Great project! We also create simulators. You can watch this video: www.youtube.com/watch?v=jLRHiklQFv8 (starting at 4 minutes 30 seconds)
What do you think about the publication of such projects on the page http://www.openscenegraph.org/projects/osg/wiki/Screenshots/ ? 2011/4/20 Paul Martz <pma...@skew-matrix.com>: > Hi J-S -- It looks great. But I do have a couple questions. > > How flexible is your art pipeline / rendering process for loading arbitrary > models? Could you replace that excavator with some arbitrary CAD machinery, > such as a tractor, and get the same visual fidelity? Or is there quite a bit > of per-model hands-on modeling time in the art pipeline to create the > necessary specular and normal maps, dirt, scuff marks, etc? > > Also, how are you doing the transparency (e.g., the excavator cab windows)? > Is that simple RenderBin back-to-front rendering, or are you using an > order-independent technique? If the latter, how are you implementing it? > > Are the trees in the background simple billboards, or truly 3D so that the > viewpoint can be placed inside them? > > Is the atmospheric scattering simple OpenGL fog, or something more complex? > > I didn't notice any screen-space post-rendering effects (such as depth of > field), is that correct? If I'm wrong, what screen-space effects are you > doing, and did you encounter any difficulties with generalizing them into > your rendering system? > > I'm always looking for more general ways to make stuff like this work, so > I'm just trying to figure out how much of this demo was general-purpose, and > how much was non-general, suitable only for demos. > > Thanks, > -Paul > > > > On 4/19/2011 9:41 AM, Jean-Sébastien Guay wrote: >> >> Hi all, >> >> I just wanted to give you guys a heads up about a prototype project we >> worked on >> lately, and which I think looks great. There's a video of it on our >> YouTube >> channel: >> >> http://www.youtube.com/user/vortexsim#p/u/1/RhJR0qQJfAQ >> >> (set it to 1080p if you can) >> >> We did that demo in 3 weeks (2 people for graphics and physics >> programming, one >> modeler for the excavator model). >> >> Quick list of effects specific to this project: >> - Normal mapping >> - Specular mapping >> - Reflection mapping >> - HDR (using osgPPU) >> - Soil uses hardware instancing for the many small rocks >> - Mound of earth uses vertex texture fetch to render the height field >> (displace >> vertices, calculate normals in vertex shader) >> - Dust particles rendered with soft particle technique (depth buffer test) >> to >> avoid hard edges >> >> It's the most GPU-intensive simulator we've ever done, and it looks great, >> and >> it's OSG-based, so I thought I'd show it to anyone who's interested. :-) >> >> While you're on our YouTube page you can have a look at the other cool >> things >> we've done in the past, the offshore and port crane simulators are recent >> projects and are very nice as well (and they use osgOcean :-) ). >> >> http://www.youtube.com/user/vortexsim#p/u/9/KBGr74TMTrU >> http://www.youtube.com/user/vortexsim#p/u/0/dZeQ-eBrBDk >> >> Thanks, >> >> J-S > > > -- > -Paul Martz Skew Matrix Software > http://www.skew-matrix.com/ > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Maxim Gammer _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org