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.
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
--
______________________________________________________
Jean-Sebastien Guay jean_...@videotron.ca
http://whitestar02.dyndns-web.com/
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org