Re: [osg-users] [osgPPU] Blur artifacts in HDR effect

2011-11-24 Thread René Molenaar
I don't think there are other textures involved to add MSAA to..

 two other blur units before the UnitInResampleOut could help yes,

also notice that the radius should be about 2.5 - 3 times sigma to make sure
the entire kernel is used instead of cutoff by the radius.

grtz,

René

2011/11/24 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hello René,


  maybe multisampling can reduce the problem.


 The screenshot was with 4x MSAA active (in the camera-attach(...) call of
 the HDR code, where we bind a texture to the main scene camera which is
 then passed to the first unit in the osgPPU pipeline).

 Perhaps you're suggesting I enable MSAA for one of the other stages in the
 pipeline? How would I do that?


  also you can add an additional gausian blur to the image before
 resampling to reduce the artifacts.


 Again using the same separable blur (x and y passes)? So I would add two
 other units before the UnitInResampleOut?

 Thanks for your suggestions,


 J-S
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Re: [osg-users] [osgPPU] Blur artifacts in HDR effect

2011-11-24 Thread Jean-Sébastien Guay

Hello René,


also notice that the radius should be about 2.5 - 3 times sigma to make sure
the entire kernel is used instead of cutoff by the radius.


The default values in the osgPPU hdr example are sigma = 4.0 and radius 
= 7.0, however I have not seen a difference between radius = 7.0, 15.0 
and 200.0... So there I wonder if the values are getting to the shaders 
correctly.


What values would you suggest I use for good results?

Thanks,

J-S
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Re: [osg-users] [osgPPU] Blur artifacts in HDR effect

2011-11-24 Thread René Molenaar
the radius determines the pixel for which the sigma is used.
once you are on the edges of the kernel (gauss curve approaches 0),
you can stop blurring.

this will be around 2.5 - 3 times sigma.

the correct sigma depends on the effect intended,
try different sigmas ranging from 2-15 and radius = 2.5 * sigma
(maybe you can attach a slider to interactively determine the best value.)

René



2011/11/24 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hello René,


  also notice that the radius should be about 2.5 - 3 times sigma to make
 sure
 the entire kernel is used instead of cutoff by the radius.


 The default values in the osgPPU hdr example are sigma = 4.0 and radius =
 7.0, however I have not seen a difference between radius = 7.0, 15.0 and
 200.0... So there I wonder if the values are getting to the shaders
 correctly.

 What values would you suggest I use for good results?

 Thanks,


 J-S
 --
 __**
 Jean-Sebastien Guay
 jean-sebastien.guay@cm-labs.**comjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/

 http://whitestar02.dyndns-web.**com/http://whitestar02.dyndns-web.com/
 __**_
 osg-users mailing list
 osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
 openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] [osgPPU] Blur artifacts in HDR effect

2011-11-23 Thread René Molenaar
Hi,

maybe multisampling can reduce the problem.
using osgPPU hdr I noticed small details with high frequency (distant
lights) appearing and disappearing.

mutlisampling reduced these artifacts.
(It did however cause a one frame delay, which isn't very noticable until
you use a request redraw viewer,
or screencaptures)

also you can add an additional gausian blur to the image before resampling
to reduce the artifacts.

grtz,

René Molenaar



2011/11/23 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hello all,

 I am using the osgPPU HDR effect, and I noticed some undesirable artifacts
 probably caused by the blur effect, or the resample of the original pass
 (before the blur). Using the default resample settings (resample by 0.25 in
 each direction) I get the result in the attached screenshot. Look at the
 edges of the black cables, there are regular artifacts along their length,
 they are supposed to be a smooth edge.

 If I change the resample to 0.5 or 1.0 in each direction, I don't get
 these artifacts, but of course then the glare effect is less interesting :-)

 I also saw these parameters which are related to the blur (their name
 implies it at least) but changing them doesn't seem to make a significant
 difference.

  float mHDRBlurSigma = 4.0;
  float mHDRBlurRadius = 7.0;

 Can anyone give me a hint as to what could help this situation? Perhaps
 OpenGL is already filtering the resampled unit and then the blur uses that
 badly-filtered image as input? Or perhaps the blur shaders have some error
 in them?

 Thanks in advance,

 J-S
 --
 __**
 Jean-Sebastien Guay
 jean-sebastien.guay@cm-labs.**comjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/

 http://whitestar02.dyndns-web.**com/http://whitestar02.dyndns-web.com/

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Re: [osg-users] [osgPPU] Blur artifacts in HDR effect

2011-11-23 Thread Jean-Sébastien Guay

Hello René,


maybe multisampling can reduce the problem.


The screenshot was with 4x MSAA active (in the camera-attach(...) call 
of the HDR code, where we bind a texture to the main scene camera which 
is then passed to the first unit in the osgPPU pipeline).


Perhaps you're suggesting I enable MSAA for one of the other stages in 
the pipeline? How would I do that?



also you can add an additional gausian blur to the image before
resampling to reduce the artifacts.


Again using the same separable blur (x and y passes)? So I would add two 
other units before the UnitInResampleOut?


Thanks for your suggestions,

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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