Re: [osg-users] rain/snow accumulation on the screen

2010-12-10 Thread Arif Yetkin Sarı
Hi all, I am also looking into this issue like Nik.

the needs are:
1.Rain drops must appear on the screen when in fps (car driving) camera mode
2.They dont need to move, but their numbers will increase in time and make it 
difficult to see the environment.
3.When activated a wiper will rotate on the screen, clearing the raindrops as 
it touches them.

similarly snow will accumulate on the windshield and wiper will clean them too.

Can this be done with osg particle classes? What kind of new functionality may 
be needed if particle system is not enough to handle these tasks ?
Or what specific features of osg can accomplish such tasks?

Thanks in advance for any hints.

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Re: [osg-users] rain/snow accumulation on the screen

2010-12-10 Thread Steven Powers
I'm going to preface my comment by saying I've never done an effect like this 
before. I am, however, interested in how this could be accomplished.

Adding in the wiper effect adds a particularly difficult layer of complexity to 
an effect like this. 

I would still suggest using a shader to do this effect. You would have to 
update the wiper's position as a uniform value per frame. You can then choose 
to apply the raindrop texture to pixels on one side of the wiper and then dont 
apply the texture to pixels on the other side of the wiper.

You can also do this if your procedurally creating the raindrops on the fly.

Cheers,
Steven

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Re: [osg-users] rain/snow accumulation on the screen

2010-12-06 Thread David Glenn

robertosfield wrote:
 Hi Nick,
 
 On Wed, Dec 1, 2010 at 10:15 AM, Trajce (Nick) Nikolov
  wrote:
 
  any ideas/hints how to implement rain/snow accumulation on the screen (like
  for a driving sim)?
  
 
 Bring a laptop to Scotland and sit outside.  Right now you'll get an
 accumulation of snow on the screen.  Waiting another week and we might
 be able to provide an accumulation of rain, although it's likely to
 ruin the laptop.  Still you'd have achieved your mission :-)
 
 Robert.
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I spent a winter in Edinburgh as a young boy! Don't care to relive that winter 
again if I can help it! B, it defined cold for me! Thanks but no Thanks 
Robert! I guess that I have had all the Scotsman bred out of me in Sothern 
California, because I’d rather spend my winter near the Med if I got to live in 
that part of the world! Of course I also had issues with the schooling I got 
back then also - they maid you learn!


D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
Desk!

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Re: [osg-users] rain/snow accumulation on the screen

2010-12-02 Thread Steven Powers
I'd use a pixel shader for the effects. Pass in the texture that represents the 
snow overlay and have the shader scale the alpha up and down as it accumulates.

Rain would be handled the same way but you'd have to come up with a way to make 
the water droplets move around on the screen. That should be possible in the 
shader as well.


Thank you!

Cheers,
Steven

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Re: [osg-users] rain/snow accumulation on the screen

2010-12-02 Thread Trajce (Nick) Nikolov
Thanks Steven .. good hint!

-Nick


On Thu, Dec 2, 2010 at 11:56 PM, Steven Powers stevenapow...@gmail.comwrote:

 I'd use a pixel shader for the effects. Pass in the texture that represents
 the snow overlay and have the shader scale the alpha up and down as it
 accumulates.

 Rain would be handled the same way but you'd have to come up with a way to
 make the water droplets move around on the screen. That should be possible
 in the shader as well.


 Thank you!

 Cheers,
 Steven

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[osg-users] rain/snow accumulation on the screen

2010-12-01 Thread Trajce (Nick) Nikolov
Hi Community,

any ideas/hints how to implement rain/snow accumulation on the screen (like
for a driving sim)?


-Nick
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Re: [osg-users] rain/snow accumulation on the screen

2010-12-01 Thread Robert Osfield
Hi Nick,

On Wed, Dec 1, 2010 at 10:15 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
 any ideas/hints how to implement rain/snow accumulation on the screen (like
 for a driving sim)?

Bring a laptop to Scotland and sit outside.  Right now you'll get an
accumulation of snow on the screen.  Waiting another week and we might
be able to provide an accumulation of rain, although it's likely to
ruin the laptop.  Still you'd have achieved your mission :-)

Robert.
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Re: [osg-users] rain/snow accumulation on the screen

2010-12-01 Thread Trajce (Nick) Nikolov
Hahahahahahah ... thanks Robert !!!

-Nick


On Wed, Dec 1, 2010 at 2:44 PM, Kim Bale kcb...@googlemail.com wrote:

 Genius. :)

 K.


 On 1 December 2010 10:24, Robert Osfield robert.osfi...@gmail.com wrote:

 Hi Nick,

 On Wed, Dec 1, 2010 at 10:15 AM, Trajce (Nick) Nikolov
 nikolov.tra...@gmail.com wrote:
  any ideas/hints how to implement rain/snow accumulation on the screen
 (like
  for a driving sim)?

 Bring a laptop to Scotland and sit outside.  Right now you'll get an
 accumulation of snow on the screen.  Waiting another week and we might
 be able to provide an accumulation of rain, although it's likely to
 ruin the laptop.  Still you'd have achieved your mission :-)

 Robert.
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Re: [osg-users] rain/snow accumulation on the screen

2010-12-01 Thread Trajce (Nick) Nikolov
actually, not a a bad idea ... people with John Nesh fortune could probably
figure out the algorithm then ;-)

-Nick


On Wed, Dec 1, 2010 at 4:43 PM, Trajce (Nick) Nikolov 
nikolov.tra...@gmail.com wrote:

  Hahahahahahah ... thanks Robert !!!

 -Nick


   On Wed, Dec 1, 2010 at 2:44 PM, Kim Bale kcb...@googlemail.com wrote:

 Genius. :)

 K.


 On 1 December 2010 10:24, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 On Wed, Dec 1, 2010 at 10:15 AM, Trajce (Nick) Nikolov
 nikolov.tra...@gmail.com wrote:
  any ideas/hints how to implement rain/snow accumulation on the screen
 (like
  for a driving sim)?

 Bring a laptop to Scotland and sit outside.  Right now you'll get an
 accumulation of snow on the screen.  Waiting another week and we might
 be able to provide an accumulation of rain, although it's likely to
 ruin the laptop.  Still you'd have achieved your mission :-)

 Robert.
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Re: [osg-users] rain/snow accumulation on the screen

2010-12-01 Thread Andrew Lowe

On 1/12/2010 6:15 PM, Trajce (Nick) Nikolov wrote:

Hi Community,

any ideas/hints how to implement rain/snow accumulation on the screen (like
for a driving sim)?


-Nick


	A company I used to work for which did driving sims, mining trucks in 
fact, just used a series of bitmaps - I might be using totally the wrong 
buzzwords here, I've had my after work beer and the correct terms escape 
me. The bit maps were generated by the graphics people and we just 
loaded them up and overlayed them as needed.


There was a series of overlays that corresponded to:

1) A few drops

2) More drops

3) Even more drops

4) quite a few drops
...
...
...
...
n) That many drop that in combination with a dusty windscreen, remember 
this is of a mining truck in an iron ore mine in Australia, that the 
windscreen has become mud. Then the user would turn on the wipers and a 
new set of overlays would be used which corresponded to the windscreen 
wipers going.


	These overlays were created by our graphic artists and we just dumped 
them into the scene at the speed we needed to simulate the rain. In 
other words the screen/rain/mud was not done dynamically with a snazzy 
algorithm, it was basically good old page flipping animation.


	Nick, does this make sense? If not I'll revisit the topic in the 
morning, it's currently 11.15pm, and try and make more sense.


Regards,
Andrew

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Re: [osg-users] rain/snow accumulation on the screen

2010-12-01 Thread Michael Robb
Pixelmaps or billboard textures might be the OpenGL terminology. Animation
studios might use the term Particle Systems. 1980's game programmers would
probably use the term sprites, especially if their motion changed when you
moved. In this case blowing off as the vehicle moved.

 For snow,  they would be partially transparent at the edges (alpha -0 )
and darker in the middle, so that when they were pasted on top together,
they would make that area of the screen go dark.

Not sure about the description of rain accumulation - if it were the effect
of water trickling down the window,
Doing trickling raindrops would be tricky - you would definitely need a
particle system with a surface threshold algorithm (marching
cubes/triangles) and some surface tension physics to generate the geometry
to do refraction.

On the inside of the window, you'd want condensation effects - that would
just be partially transparent gray.

On Wed, Dec 1, 2010 at 3:17 PM, Andrew Lowe a...@wht.com.au wrote:

 On 1/12/2010 6:15 PM, Trajce (Nick) Nikolov wrote:

 Hi Community,

 any ideas/hints how to implement rain/snow accumulation on the screen
 (like
 for a driving sim)?


 -Nick


A company I used to work for which did driving sims, mining trucks
 in fact, just used a series of bitmaps - I might be using totally the wrong
 buzzwords here, I've had my after work beer and the correct terms escape me.
 The bit maps were generated by the graphics people and we just loaded them
 up and overlayed them as needed.

There was a series of overlays that corresponded to:

 1) A few drops

 2) More drops

 3) Even more drops

 4) quite a few drops
 ...
 ...
 ...
 ...
 n) That many drop that in combination with a dusty windscreen, remember
 this is of a mining truck in an iron ore mine in Australia, that the
 windscreen has become mud. Then the user would turn on the wipers and a new
 set of overlays would be used which corresponded to the windscreen wipers
 going.

These overlays were created by our graphic artists and we just
 dumped them into the scene at the speed we needed to simulate the rain. In
 other words the screen/rain/mud was not done dynamically with a snazzy
 algorithm, it was basically good old page flipping animation.

Nick, does this make sense? If not I'll revisit the topic in the
 morning, it's currently 11.15pm, and try and make more sense.

Regards,
Andrew

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Re: [osg-users] rain/snow accumulation on the screen

2010-12-01 Thread Trajce (Nick) Nikolov
Thank you !!!

Andrew, your approach was the first that crossed my mind  But not too
much of a fan of it. More into what Michael is proposing ... Thanks again

-Nick


On Wed, Dec 1, 2010 at 7:56 PM, Michael Robb msar2...@gmail.com wrote:

 Pixelmaps or billboard textures might be the OpenGL terminology. Animation
 studios might use the term Particle Systems. 1980's game programmers would
 probably use the term sprites, especially if their motion changed when you
 moved. In this case blowing off as the vehicle moved.

  For snow,  they would be partially transparent at the edges (alpha -0 )
 and darker in the middle, so that when they were pasted on top together,
 they would make that area of the screen go dark.

 Not sure about the description of rain accumulation - if it were the effect
 of water trickling down the window,
 Doing trickling raindrops would be tricky - you would definitely need a
 particle system with a surface threshold algorithm (marching
 cubes/triangles) and some surface tension physics to generate the geometry
 to do refraction.

 On the inside of the window, you'd want condensation effects - that would
 just be partially transparent gray.


 On Wed, Dec 1, 2010 at 3:17 PM, Andrew Lowe a...@wht.com.au wrote:

 On 1/12/2010 6:15 PM, Trajce (Nick) Nikolov wrote:

 Hi Community,

 any ideas/hints how to implement rain/snow accumulation on the screen
 (like
 for a driving sim)?


 -Nick


A company I used to work for which did driving sims, mining trucks
 in fact, just used a series of bitmaps - I might be using totally the wrong
 buzzwords here, I've had my after work beer and the correct terms escape me.
 The bit maps were generated by the graphics people and we just loaded them
 up and overlayed them as needed.

There was a series of overlays that corresponded to:

 1) A few drops

 2) More drops

 3) Even more drops

 4) quite a few drops
 ...
 ...
 ...
 ...
 n) That many drop that in combination with a dusty windscreen, remember
 this is of a mining truck in an iron ore mine in Australia, that the
 windscreen has become mud. Then the user would turn on the wipers and a new
 set of overlays would be used which corresponded to the windscreen wipers
 going.

These overlays were created by our graphic artists and we just
 dumped them into the scene at the speed we needed to simulate the rain. In
 other words the screen/rain/mud was not done dynamically with a snazzy
 algorithm, it was basically good old page flipping animation.

Nick, does this make sense? If not I'll revisit the topic in the
 morning, it's currently 11.15pm, and try and make more sense.

Regards,
Andrew

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