Re: [osg-users] Basic whitepaper on LOD in OpenSceneGraph
Hello Chris, A useful concentrate. Thank you for providing it. cheers Sebastian I pulled out some material I developed for various training seminars in the past and polished it up a bit as a whitepaper: http://alphapixel.com/content/level-detail-lod-openscenegraph If anyone has any corrections or comments, shoot me a note. I have another one about the structure and workings of VPB databases that I'll try to get out in the next couple of weeks. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training . Consulting . Contracting 3D . Scene Graphs (Open Scene Graph/OSG) . OpenGL 2 . OpenGL 3 . OpenGL 4 . GLSL . OpenGL ES 1 . OpenGL ES 2 . OpenCL Digital Imaging . GIS . GPS . osgEarth . Terrain . Telemetry . Cryptography . Digital Audio . LIDAR . Kinect . Embedded . Mobile . iPhone/iPad/iOS . Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel http://facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to buildethe debug version of osg under Linux?
Hi, move to the OSG folder and type: cmake . -DCMAKE_BUILD_TYPE=Debug Have a nice day, Martino 2013/1/18 Lv Qing donlvq...@msn.com Hi, When I cmake the osg source under Linux,it seems to bulid the release version by default.Just want to know how to bulid the debug version :) ... Thank you! Cheers, Lv -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52005#52005 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to buildethe debug version of osg under Linux?
On Fri, Jan 18, 2013 at 5:24 AM, Lv Qing donlvq...@msn.com wrote: Hi, When I cmake the osg source under Linux,it seems to bulid the release version by default.Just want to know how to bulid the debug version :) Run ccmake or cmake-gui and change build type variable to Debug. You can also do it using regular cmake using a command line argument/define, but I don't recall the syntax from memory. However, I believe that, unless OSG sets this explicitly, the CMake default is a debug build if nothing is specified explicitly. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Picking child node results in parent node returned first
Hi. I'm trying to pick a child node of another node. Here's the example source code: https://dl.dropbox.com/u/12634473/osg/osg_pick.tar.bz2 Here's the log of running it: http://pastie.org/5715829 First, you can see my scene structer. And then goes 2 clicks: 1) I click cessna and MatrixTransform named 'cessna' is first in the returned nodePath. 2) I click cessna's child cow, and somehow first MatrixTransform named 'cessna' is returned in nodePath, and only then 'cow'. Why is that? And how do I get 'cow' as the first in the nodePath? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to buildethe debug version of osg under Linux?
Remember that by default OSG will append a 'd' to the library name so make sure your build system for your application handles that when building in debug mode, otherwise it will continue to link to the normal libraries. To make myself clearer, for example, you would normally use libosg.so, but the debug library will be libosgd.so. If you have it set up to handle this already great, but if not, like I had to, you will need to account for it. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan Ciger Sent: Friday, January 18, 2013 4:31 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] how to buildethe debug version of osg under Linux? On Fri, Jan 18, 2013 at 5:24 AM, Lv Qing donlvq...@msn.com wrote: Hi, When I cmake the osg source under Linux,it seems to bulid the release version by default.Just want to know how to bulid the debug version :) Run ccmake or cmake-gui and change build type variable to Debug. You can also do it using regular cmake using a command line argument/define, but I don't recall the syntax from memory. However, I believe that, unless OSG sets this explicitly, the CMake default is a debug build if nothing is specified explicitly. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to buildethe debug version of osg under Linux?
On Fri, Jan 18, 2013 at 1:01 PM, Cary, Karl A. karl.a.c...@saic.com wrote: Remember that by default OSG will append a ‘d’ to the library name so make sure your build system for your application handles that when building in debug mode, otherwise it will continue to link to the normal libraries. To make myself clearer, for example, you would normally use libosg.so, but the debug library will be libosgd.so. If you have it set up to handle this already great, but if not, like I had to, you will need to account for it. Does it actually do that in Linux? I don't think it does, but I may be wrong - I haven't rebuilt mine in a while. This is necessary in Windows because you must not mix debug and release builds, but in Linux it is no problem. Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Integration of a NodeKit for Sky Rendering
From: Limberger, Daniel Sent: 18 January 2013 15:50 To: Engel, Juri Subject: Integration of a NodeKit for Sky Rendering into OSG Hi, I would like to present you my open source library osgHimmel that allows simple noninvasive rendering of background imagery (i.e., skies) within OSG. It currently is an OSG extending lib, that features two different techniques for sky rendering (or in traditional terms, skybox rendering): texture based (traditional) and computational (astrophysical). The first approach handles rendering of skies via common texture mapping techniques, extended by time based transitions, rotation around the zenith, horizon blending as well as an (experimental) faked sun. The second approach, renders astrophysical based skies with good results not only but especially at nightly scenes: correct star positions, atmosphere approximation, moon rendering including lunar eclipses and more. Further Contributions to OSG: - A useful, minimal astronomy library. - Good resources for both, texture based and physical based, approaches. - Solutions for common OSG issues, e.g., placing skies in arbitrary node structures, texture ping-ponging for post/pre processing, environment map rendering for reflection/illumination. - Starting point for cloud rendering. The current implementation is not very efficient though (TODO..) - Introduces no third parties, purely based on OSG (and optionally Qt for the editor)! For now, osgHimmel is mainly used internally at the Computer Graphics Systems group at the HPI (hpi3d.de), and the first integration into a commercial product is already in progress. We have two research projects, trying to extend the library by HDR, temporal-glare, Glare, simple as well as image based illumination. I would like to suggest an integration of osgHimmel into OSG, since a larger user base would convince me to keep osgHimmel alive and spent further development time on the library. What requirements must be met and what further steps have to be taken to make this integration possible (we can rename the lib to osgSky if this is a problem ;) )? Or is it better practice for such library to stay independent, without a direct OSG integration? I'm strongly interested in any ideas and concerns of this community concerning osgHimmel. All resources (including videos, demos, poster, my master's thesis, and a recent vmv2012 paper) are available at: http://osghimmel.googlecode.com recent poster with some images: https://osghimmel.googlecode.com/files/Daniel_Limberger_Poster.pdf Thanks a lot! And also thanks to this mailing list, which was of great help during development of osghimmel. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem
Hi Robert, This is a super-delayed follow-up but I've finally circled back around to this issue. Using the standard osgshadow example I can reproduce the general problem I'm having (shadows being clipped prior to the edge of the screen) by running with the following parameters: osgshadow --directionalLight --light-dir 0.969358 -0.218775 -0.111722 --noUpdate --vdsm -3 Then if you hit '3' to change navigation mode and move the mouse right such that the models move towards the left edge of the screen, you will see that near the edge shadows on the sphere get clipped out entirely. This is the behavior that I am seeing in many other instances in my own testing and have narrowed it down to the clipping but not made it much farther than that. Any insight you have would be greatly appreciated. ... Thank you! Cheers, Garrett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52013#52013 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem
Hi Garret, I used your suggestion command line options but haven't spotted the clipping issue yet. I'm using svn/trunk version of the OSG. Which version are you using? Could you record an animation path by pressing 'z' to start and again 'z' to stop and save to a saved_animation.path file. This file can be passed to osgshadow on the command line by adding -p saved_animation.path. Using this method it's possible to reproduce exactly the same camera angles, and can be attached to an email so that others can reproduce exactly what you are testing. Thanks, Robert. On 18 January 2013 15:25, Garrett Cope garrett.cope@simcen.usuhs.edu wrote: osgshadow --directionalLight --light-dir 0.969358 -0.218775 -0.111722 --noUpdate --vdsm -3 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Integration of a NodeKit for Sky Rendering
Hi Daniel, Just had a look at the videos and poster. Very nice work :-) I haven't looked at the source code yet so can't comment on the suitability for merging with the core OSG, I am open to the idea if the code fits well with the rest of the OSG code base. It'd be great if others could dive and test out your NodeKit and provide feedback. Thanks, Robert. On 18 January 2013 15:13, Limberger, Daniel daniel.limber...@hpi.uni-potsdam.de wrote: From: Limberger, Daniel Sent: 18 January 2013 15:50 To: Engel, Juri Subject: Integration of a NodeKit for Sky Rendering into OSG Hi, I would like to present you my open source library osgHimmel that allows simple noninvasive rendering of background imagery (i.e., skies) within OSG. It currently is an OSG extending lib, that features two different techniques for sky rendering (or in traditional terms, skybox rendering): texture based (traditional) and computational (astrophysical). The first approach handles rendering of skies via common texture mapping techniques, extended by time based transitions, rotation around the zenith, horizon blending as well as an (experimental) faked sun. The second approach, renders astrophysical based skies with good results not only but especially at nightly scenes: correct star positions, atmosphere approximation, moon rendering including lunar eclipses and more. Further Contributions to OSG: - A useful, minimal astronomy library. - Good resources for both, texture based and physical based, approaches. - Solutions for common OSG issues, e.g., placing skies in arbitrary node structures, texture ping-ponging for post/pre processing, environment map rendering for reflection/illumination. - Starting point for cloud rendering. The current implementation is not very efficient though (TODO..) - Introduces no third parties, purely based on OSG (and optionally Qt for the editor)! For now, osgHimmel is mainly used internally at the Computer Graphics Systems group at the HPI (hpi3d.de), and the first integration into a commercial product is already in progress. We have two research projects, trying to extend the library by HDR, temporal-glare, Glare, simple as well as image based illumination. I would like to suggest an integration of osgHimmel into OSG, since a larger user base would convince me to keep osgHimmel alive and spent further development time on the library. What requirements must be met and what further steps have to be taken to make this integration possible (we can rename the lib to osgSky if this is a problem ;) )? Or is it better practice for such library to stay independent, without a direct OSG integration? I’m strongly interested in any ideas and concerns of this community concerning osgHimmel. All resources (including videos, demos, poster, my master’s thesis, and a recent vmv2012 paper) are available at: http://osghimmel.googlecode.com recent poster with some images: https://osghimmel.googlecode.com/files/Daniel_Limberger_Poster.pdf Thanks a lot! And also thanks to this mailing list, which was of great help during development of osghimmel. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem
Hi Robert, Thanks for the quick reply. I am using 3.1.1 with the hopes of remaining somewhat stable. ;) Perhaps I should try the svn/trunk version. Attached is the animation path that shows the clipping on my installation. The forum would not allow the *.path extension so I change it to .txt Thanks again. Cheers, Garrett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52016#52016 Attachments: http://forum.openscenegraph.org//files/saved_animation_139.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to buildethe debug version of osg under Linux?
Yes. You can change it, but by default it appends the 'd' to the name. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan Ciger Sent: Friday, January 18, 2013 8:50 AM To: OpenSceneGraph Users Subject: Re: [osg-users] how to buildethe debug version of osg under Linux? On Fri, Jan 18, 2013 at 1:01 PM, Cary, Karl A. karl.a.c...@saic.com wrote: Remember that by default OSG will append a 'd' to the library name so make sure your build system for your application handles that when building in debug mode, otherwise it will continue to link to the normal libraries. To make myself clearer, for example, you would normally use libosg.so, but the debug library will be libosgd.so. If you have it set up to handle this already great, but if not, like I had to, you will need to account for it. Does it actually do that in Linux? I don't think it does, but I may be wrong - I haven't rebuilt mine in a while. This is necessary in Windows because you must not mix debug and release builds, but in Linux it is no problem. Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Integration of a NodeKit for Sky Rendering
Looks very nice, Daniel! I especially like the lunar eclipse effect. Limberger, Daniel wrote on 2013-01-18: I would like to present you my open source library osgHimmel that allows simple noninvasive rendering of background imagery (i.e., skies) within OSG. It currently is an OSG extending lib, that features two different techniques for sky rendering (or in traditional terms, skybox rendering): texture based (traditional) and computational (astrophysical). The first approach handles rendering of skies via common texture mapping techniques, extended by time based transitions, rotation around the zenith, horizon blending as well as an (experimental) faked sun. The second approach, renders astrophysical based skies with good results not only but especially at nightly scenes: correct star positions, atmosphere approximation, moon rendering including lunar eclipses and more. Further Contributions to OSG: - A useful, minimal astronomy library. - Good resources for both, texture based and physical based, approaches. - Solutions for common OSG issues, e.g., placing skies in arbitrary node structures, texture ping-ponging for post/pre processing, environment map rendering for reflection/illumination. - Starting point for cloud rendering. The current implementation is not very efficient though (TODO..) - Introduces no third parties, purely based on OSG (and optionally Qt for the editor)! For now, osgHimmel is mainly used internally at the Computer Graphics Systems group at the HPI (hpi3d.de), and the first integration into a commercial product is already in progress. We have two research projects, trying to extend the library by HDR, temporal-glare, Glare, simple as well as image based illumination. I would like to suggest an integration of osgHimmel into OSG, since a larger user base would convince me to keep osgHimmel alive and spent further development time on the library. What requirements must be met and what further steps have to be taken to make this integration possible (we can rename the lib to osgSky if this is a problem ;) )? Or is it better practice for such library to stay independent, without a direct OSG integration? I'm strongly interested in any ideas and concerns of this community concerning osgHimmel. All resources (including videos, demos, poster, my master's thesis, and a recent vmv2012 paper) are available at: http://osghimmel.googlecode.com recent poster with some images: https://osghimmel.googlecode.com/files/Daniel_Limberger_Poster.pdf https://osghimmel.googlecode.com/files/Daniel_Limberger_Poster.pdf Thanks a lot! And also thanks to this mailing list, which was of great help during development of osghimmel. -- Bryan Thrall Principal Software Engineer FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Integration of a NodeKit for Sky Rendering
This nodekit is a godsend! And the license seems pretty permissive, too. Christian 2013/1/18 Limberger, Daniel daniel.limber...@hpi.uni-potsdam.de ** ** ** ** *From:* Limberger, Daniel *Sent:* 18 January 2013 15:50 *To:* Engel, Juri *Subject:* Integration of a NodeKit for Sky Rendering into OSG ** ** Hi, ** ** I would like to present you my open source library osgHimmel that allows simple noninvasive rendering of background imagery (i.e., skies) within OSG. It currently is an OSG extending lib, that features two different techniques for sky rendering (or in traditional terms, skybox rendering): texture based (traditional) and computational (astrophysical). ** ** The first approach handles rendering of skies via common texture mapping techniques, extended by time based transitions, rotation around the zenith, horizon blending as well as an (experimental) faked sun. ** ** The second approach, renders astrophysical based skies with good results not only but especially at nightly scenes: correct star positions, atmosphere approximation, moon rendering including lunar eclipses and more. ** ** Further Contributions to OSG: **- **A useful, minimal astronomy library. **- **Good resources for both, texture based and physical based, approaches. **- **Solutions for common OSG issues, e.g., placing skies in arbitrary node structures, texture ping-ponging for post/pre processing, environment map rendering for reflection/illumination. **- **Starting point for cloud rendering. The current implementation is not very efficient though (TODO..) **- **Introduces no third parties, purely based on OSG (and optionally Qt for the editor)! ** ** For now, osgHimmel is mainly used internally at the Computer Graphics Systems group at the HPI (hpi3d.de), and the first integration into a commercial product is already in progress. We have two research projects, trying to extend the library by HDR, temporal-glare, Glare, simple as well as image based illumination. ** ** I would like to suggest an integration of osgHimmel into OSG, since a larger user base would convince me to keep osgHimmel alive and spent further development time on the library. What requirements must be met and what further steps have to be taken to make this integration possible (we can rename the lib to osgSky if this is a problem ;) )? Or is it better practice for such library to stay independent, without a direct OSG integration? ** ** I’m strongly interested in any ideas and concerns of this community concerning osgHimmel. ** ** ** ** All resources (including videos, demos, poster, my master’s thesis, and a recent vmv2012 paper) are available at: http://osghimmel.googlecode.com ** ** recent poster with some images: https://osghimmel.googlecode.com/files/Daniel_Limberger_Poster.pdf ** ** Thanks a lot! And also thanks to this mailing list, which was of great help during development of osghimmel. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Integration of a NodeKit for Sky Rendering
Hi Daniel, Great job! You may want to add your project to the community projects[1] section in the new web or/and post a new to the community news section[2]... :) Cheers. [1]http://www.openscenegraph.com/index.php/community/projects [2]http://www.openscenegraph.com/index.php/community/news 2013/1/18 Christian Buchner christian.buch...@gmail.com This nodekit is a godsend! And the license seems pretty permissive, too. Christian 2013/1/18 Limberger, Daniel daniel.limber...@hpi.uni-potsdam.de ** ** ** ** *From:* Limberger, Daniel *Sent:* 18 January 2013 15:50 *To:* Engel, Juri *Subject:* Integration of a NodeKit for Sky Rendering into OSG ** ** Hi, ** ** I would like to present you my open source library osgHimmel that allows simple noninvasive rendering of background imagery (i.e., skies) within OSG. It currently is an OSG extending lib, that features two different techniques for sky rendering (or in traditional terms, skybox rendering): texture based (traditional) and computational (astrophysical). ** ** The first approach handles rendering of skies via common texture mapping techniques, extended by time based transitions, rotation around the zenith, horizon blending as well as an (experimental) faked sun. ** ** The second approach, renders astrophysical based skies with good results not only but especially at nightly scenes: correct star positions, atmosphere approximation, moon rendering including lunar eclipses and more. ** ** Further Contributions to OSG: **- **A useful, minimal astronomy library. **- **Good resources for both, texture based and physical based, approaches. **- **Solutions for common OSG issues, e.g., placing skies in arbitrary node structures, texture ping-ponging for post/pre processing, environment map rendering for reflection/illumination. **- **Starting point for cloud rendering. The current implementation is not very efficient though (TODO..) **- **Introduces no third parties, purely based on OSG (and optionally Qt for the editor)! ** ** For now, osgHimmel is mainly used internally at the Computer Graphics Systems group at the HPI (hpi3d.de), and the first integration into a commercial product is already in progress. We have two research projects, trying to extend the library by HDR, temporal-glare, Glare, simple as well as image based illumination. ** ** I would like to suggest an integration of osgHimmel into OSG, since a larger user base would convince me to keep osgHimmel alive and spent further development time on the library. What requirements must be met and what further steps have to be taken to make this integration possible (we can rename the lib to osgSky if this is a problem ;) )? Or is it better practice for such library to stay independent, without a direct OSG integration? ** ** I’m strongly interested in any ideas and concerns of this community concerning osgHimmel. ** ** ** ** All resources (including videos, demos, poster, my master’s thesis, and a recent vmv2012 paper) are available at: http://osghimmel.googlecode.com ** ** recent poster with some images: https://osghimmel.googlecode.com/files/Daniel_Limberger_Poster.pdf ** ** Thanks a lot! And also thanks to this mailing list, which was of great help during development of osghimmel. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Integration of a NodeKit for Sky Rendering
Nice work. I'm going to try it out soon, and hopefully I can add it to our build system shortly. On Fri, Jan 18, 2013 at 11:00 AM, Jordi Torres jtorresfa...@gmail.comwrote: Hi Daniel, Great job! You may want to add your project to the community projects[1] section in the new web or/and post a new to the community news section[2]... :) Cheers. [1]http://www.openscenegraph.com/index.php/community/projects [2]http://www.openscenegraph.com/index.php/community/news 2013/1/18 Christian Buchner christian.buch...@gmail.com This nodekit is a godsend! And the license seems pretty permissive, too. Christian 2013/1/18 Limberger, Daniel daniel.limber...@hpi.uni-potsdam.de ** ** ** ** *From:* Limberger, Daniel *Sent:* 18 January 2013 15:50 *To:* Engel, Juri *Subject:* Integration of a NodeKit for Sky Rendering into OSG ** ** Hi, ** ** I would like to present you my open source library osgHimmel that allows simple noninvasive rendering of background imagery (i.e., skies) within OSG. It currently is an OSG extending lib, that features two different techniques for sky rendering (or in traditional terms, skybox rendering): texture based (traditional) and computational (astrophysical). ** ** The first approach handles rendering of skies via common texture mapping techniques, extended by time based transitions, rotation around the zenith, horizon blending as well as an (experimental) faked sun. ** ** The second approach, renders astrophysical based skies with good results not only but especially at nightly scenes: correct star positions, atmosphere approximation, moon rendering including lunar eclipses and more. ** ** Further Contributions to OSG: **- **A useful, minimal astronomy library. **- **Good resources for both, texture based and physical based, approaches. **- **Solutions for common OSG issues, e.g., placing skies in arbitrary node structures, texture ping-ponging for post/pre processing, environment map rendering for reflection/illumination. **- **Starting point for cloud rendering. The current implementation is not very efficient though (TODO..) **- **Introduces no third parties, purely based on OSG (and optionally Qt for the editor)! ** ** For now, osgHimmel is mainly used internally at the Computer Graphics Systems group at the HPI (hpi3d.de), and the first integration into a commercial product is already in progress. We have two research projects, trying to extend the library by HDR, temporal-glare, Glare, simple as well as image based illumination. ** ** I would like to suggest an integration of osgHimmel into OSG, since a larger user base would convince me to keep osgHimmel alive and spent further development time on the library. What requirements must be met and what further steps have to be taken to make this integration possible (we can rename the lib to osgSky if this is a problem ;) )? Or is it better practice for such library to stay independent, without a direct OSG integration? ** ** I’m strongly interested in any ideas and concerns of this community concerning osgHimmel. ** ** ** ** All resources (including videos, demos, poster, my master’s thesis, and a recent vmv2012 paper) are available at: http://osghimmel.googlecode.com ** ** recent poster with some images: https://osghimmel.googlecode.com/files/Daniel_Limberger_Poster.pdf ** ** Thanks a lot! And also thanks to this mailing list, which was of great help during development of osghimmel. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Basic whitepaper on LOD in OpenSceneGraph
Both would be great to have. Thank you... -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Hanson Sent: Thursday, January 17, 2013 5:35 PM To: OpenSceneGraph Users Subject: [osg-users] Basic whitepaper on LOD in OpenSceneGraph I pulled out some material I developed for various training seminars in the past and polished it up a bit as a whitepaper: http://alphapixel.com/content/level-detail-lod-openscenegraph If anyone has any corrections or comments, shoot me a note. I have another one about the structure and workings of VPB databases that I'll try to get out in the next couple of weeks. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training * Consulting * Contracting 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4 * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL Digital Imaging * GIS * GPS * osgEarth * Terrain * Telemetry * Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile * iPhone/iPad/iOS * Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org