Re: [osg-users] osgShadow ECEF precision problems

2010-01-05 Thread Robert Osfield
HI Marius,

When you're happy with your changes you could please post the whole
modified files to osg-submissions so I can review them.

Thanks,
Robert.

On Wed, Dec 30, 2009 at 1:49 PM, Marius Heise mhe...@heise-network.com wrote:
 Hi Wojtek,

 small difference big change :-). Shadow is rock solid now.

 I only thoroughly tested the directional lighting but it should work for the 
 other cases too.

 Cheers,
 Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Marius Heise
Hi Wojtek,

I solved my directional light case. I changed all floats to doubles in 

* StandardShadowMap::ViewData::aimShadowCastingCamera

The light camera position was calculated as float as was thus jumping around.

Of course the change from yesterday using double bounding volumes also has to 
be activated.

In the process I also upgraded the polytope class to double (I don't think 
this is necessary). I can fix the other light type cases (VB/CB/DB) but someone 
will have to give me a quick walk-through on posting updates to osg so I don't 
have to do my work twice.

Thanks a lot for your support.

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Wojciech Lewandowski

Hi Marius,

My congratulations! I am glad you did it.


I solved my directional light case. I changed all floats to doubles in

* StandardShadowMap::ViewData::aimShadowCastingCamera


The code in the above method was based on original ShadowMap code and indeed 
used floats (I must admit I neglected this method).


In the process I also upgraded the polytope class to double (I don't 
think this is necessary). I can fix the other light type cases (VB/CB/DB) 
but someone will have to give me a quick walk-through on posting updates 
to osg so I don't have to do my work twice.


osg::Polytope is double based by default as far as I know.
Other classes stemming from ViewDependentShadowTechnique inherit and use 
StandardShadowMap::ViewData::aimShadowCastingCamera method so you have fixed 
them all in one shot ;-)


Can you post your modified StandardShadowMap.cpp ? I am preparing few fixes 
and I would like to merge my changes with the change you have meade before 
sending my submissions.


Cheers,
Wojtek

- Original Message - 
From: Marius Heise mhe...@heise-network.com

To: osg-users@lists.openscenegraph.org
Sent: Wednesday, December 30, 2009 11:04 AM
Subject: Re: [osg-users] osgShadow  ECEF precision problems



Hi Wojtek,


The light camera position was calculated as float as was thus jumping 
around.


Of course the change from yesterday using double bounding volumes also has 
to be activated.



Thanks a lot for your support.

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Marius Heise
Hi Wojtek,

:-) will do. Since I am currently on osg 2.9.5 I will switch to trunk and check 
if the double modifications only in StandardShadowMap.cpp are enough to solve 
the problem I had. If this is the case, I will send you the svn patch for osg 
trunk. My 2.9.5 is too dirty and old that I can send you that patch.

Will let you know as soon as I've done it

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Wojciech Lewandowski

Hi Marius,

Current trunk version does not draw debug volumes, don't be surprised not 
seeing them. Its a problem outside of the osgShadow related to changes in 
COLOR_PER_PRIMITIVE handling.


Cheers,
Wojtek



- Original Message - 
From: Marius Heise mhe...@heise-network.com

To: osg-users@lists.openscenegraph.org
Sent: Wednesday, December 30, 2009 1:37 PM
Subject: Re: [osg-users] osgShadow  ECEF precision problems



Hi Wojtek,

:-) will do. Since I am currently on osg 2.9.5 I will switch to trunk and 
check if the double modifications only in StandardShadowMap.cpp are 
enough to solve the problem I had. If this is the case, I will send you 
the svn patch for osg trunk. My 2.9.5 is too dirty and old that I can 
send you that patch.


Will let you know as soon as I've done it

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Marius Heise
Hi Wojtek,

small difference big change :-). Shadow is rock solid now.

I only thoroughly tested the directional lighting but it should work for the 
other cases too.

Cheers,
Marius

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21974#21974




Attachments: 
http://forum.openscenegraph.org//files/standardshadowmapcpppatch_180.txt


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[osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Marius Heise
Hi!

I have been using osgShadow::LightSpacePerspectiveShadowMapVB very successfully 
in previous osg projects. I am currently making the transition from a local XYZ 
to a whole earth ECEF database.

In general the shadow still works correctly, but jumps around by about a meter 
or two when my model moves. It looks like the underlying shadow bounding volume 
calculation architecture is not completely implemented with double precision. 
If so, could anybody give me a hint if the modifications are simple and where 
they are?

Thanks a lot - any help is appreciated.

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Wojciech Lewandowski

Hi Marius,

I am not sure what ECEF acronym means. I guess its WGS84 eliposoid 
coordinate system with origin in ellipsoid center.


We are using LispSM with VPB generated terrain. Do you use 
setModellingSpaceToWorldTransform method ? It should be helpful in your 
work. See example of usage and setting it in osgshadow.cpp lines 832-851 
(OSG trunk).
However, I have not tested it with LispsmVB though, but LispsmCB and 
LispsmDB. And they seem to work precisely enough most of the time.


When impleneting Lispsm/Minimal Shadow Map algorithms, I made the effort to 
make all computations using doubles. At the time when I was doing this, 
bounding boxes were based on floats so it may be the case that some issues 
could be related to inacurate bounding box precision.


But my observations regarding shadow volume computations suggest different 
cause: even double precision is not enough for convex polytope math in WGS84 
world coords when these convex polytopes are made from view frustums with 
very short near planes. For this case it would be better to make all shadow 
volume computations in view space. I wish I could do this someday but 
frankly I do not expect it to happen anytime soon.


Cheers,
Wojtek Lewandowski

- Original Message - 
From: Marius Heise mhe...@heise-network.com

To: osg-users@lists.openscenegraph.org
Sent: Tuesday, December 29, 2009 12:20 PM
Subject: [osg-users] osgShadow  ECEF precision problems



Hi!

I have been using osgShadow::LightSpacePerspectiveShadowMapVB very 
successfully in previous osg projects. I am currently making the 
transition from a local XYZ to a whole earth ECEF database.


In general the shadow still works correctly, but jumps around by about a 
meter or two when my model moves. It looks like the underlying shadow 
bounding volume calculation architecture is not completely implemented 
with double precision. If so, could anybody give me a hint if the 
modifications are simple and where they are?


Thanks a lot - any help is appreciated.

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Marius Heise
Hi Wojtek,

thanks for your reply.

Sorry for the ECEF (earth-centered-earth-fixed) acronym. Basically we are 
talking about the same thing.

A quick update. I activated setDebugDraw() and both the geometry bounding 
volume and light volume were jumping. I just noticed and undefined the 
OSG_USE_FLOAT_BOUNDINGBOX in osg\config. Now the bounding volume is precise and 
the light volume bounces. I can up you a video link of the problem via PM if 
you like.

Thanks a lot for the setModellingSpaceToWorldTransform tip. I will give this a 
try right away. I am open for any suggestions. Even if it means switching from 
LightSpacePerspectiveShadowMapVB to something else. I just remember testing all 
shadow mapping versions and VB worked the most reliable for my application with 
a lot of camera movement, wide spaced objects and keeping the resolution of the 
map high. 

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Marius Heise
Hi Wojtek,

I have done various tests with the osgShadow demo. All three versions of the 
LightSpacePerspectiveShadowMap (VB/CB/DB) have the same precision problem even 
if setModellingSpaceToWorldTransform() is used. I did the following to 
reproduce:

Simulate a large database by changing osgShadow demo line 371 to:

osg::Vec3 center(3000.0, 3000.0, 3000.0);

Execute the demo with the following:

osgshadow --directionalLight --lispsm --ViewBounds --debugHUD -2 
osgshadow --directionalLight --lispsm --CullBounds --debugHUD -2 
osgshadow --directionalLight --lispsm --DrawBounds --debugHUD -2

Any ideas?

Thanks a lot for your effort!

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Wojciech Lewandowski

Hi Marius,

When I do this I see empty blue screen. No model displayed. Looks like 
camera is positioned far from the model. Perhaps you have done more 
modifications ?


Wojtek


- Original Message - 
From: Marius Heise mhe...@heise-network.com

To: osg-users@lists.openscenegraph.org
Sent: Tuesday, December 29, 2009 4:17 PM
Subject: Re: [osg-users] osgShadow  ECEF precision problems



Hi Wojtek,

I have done various tests with the osgShadow demo. All three versions of 
the LightSpacePerspectiveShadowMap (VB/CB/DB) have the same precision 
problem even if setModellingSpaceToWorldTransform() is used. I did the 
following to reproduce:


Simulate a large database by changing osgShadow demo line 371 to:

osg::Vec3 center(3000.0, 3000.0, 3000.0);

Execute the demo with the following:

osgshadow --directionalLight --lispsm --ViewBounds --debugHUD -2
osgshadow --directionalLight --lispsm --CullBounds --debugHUD -2
osgshadow --directionalLight --lispsm --DrawBounds --debugHUD -2

Any ideas?

Thanks a lot for your effort!

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Marius Heise
Hi Wojtek,

sorry.. press '1' and then SPACE ... the camera home position is then 
calculated automatically to fit the model into the view. This is all caused 
because the model is so far away.
 
Good luck :-)

Cheers,
Marius

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Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Wojciech Lewandowski

Marius,

We must have been using different OSG versions. 1 , SPACE seems to not work 
on my trunk code. I solved this by setting home postion manually.
I was able replicate your problem but unfortunately have no more time to 
spare now and any aditional hints do not cross my mind at the moment. 
However,  I am curious what can be wrong myself and will look into it in 
next or two days.


Wojtek


- Original Message - 
From: Marius Heise mhe...@heise-network.com

To: osg-users@lists.openscenegraph.org
Sent: Tuesday, December 29, 2009 5:05 PM
Subject: Re: [osg-users] osgShadow  ECEF precision problems



Hi Wojtek,

sorry.. press '1' and then SPACE ... the camera home position is then 
calculated automatically to fit the model into the view. This is all 
caused because the model is so far away.


Good luck :-)

Cheers,
Marius

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