moderate cloud cover, 
the effect goes back to what you're used to, for strong cloud cover diffuse and 
specular light pretty much go away. 

I think the actual effect is pretty much perception - the ambient light doesn't 
go away that much in clear skies, but the eye, having the contrast to surfaces 
illuminated by high intensity light, reduces shades surface to dark. So we 
could attack this also by simulating real light intensities and do perception 
reweighting later as well, but just reducing ambient light to make up for 
actual high diffuse intensity seems to do the trick nicely.

@Stuart:

 Given that we've got a very limited number of tree textures and the
 same texture is used on a large number of objects, perhaps it would be
 worthwhile increasing the resolution?

The regional Caribbean palm trees should have a higher resolution if anyone 
wants to have a look at the differences. We seem to have some forum users who 
are sort of committed to provide more variety and higher resolution tree 
textures which we can encourage.

Personally I would like to have higher resolution trees after spending quite a 
lot of shader lines for terrain close-up rendering - but I have a lot of memory 
to spare, and I understand the argument that for many users trees will be 
something seen from a few hundred meters at best.

* Thorsten


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Re: [Flightgear-devel] Terrain self-shading

2013-04-15 Thread Thomas Albrecht

 On a related note, the thread highlights that our tree textures are
 rather small, so our trees look quite blocky.



Stuart,



I created new textures for tropical trees a while ago, and I intend to improve

central European tree textures in the near future. Thorsten suggested [1]

separating foilage and trunk; is this what you have in mind?

Im just waiting for the right weather to take pictures of the trunks -- and
then of course, for the trees become green again -- but then I can provide hi-
res tree textures.



Tom



[1]
http://www.flightgear.org/forums/viewtopic.php?f=5t=19265sid=d60eca7e515a1fcd8f7a8e881aba1a3cstart=15#p179241






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Re: [Flightgear-devel] Terrain self-shading (plain text)

2013-04-15 Thread Thomas Albrecht
Sorry for that HTML-crap. Here's the plain text again.

 On a related note, the thread highlights that our tree textures are
 rather small, so our trees look quite blocky.
 
Stuart,
 
I created new textures for tropical trees a while ago, and I intend to improve
central European tree textures in the near future. Thorsten suggested [1]
separating foilage and trunk; is this what you have in mind?
I'm just waiting for the right weather to take pictures of the trunks -- and
then of course, for the trees become green again -- but then I can provide hi-
res tree textures.
 
Tom
 
[1]
http://www.flightgear.org/forums/viewtopic.php?f=5t=19265sid=d60eca7e515a1fcd8f7a8e881aba1a3cstart=15#p179241
 
 

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Re: [Flightgear-devel] Terrain self-shading (plain text)

2013-04-15 Thread Stuart Buchanan
On 15 Apr 2013, at 21:39, Thomas Albrecht wrote:
 Sorry for that HTML-crap. Here's the plain text again.

No problem. I'm writing this from an iPhone and have no idea  whether it's in 
plain text or not!

  Thorsten suggested [1] separating foilage and trunk; is this what you have 
 in mind?

At the moment I'm simply using 4 separate complete textures ; one for each 
combination of summer/winter and clear/snow-covered. 

So I 'just' need straight pictures from summer and winter. Snow-covered would 
be a bonus, though that can probably be added later. 

With that I can display different textures above and below the snowline with no 
computational impact (well, a couple of additions and multiplications at the 
vertex level plus an additional Uniform). On my system there's no impact to 
frame rates. 

I've still to look at Thorsten's idea in detail (my code predates that 
discussion) and don't expect to have the time to do so in the foreseeable 
future. 

I expect it to require additional texture lookup and some perlin noise at a 
minimum so the perf impact might be significant. 

That's not to say that the two approaches can't sit side by side.  

 I'm just waiting for the right weather to take pictures of the trunks -- and
 then of course, for the trees become green again -- but then I can provide hi-
 res tree textures.

That will be great. Thanks. 

-Stuart 
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Re: [Flightgear-devel] Terrain self-shading

2013-04-14 Thread Erik Hofman
On 04/14/2013 10:40 AM, Renk Thorsten wrote:
 One problem is that I don't know the default ambient and diffuse reflection 
 coefficients of terrain, so I have to experiment. If anyone knows these, 
 please let me know, then I could compute rather than experiment.

They are read from the ambient, diffuse and specular files in 
fgdata/Lighting. For the default lighting scheme these do get altered, 
but I think you already override that scheme completely.

The first row is the sun position (with 90 being at the horizon, 9 being 
straight up) and the second row is the lighting factor.

Erik

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Re: [Flightgear-devel] Terrain self-shading

2013-04-14 Thread Frederic Bouvier
Hi Thorsten,

I presume the balance between ambient and diffuse should vary with the weather. 
A clear sky gives harsh shadows and overcast sky with several layers of clouds 
gives barely any shadows (dull day in photographer speak). Your results (which 
are really pretty) are likely to be unrealistic with bad weather and perhaps a 
middle term as it is now will fit more situations if the balance is not 
adjustable.

Regards,
-Fred

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Re: [Flightgear-devel] Terrain self-shading

2013-04-14 Thread Stuart Buchanan
On Sun, Apr 14, 2013 at 9:40 AM, Renk Thorsten wrote:
 Downstream, to preserve the illusion of shadows, I've had to alter the tree 
 shader to purely ambient lighting based on sun angle above the horizon. But 
 that seems to be a good idea in general - not only is this cheapter to 
 compute, but also our tree sprites have flat suraces with a clear normal, so 
 they have very pronounced directional scattering - real trees have random 
 orientation of leaves and needles and a leaf can also transmit light, so I 
 think real trees have much weaker directional light scattering and isotropic 
 scattering is actually the better approximation.

No objection from me.  I've never been particularly happy with the
directional scatter on the trees, but haven't spent any time trying to
fix it.

On a related note, the thread highlights that our tree textures are
rather small, so our trees look quite blocky.  When I initially
implemented them, I think I just used the same texture sizes as the
existing tree models, so the trees are only 128 pixels tall in a
512x128 strip.

As it happens, I'm part way through a change that would allow varying
snow- and leaf- cover without having to load different textures, so
trees above the snowline could be snow covered while those below are
not.  This will increase the size of the textures to 512x512, while an
individual tree will remain on 128 pixels tall.

Given that we've got a very limited number of tree textures and the
same texture is used on a large number of objects, perhaps it would be
worthwhile increasing the resolution?

-Stuart

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