Re: [osg-users] osgShadow and nested RTT-cams

2011-05-17 Thread Paul Martz

On 5/16/2011 12:55 PM, Paul Martz wrote:

So I always recommended using Slaves cameras

instead of Nested cams because they have their own CullVisitors. If I would
design this today, instead of CullVisitor I would probably use RenderStage to
index view resources.


Understood. This is ViewerBase::RenderingTraversals, where it calls
renderer-cull(). That's implemented internally with SceneView::cull().


Wojtek, in your experience, have you found that using multiple slave Cameras in 
this way causes StandardShadowMap (for example) to do a shadow map creation pass 
once for each slave Camera? There are multiple shadow map creation render passes 
done per frame, in other words.


It seems like slave Cameras are really designed more for multiple displays, in 
which case you *do* want a shadow map created for each slave camera (so that 
it's generated and resident on the per-display GPU). But if the application uses 
slave Cameras rendering to a single window, the shadow map would still get 
generated multiple times per frame -- once per slave Camera -- which is undesirable.


It seems like what we really want for shadow map creation is something that 
creates the shadow map once per frame#/GC pair. As far as I can tell, merely 
using slave Cameras doesn't achieve this. If I'm wrong about how 
StandardShadowMap works in the presence of multiple slave Cameras, please 
correct me.

   -Paul
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Re: [osg-users] osgShadow and nested RTT-cams

2011-05-17 Thread Wojciech Lewandowski

Hi,


On 5/16/2011 12:55 PM, Paul Martz wrote:

So I always recommended using Slaves cameras
instead of Nested cams because they have their own CullVisitors. If I 
would
design this today, instead of CullVisitor I would probably use 
RenderStage to

index view resources.


Understood. This is ViewerBase::RenderingTraversals, where it calls
renderer-cull(). That's implemented internally with SceneView::cull().


Wojtek, in your experience, have you found that using multiple slave 
Cameras in this way causes StandardShadowMap (for example) to do a shadow 
map creation pass once for each slave Camera? There are multiple shadow 
map creation render passes done per frame, in other words.


Yes. It does. However StandardShadowMap is not intended for wide use in 
practice. This class is a direct equivalent of ShadowMap. It is fully 
functional, so can be used as a replacement of ShadowMap, but its main role 
is to lay foundation for View Dependent Shadow Techniques derived from it.


It seems like slave Cameras are really designed more for multiple 
displays, in which case you *do* want a shadow map created for each slave 
camera (so that it's generated and resident on the per-display GPU). But 
if the application uses slave Cameras rendering to a single window, the 
shadow map would still get generated multiple times per frame -- once per 
slave Camera -- which is undesirable.


And thats the goal for View Dependent techniques which optimize shadow map 
resolution by adjusting shadow projection to part of the scene visible per 
view. So each view will need a different shadow map. These classes were 
designed to work in multi screen / multi threaded configurations.  But they 
would also work for RTT Slave cameras.


It seems like what we really want for shadow map creation is something 
that creates the shadow map once per frame#/GC pair. As far as I can tell, 
merely using slave Cameras doesn't achieve this. If I'm wrong about how 
StandardShadowMap works in the presence of multiple slave Cameras, please 
correct me.


In case of MinimalShadowMap or LispSM techniques even if views share GC 
there is an assumption they use different view/projection matrices so Shadow 
maps for each of them should be created anyway.


Cheers,
Wojtek

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Re: [osg-users] osgShadow and nested RTT-cams

2011-05-16 Thread Wojciech Lewandowski

Hi Paul,

What I know for certain is this: all shadow techniques stemming from 
ViewDependentShadowTechnique (StandardShadowMap, MinimalShadowMap, LispSM) 
are not compatible with nested cameras. And its a design flaw. Basically all 
these techniques allocate resources per View and views are recognized and 
indexed by cull visitor pointer.  Unfortunately cull visitor of the view 
main camera  also traverses nested cameras, so this means these nested 
cameras will use the same resources as main view camera. Since the shadow 
map depends on the camera view/projection, obiously  shadowmaps, projection 
and texgen settings will not work correctly for nested cams. So I always 
recommended using Slaves cameras instead of Nested cams because they have 
their own CullVisitors. If I would design this today, instead of CullVisitor 
I would probably use RenderStage to index view resources.


I am however, not sure if I agree with your diagnosis on basic ShadowMap 
problem. Even if shadow map was rendered only once it should work well for 
both main and nested camera. Thats because ShadowMap projection does not 
depend on parent camera view or projection.


Instead I suspect that shadow tex coord Texgen may be the problem. This is 
the only view dependent resouce here. Shadow texgen produces EYE_LINEAR 
coords. These coords depend on current model view matrix. I guess in Felix 
case main camera view matrix differs from nested camera view matrix. So 
texgen working for the main cam, does not produce correct coords for nested 
camera.


These however are only theoretical deliberations. I have never tested or 
debuged such problem in practice, and I may be wrong.


Cheers,
Wojtek

-Oryginalna wiadomość- 
From: Paul Martz

Sent: Friday, May 13, 2011 11:55 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgShadow and nested RTT-cams

Hi all -- While digging into an issue with multiple nested Camera nodes in
2.8.x, I came across this old thread in the archives and wanted to follow 
up, as
it appears no one ever solved the mystery. I imagine there is more 
up-to-date

information, or possibly even fixes on trunk? If so, please let me know.

Camera nodes have a 1-to-1 mapping with RenderStage objects, and the first 
thing
that happens in RenderStage::draw() is a check to ensure that the 
RenderStage

only draws once per frame. (This is necessary because the RenderStage is
inserted twice into the render graph: Once as a pre-render RenderStage, then
once again as a regular child of the top-level Camera.) See RenderStage.cpp 
line

1109 on trunk.

That's almost always what you want, except in Felix's case (see quoted 
text). In
his situation, he has a scene that uses osgShadow (which uses a child Camera 
to

implement the pre-render pass). Because a RenderStage can only draw once per
frame, there is no way to render an osgShadow scene twice per frame: once to 
a

texture (using an RTT Camera) and once again to some other framebuffer.

Thoughts?
   -Paul


On Aug 6 2009, 8:32 am, Felix Heide felix.he...@student.uni-siegen.de 
wrote:

Hey folks,

i have a problem with using theosgShadownodekit together with 
nestedRTT-Cams.

A scenegraph as illustrated in the following image works fine:


[Image:http://img7.imageshack.us/img7/5274/sgwithoutrttcam.png]

But problems arise, when i use anRTT-Cam to render this scenegraph to an 
FBO.
The FBO is used as a texture which is put on a simple quad-geode. The 
quad-geode
is then rendered by the Viewers-Camera with orthogonal projection. In fact 
all
this stuff is done to apply warping in the fragment shader pass. The 
resulting

scenegraph is illustrated in the following figure:


[Image:http://img9.imageshack.us/img9/8421/sgwithrttcam.png]

The results are strange shadow artifacts. The shadows move with
theRTT-Cameras viewpoint. In addition sometimes flickering in the shadows 
can be

noticed. Except the shadows, the whole scene is rendered as it should be.


At first, i thought it would have something to do with the shadowMap's 
cam.

Line 192 in ShadowMap.cpp (osg 2.8.0) is


Code:
_camera-setReferenceFrame(osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT);

If i understand the Reference Frame concept right, this line makes the

shadowMaps cam inherit its viewpoint from the viewers cam and not the
nestedrtt-cam, which would be the right one. So i tried to set the Referende
Frame to ABSOLUTE_RF by accessing the current camera in a cull-callback 
attached

to the ShadowScene node. That did not help.


Hope someone has a tip for me.

Cheers,
Felix

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Read this topic online

here:http://forum.openscenegraph.org/viewtopic.php?p=15921#15921


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Re: [osg-users] osgShadow and nested RTT-cams

2011-05-16 Thread Paul Martz

On 5/16/2011 6:07 AM, Wojciech Lewandowski wrote:

Hi Paul,

What I know for certain is this: all shadow techniques stemming from
ViewDependentShadowTechnique (StandardShadowMap, MinimalShadowMap, LispSM) are
not compatible with nested cameras. And its a design flaw. Basically all these
techniques allocate resources per View and views are recognized and indexed by
cull visitor pointer. Unfortunately cull visitor of the view main camera also
traverses nested cameras, so this means these nested cameras will use the same
resources as main view camera.


I understand. I encountered the same issue in an early prototype version of what 
eventually became OcclusionQueryNode.


 Since the shadow map depends on the camera

view/projection, obiously shadowmaps, projection and texgen settings will not
work correctly for nested cams.


Right, because (in the nested case), the CullVisitor address index looks up the 
wrong values. You get results, you just get the wrong results.


 So I always recommended using Slaves cameras

instead of Nested cams because they have their own CullVisitors. If I would
design this today, instead of CullVisitor I would probably use RenderStage to
index view resources.


Understood. This is ViewerBase::RenderingTraversals, where it calls 
renderer-cull(). That's implemented internally with SceneView::cull().



I am however, not sure if I agree with your diagnosis on basic ShadowMap
problem. Even if shadow map was rendered only once it should work well for both
main and nested camera. Thats because ShadowMap projection does not depend on
parent camera view or projection.


I came to the same conclusion after I slept on this Friday night. One pass to 
create the shadow map should be sufficient.

   -Paul
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Re: [osg-users] osgShadow and nested RTT-cams

2011-05-16 Thread Paul Martz

On 5/16/2011 12:55 PM, Paul Martz wrote:

Understood. This is ViewerBase::RenderingTraversals, where it calls
renderer-cull(). That's implemented internally with SceneView::cull().


I meant the View, not the CullVisitor. Sorry for the mistake.
   -Paul
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Re: [osg-users] osgShadow and nested RTT-cams

2009-08-10 Thread Wojciech Lewandowski

Hi Felix,

Felix Heide wrote:

no one has an idea ?
  
Unfortunately, I don't have much to offer as I have no access to OSG 
source currently. But my intuition tells me that your case was not 
widely tested. I think you may have better chances when you setup your 
RTT rendering as separate slave camera instead of nested in the graph 
cam. See  osg hud examples on how to setup RTT cam as osgViewer slave (I 
don't remeber exactly which one). Hope this helps


Wojtek Lewandowski

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Re: [osg-users] osgShadow and nested RTT-cams

2009-08-10 Thread Felix Heide
Hi Wojciech,

Thank you very much ! I will try this !

Cheers,
Felix

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Re: [osg-users] osgShadow and nested RTT-cams

2009-08-09 Thread Felix Heide
no one has an idea ?

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[osg-users] osgShadow and nested RTT-cams

2009-08-06 Thread Felix Heide
Hey folks,

i have a problem with using the osgShadow nodekit together with nested 
RTT-Cams. A scenegraph as illustrated in the following image works fine:

[Image: http://img7.imageshack.us/img7/5274/sgwithoutrttcam.png ]

But problems arise, when i use an RTT-Cam to render this scenegraph to an FBO. 
The FBO is used as a texture which is put on a simple quad-geode. The 
quad-geode is then rendered by the Viewers-Camera with orthogonal projection. 
In fact all this stuff is done to apply warping in the fragment shader pass. 
The resulting scenegraph is illustrated in the following figure:

[Image: http://img9.imageshack.us/img9/8421/sgwithrttcam.png ]

The results are strange shadow artifacts. The shadows move with the RTT-Cameras 
viewpoint. In addition sometimes flickering in the shadows can be noticed. 
Except the shadows, the whole scene is rendered as it should be.

At first, i thought it would have something to do with the shadowMap's cam. 
Line 192 in ShadowMap.cpp (osg 2.8.0) is  

Code:
_camera-setReferenceFrame(osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT);



If i understand the Reference Frame concept right, this line makes the 
shadowMaps cam inherit its viewpoint from the viewers cam and not the nested 
rtt-cam, which would be the right one. So i tried to set the Referende Frame to 
ABSOLUTE_RF by accessing the current camera in a cull-callback attached to the 
ShadowScene node. That did not help.

Hope someone has a tip for me.

Cheers,
Felix

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=15921#15921





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