Re: [osg-users] bluring model edges

2010-03-18 Thread yann le paih
Hi,

Morphological Antialiasing (MLAA) is a Post Processing technique. you could
try with  osgPPU.

ie can this methodology be performed in milliseconds? :

Like other Post Processing technique, it's depend of your shader complexity
and your output resolution.

An example :

http://www.highdefforum.com/gaming-systems/107094-mlaa-technique-can-give-results-4x-better-than-16x-msaa.html



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Re: [osg-users] bluring model edges

2010-03-17 Thread yann le paih
Hi,

Morphological Antialiasing maybe an other solution :
http://visual-computing.intel-research.net/publications/publications.htm
http://visual-computing.intel-research.net/publications/mlaa.pdf
http://visual-computing.intel-research.net/publications/testMLAA.zip

Yann






On Tue, Mar 16, 2010 at 8:28 PM, Harash Sharma harashsha...@yahoo.comwrote:

 Hi Julia, Allen,



 I have one solution that most probably seems to be wht you are looking
 for. I have been using OSG for doing some image processing. Thanks to Mr.
 Art Tevs' osgPPU.



 Render the scene to a texture T1, High pass filter this image using a
 shader to extract the edges (store to T2), followed by a Gaussian filtering
 of T2. Overlay this processed image over the original with a weight factor.



 Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] --
 T3-|

 |
 +-- T4 -- Output to Framebuffer

 ||

 Regards

 Harash
  --
 *From:* Allen Saucier allen.sauc...@itt.com
 *To:* osg-users@lists.openscenegraph.org
 *Sent:* Tue, March 16, 2010 8:27:51 PM
 *Subject:* Re: [osg-users] bluring model edges

 Hi,

 I am in need of this type of feature, too.  I need to be able to take a
 model  fuzz it's edges, though I must admit that I don't fully understand
 the code given, I'll try this.

 Thanks Guy for the ideas.

 Cheers,
 Allen

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Re: [osg-users] Lego Augmented Reality

2010-02-15 Thread Yann Le Paih

Hi,
It's probably : total immersion

http://www.t-immersion.com/

http://www.virtualworldsnews.com/2008/06/video-augmented.html

,Yann

Envoyé de mon iPhone

Le 15 févr. 2010 à 21:46, Buckley, Bob CTR MDA/DES bob.buckley@mda.m 
il a écrit :



FYI,

Web Strategy by Jeremiah Owyang
Breakdown: Lego's Digital Box, an Augmented Reality Kiosk
http://www.web-strategist.com/blog/2009/11/16/video-augmented-reality-at-lego-store-digital-box/

Metaio in Munich, Germany, developed the Digital Box.
They have their own SDK called The Unifeye
http://www.metaio.com/products/

This type of Alternate Reality is called Augmented Virtuality.
http://en.wikipedia.org/wiki/Mixed_reality

Blair MacIntyre, Associate Professor at Georgia Tech, is doing this  
type of work, but mostly on handhelds (i.e., Zune).


Horst Bischof, Professor at Graz University of Technology, is doing  
this type of real-time computer vision ... and then some!


They were both keynote speakers at last falls nVidia GPU Conference.
Important Trends in Visual Computing (General Session)
https://nvidiagtc.wingateweb.com/scheduler/schedule/eventDayView.jsp
Check out the video for a kewl real-time real world tire and a  
virtual rim with shading based on a real-time real world light  
source


Blair was also involved in www.ismar09.org

SmartScene - one of the 2 engineers (way early on) ended up going to  
work for Lego in Denmark.

He did VR research work for them at their Corporate Headquarters.
I don't know if that effort turned into a product or not.
He hasn't been with them for some time now.

Bob

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- 
boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon

Sent: Monday, February 15, 2010 11:36 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Lego Augmented Reality


As to who, I would say this would be their internal Software/RD  
group,
I was interested in joining that group a few years ago especially  
when I
was still involved with Mulitgen and Smartscene, they  had a really  
cool

virtual Lego land demo in Smartscene. SmartScene was a great concept
which just arrived way to early for the technology especially at the
consumer level


Gordon Tomlinson
Product Manager 3d Technology  Future Products
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Monday, February 15, 2010 11:22 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Lego Augmented Reality

On 2/15/2010 9:08 AM, Jason Daly wrote:

Very cool.  I'm wondering how they're doing the tracking (I don't see
any fiducials or anything).


 I wondered that too. They are obviously recognizing the boxcover  
image

somehow too, so they must be running against a database of potential
boxcover images and then using THAT at the fiducial rectangle.

 Rather nice work. Gonna have to go visit my local Lego store and see
if THEY have it.


--J


--
Chris 'Xenon' Hanson, omo sanza lettere  Xenon
AlphaPixel.com
PixelSense Landsat processing now available!
http://www.alphapixel.com/demos/ There is no Truth. There is only
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Re: [osg-users] Computing Normals for Drawables

2009-11-06 Thread yann le paih
Hi,

Interresting links about compact normal and more :

http://aras-p.info/blog/2009/08/04/compact-normal-storage-for-small-g-buffers/
http://aras-p.info/texts/CompactNormalStorage.html

and

http://c0de517e.blogspot.com/2008/10/normals-without-normals.html

yann

On Fri, Nov 6, 2009 at 10:51 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Simon,


  Ah I didn't know that, ty. Seems like an odd limitation though.


 Well, the video cards are implemented to take in only certain types of
 data. Vertices, normals and colors are in general aggregates of 32-bit
 floats (which is why no vertex type is ever a vector of 3 doubles).


  How does the angles thing work? Not sure I follow you.


 Your intuition is right that normals around a vertex will always be in a
 sphere. The thing is that you can encode that as spherical coordinates (
 http://en.wikipedia.org/wiki/Spherical_coordinates), where r = 1 (since a
 normal is always unit-length). So the direction could be encoded as two
 angles, theta and phi, inclination and azimuth (see the Wikipedia article).

 Now, you already save one float that way over storing a 3-component vector.
 If you want to save more, since the angles are small numbers, you can store
 both of them into the lower and upper parts of a single 32-bit float (two 16
 bit numbers) and re-extract them from the float in the shader.

 Another way is you could store only 2 of the 3 components of the normal -
 since a normal is unit-length you can calculate the third component easily.
 Those numbers will also be small (less than or equal to 1) so you could do
 the same transformation into two 16-bit values and store them into a single
 float. The spherical coordinates just came to mind first as I've used it
 before, but the result would be the same.


  If you did the normal lookup, wouldn't you save a whole load
 of shader processing time, or is memory bandwidth a bigger limitation with
 shaders?


 You'd save a little bit of processing time per vertex, but compared to a
 texture lookup to get the right normal from the lookup table, I don't know
 what would win. Seriously, what I've described above is child's play for a
 GPU, and very easily parallelizable, which is what GPUs do best.

 It's not really a matter of bandwidth since your lookup table would be
 pretty small too. I expect you'd get similar performance in both cases, for
 me it's just inconvenient to drag around an extra table when I don't have to
 - the angles / quantized vector method above would all fit nicely in the
 object itself without needing any extra data.


 J-S
 --
 __
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Re: [osg-users] osgOcean release

2009-05-15 Thread yann le paih
An other Interesting paper

http://www.informatik.uni-rostock.de/~hc009/publications.html



On Thu, May 14, 2009 at 11:53 AM, David Spilling
david.spill...@gmail.comwrote:

 Kim,


 it does sound difficult to implement as a general case.


 Actually, I think that the only way to meet all current techniques with as
 common a scenegraph structure as possible is to render the heightfield to
 texture (generated somehow, e.g. FFT on CPU, sum of sines, FFT on GPU), then
 use vertex texture fetch to draw the vertices (e.g. projective, tiled,
 etc.).

 The main drawback (IMHO) is current performance : vertex texture fetch is
 slow on many cards; even fewer seem to support GL_LINEAR in hardware (which
 you need). Undoubtedly this will get better, but when I looked at this a
 little while ago, it was sluggish in comparison to techniques not involving
 VTF.

 To be honest I've don't think I've seen a real time
 ocean simulation with geometric wake formations, they usually just use
 texture overlays.


 I  agree; vertex deformation by wakes is... uncommon (we've done it in the
 past, but for very very application specific reasons that probably wouldn't
 be appropriate). However applying a deformation to your _normal_ field works
 easily, and works especially well at high altitudes in calm seas when you
 can't / shouldn't be able to see the vertices anyway. It's equivalent in
 construction to the way the surface wake foam textures work.

 One other point : for semi-infinite tiling oceans, have a look at the new
 instancing stuff that I recently saw contributed into OSG. I haven't played
 with yet it myself, but just repeating the base (high res) tile as an
 instance is probably higher performance than having to bother with LOD,
 skirts, and all the rest.

 Best regards,

 David



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Re: [osg-users] osgAnimation and 3ds max exporter

2009-03-03 Thread yann le paih
hi,

there is a collamaxexpoeter for 3dsmax :

http://sourceforge.net/project/showfiles.php?group_id=136478

But,it's sems to me, the animation's data are not supported with the osg
collada plugin.

,yann

On Tue, Mar 3, 2009 at 8:25 PM, Botorabi osgfo...@tevs.eu wrote:

 hi Cedric,

 i am still evaluating both approaches beginning with: 3ds max exporter vs.
 collada to osgAnimation converter. the latter approach may be integrated
 into first one. i will do some further reading and let you know which was i
 go first.

 cheers
 boto

 
 Virtual Reality Chat (VRC), a free 3D chat application.
 http://www.vr-fun.net

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Re: [osg-users] Regarding Camera Position

2009-03-02 Thread yann le paih
On Mon, Mar 2, 2009 at 8:26 PM, Gordon Tomlinson 
gor...@gordon-tomlinson.com wrote:

  Here the reply I gave you when you asked this question a couple of hours
 ago also a suggestion you read this link
 http://www.catb.org/~esr/faqs/smart-questions.htmlhttp://www.catb.org/%7Eesr/faqs/smart-questions.html







 From my previous reply :



 Have you looked at the code and headers of the camera or that use by osg
 when saving a path?



 Have you looked at the examples in OSG ?



 Have you looked at the tutorials listed on the web site ?



http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials

 Have you searched the mail/forum archives ( clue: this has been answered
 many many many time before)



http://www.mail-archive.com/search?q=camera+positionl=osg-users%40lists.openscenegraph.org

 These will all help you solve your problem






 __

 *Gordon Tomlinson *

 *gor...@gordontomlinson.com*
 IM: *gordon3db...@3dscenegraph.com*
 *www.vis-sim.com www.gordontomlinson.com*


 __



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *sunitha sunagad
 *Sent:* Monday, March 02, 2009 12:53 PM
 *To:* osg-users@lists.openscenegraph.org
 *Subject:* [osg-users] Regarding Camera Position




 I just need to know how will i get the camera position and the quaternion i
 need it to be recorded it
 with out the help of using the record option of the OSG feature that holds
 time x,y,z and quaternion
 So let me know if some one know how to get the Camera Position ans
 Quaternion
 --













  Defeat the defeat before defeat defeats you 




 Regards
 Sunitha.S.Sunagad

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Re: [osg-users] [osgPPU] v0.4 tagged (to be used with osg 2.8)

2009-02-24 Thread yann le paih
website :
  http://projects.tevs.eu/osgppu/

On Mon, Feb 23, 2009 at 8:26 PM, Art Tevs osgfo...@tevs.eu wrote:

 Hi folks,

 i've just tagged v0.4 of osgPPU (post processing NodeKit for
 OpenSceneGraph). The new version does support:
 - full support for osg 2.8
 - New Modules:
   -- UnitInOutModule processing units can now be loaded from .so/.dll
 modules
   -- UnitCamera - bring additional cameras into the osgppu pipeline
 (usefull for multiple cameras being processed by osgPPU)

 - deprecated class Shader removed (use ShaderAttribute instead)
 - small build fixes (changed Cmake files)
 - examples do build now with osgppu_ prefix
 - support for .so version build extensions (i.e. libosgPPU.so.0.4.0)
 - new examples:
   -- ssao - simple screen space ambient occlusion
   -- glow - simple example shows how to use osgPPU to let certain objects
 glow)
   -- cuda - shows how to compile and use CUDA kernels together in ppu
 pipeline
   -- CUDA support - bring cuda kernels into osgPPU pipeline, by loading
 CUDA-kernel through UnitInOutModule unit (CUDA kernels has to be compiled
 externally into an .so/.dll file)

 - full support for NodeKit definition ;)

 Take a look, if you are interested.

 Best regards,
 Art

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Re: [osg-users] Multiple GPU

2009-02-04 Thread yann le paih
Hi,

Recent post of Stefan Eilemann on Equalizer blog talk about Openscenegraph
and Equalizer :
 http://pogl.wordpress.com/2009/01/24/openscenegraph-and-equalizer/

Maybe, you could use the subversion of Equalizer and Openscengraph 2.8

Yann,



On Wed, Feb 4, 2009 at 4:25 PM, Adrian Egli OpenSceneGraph (3D) 
3dh...@gmail.com wrote:

 Hi UFUK ?

 it would be greate to get see working osg with such high-end technology.
 may you should use equalizer and openscenegraph doing this.

 adrian

 2009/2/4 ufuk gun ufuk@gmail.com

 Hi,
 I have to do a simulation project which needs 8 screens. This system likes
 a dome.

 so i want to ask few questions about this:

 1) i want to use multiple gpu's. So is there a limit on number of gpu's on
 a pc? i saw 4 gpu's on a pc and every gpu has 2 outputs. can i render 8
 screen with viewer?

 2) how can i set which gpu render which screen. is there an auto
 management system in viewer? if i have screens which have resolutions like
 8x1280x1024 or 4x2560x1024 or any other combination of this, should i do an
 extra thing for this?

 3) do you think i will have a critical frame rate problem if i render 8
 screens.


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Re: [osg-users] Rendering double-sided surfaces.

2009-01-28 Thread yann le paih
Hi,
   An other technique, if you don't have normals of the model :

http://c0de517e.blogspot.com/2008/10/normals-without-normals.html

 I have the same probleme with CAO file.

yann,



On Wed, Jan 28, 2009 at 6:18 PM, Paul Martz pma...@skew-matrix.com wrote:

  OpenGL features deprecated in 3.0 will still work in 3.0, but:
  * They might not be the optimal mechanism for what you are trying to
 accomplish -- better techniques exist. That's why it's deprecated; and...
  * Deprecated features might not work correctly when combined with new
 functionality; and finally...
  * Deprecated features might be removed in a future rev of OpenGL. At that
 point, the features might -- or might not -- still be available as an
 extension.

 Paul Martz
 *Skew Matrix Software LLC*
 http://www.skew-matrix.com
 +1 303 859 9466


  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro
 terenzi
 *Sent:* Wednesday, January 28, 2009 4:37 AM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] Rendering double-sided surfaces.

  My second try:

 I got/created a StateSet from my model root and then, as suggested by
 Frank, I did:


  osg::ref_ptr osg::LightModel  pLightModel = new osg::LightModel();
  pLightModel-setTwoSided( true );
  pState-setAttributeAndModes( pLightModel.get(), osg::StateAttribute::ON
 );


 Doing this solved the problem. I did not added also the material setting as
 in the Frank's example because my models already have materials and textures
 applied.

 Paul said that this way to solve the problem is deprecated in OpenGL 3.0,
 but will it keep working anyway?
 Thank you very much for helping.
 Alessandro

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Re: [osg-users] ScreenSpaceAmbientOcclusion

2008-12-19 Thread yann le paih
Third step could be to implement this new paper : SSDO (Approximating
Dynamic Global Illumination in Image Space)

http://www.uni-koblenz.de/~ritschel/




On Fri, Dec 19, 2008 at 11:45 AM, Raymond de Vries ree...@xs4all.nl wrote:

 Hi Adrian,

 Thnx for the info, cool that it's already implemented in Blender :-)

 Cheers, have fun.

 Raymond


 Adrian Egli OpenSceneGraph (3D) wrote:

 Starting point of this first version is this very simple algorithm:
 http://mikepan.homeip.net/ssaowcn

 once this will perfectly work, then we can implementing a more complex
 one.

 there are many diferent papers describing how we can implementing high
 quality SSAO

 /adrian

 2008/12/18 Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl


Hi Adrian,

This looks very nice! Could you give a little more background
info? Did you use the nvidia paper as starting point? E.g. I am
curious if this technique is applicable for large outdoor
environments.

Thanks a lot
Raymond



Adrian Egli OpenSceneGraph (3D) wrote:

Hi Robert,

i implement a first version of SSAO effect and i have only one
issue left in the implementation. the whole thing works nicely
with GLSL shader, mutlipass-rendering when we don't resize the
window, actually 512x512. so
what sould i do, to replace this issue. ?

Another thing is to remove the last pass GLSL shader, is there
a way to solve it under common openGL textureing?
Mutlitextureing? Or any other idea.

This version supports:

(Transparant faces: just disable for transparent faces like
window, glass the detph writing, the depth buffer will hold
only un-transparent z-values (alpha  0.9) )

toggle ssao on/off with key 'a'

have a look and i will be happy to get any ideas to improve
the stuff.
FPS is about 30.

/adrian
--
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Re: [osg-users] Screen Space Ambient Occlusion

2008-11-21 Thread yann le paih
Hi Adrian,

*Interesting links about SSAO :*

 *  http://rgba.scenesp.org/iq/computer/articles/ssao/ssao.htm
   http://meshula.net/wordpress/?p=145

http://ati.amd.com/developer/SIGGRAPH08/Chapter05-Filion-StarCraftII.pdf*


*Others Similar technique :*

 * http://developer.nvidia.com/object/siggraph-2008-HBAO.html

http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_Ambient_Occlusion.pdf


http://vcg.isti.cnr.it/Publications/2006/TCM06/Tarini_FinalVersionElec.pdf

  http://www.shalinor.com/research.html


http://graphics.uni-konstanz.de/publikationen/2006/unsharp_masking/Luft%20et%20al.%20--%20Image%20Enhancement%20by%20Unsharp%20Masking%20the%20Depth%20Buffer.pdf

  http://www.cs.berkeley.edu/b-cam/Papers/Kirk-2007-RTA/
*
*SSAO technique based on :*

 * http://www.ppsloan.org/publications/ProxyPG.pdf*

Yann


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Re: [osg-users] Test www.osgChina.org . Normal?

2008-02-12 Thread yann le paih
I'm in France, It works for me

On Feb 12, 2008 7:47 PM, Emmanuel Roche [EMAIL PROTECTED] wrote:

 I'm in France, it doesn't work at all for me.

 2008/2/12, [EMAIL PROTECTED] [EMAIL PROTECTED]:

  FreeSouth wrote:
  
   Hello all :
  Somebody found that He(at Singapore) cann't visit 
   www.osgChina.org(located HangZhou China.
  I don't know this site can be visited normally or not at other
  country. Thanks All.
   Yang ShiXing
 
  very slow but it works from europe
 
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