Nice work Daniel, results look great!

In the past I have used osgEphemeris, which supports sky sphere, sun, moon, stars based on earth latitude/longitude and date/time. It gave OK results but had a few problems as well. Its site is www.andesengineering.com/Projects/*OsgEphemeris*/ but it seems to be down at the moment.

Just out of curiosity, how flexible is your library? For example, a long time ago I had to develop a lunar rover simulator, and I was able to easily use osgEphemeris' night-time sky (replacing the moon by a larger Earth, of course, and I didn't mind about exact positions of the stars ) to make the lunar sky. See the end of this video for an example: http://www.youtube.com/watch?v=b1tN2TpVIOM Is something like this easy with your library?

Keep up the great work!

J-S


On 18/01/2013 10:13 AM, Limberger, Daniel wrote:

*From:*Limberger, Daniel
*Sent:* 18 January 2013 15:50
*To:* Engel, Juri
*Subject:* Integration of a NodeKit for Sky Rendering into OSG

Hi,

I would like to present you my open source library osgHimmel that allows simple noninvasive rendering of background imagery (i.e., skies) within OSG. It currently is an OSG extending lib, that features two different techniques for sky rendering (or in traditional terms, skybox rendering): texture based (traditional) and computational (astrophysical).

The first approach handles rendering of skies via common texture mapping techniques, extended by time based transitions, rotation around the zenith, horizon blending as well as an (experimental) faked sun.

The second approach, renders astrophysical based skies with good results not only but especially at nightly scenes: correct star positions, atmosphere approximation, moon rendering including lunar eclipses and more.

Further Contributions to OSG:

-A useful, minimal astronomy library.

-Good resources for both, texture based and physical based, approaches.

-Solutions for common OSG issues, e.g., placing skies in arbitrary node structures, texture ping-ponging for post/pre processing, environment map rendering for reflection/illumination.

-Starting point for cloud rendering. The current implementation is not very efficient though (TODO..)

-Introduces no third parties, purely based on OSG (and optionally Qt for the editor)!

For now, osgHimmel is mainly used internally at the Computer Graphics Systems group at the HPI (hpi3d.de), and the first integration into a commercial product is already in progress. We have two research projects, trying to extend the library by HDR, temporal-glare, Glare, simple as well as image based illumination.

I would like to suggest an integration of osgHimmel into OSG, since a larger user base would convince me to keep osgHimmel alive and spent further development time on the library.

What requirements must be met and what further steps have to be taken to make this integration possible (we can rename the lib to osgSky if this is a problem ;) )?

Or is it better practice for such library to stay independent, without a direct OSG integration?

I'm strongly interested in any ideas and concerns of this community concerning osgHimmel.

All resources (including videos, demos, poster, my master's thesis, and a recent vmv2012 paper) are available at:

http://osghimmel.googlecode.com

recent poster with some images: https://osghimmel.googlecode.com/files/Daniel_Limberger_Poster.pdf

Thanks a lot! And also thanks to this mailing list, which was of great help during development of osghimmel.



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Jean-Sebastien Guay              jean_...@videotron.ca
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