Re: [Flightgear-devel] HEADS UP: Scenery regeneration

2008-08-07 Thread Ralf Gerlich
Hi!

I have uploaded a picture showing the situation in the example of VHHH
to http://www.custom-scenery.org/fileadmin/people/rgerlich/vhhh.png

This is an export from QGIS, using shapefiles I generate from test
printouts of TerraGear. I forgot to color this properly, but actually
the textures and colors don't matter.

What we have is a blue polygon, which should be of material type
IrrCropPastureCover. This lies inside an Ocean polygon, which extends on
the east side of the blue polygon in pink.

The blue IrrCropPastureCover is also adjacent to a light-blue GrassCover
polygon. What you see at the bottom are two circles, representing the
"point in polygon" for these polygons. They have the material type
attached to them.

In the small cutout on the right side you see that the blue polygon
continues in a very slim sliver to the south, the width of which is
about 4 to 8 times SG_EPSILON and which becomes more slim towards the south.

The calc_point_inside() algorithm I implemented places the "inside
point" perfectly within this sliver, which I have checked by
appropriately scaling the part in QGIS.

Unfortunately in preparation to the triangulation step, the vertices of
the right border of the sliver are merged onto the left border of the
sliver, so that the sliver essentially vanishes.

Curtis Olson wrote:
> As Ralf points out, there is code that attempts to find stray nodes that lie
> on existing edges and split the edge at that point.  When this situation
> exists, it can lead to degenerate behavior.  As I understand it, the
> terragear check should be more ambitious than the TriangleJRS check in order
> to prevent problems down stream.

Not necessarily _more_ ambitious, but at least as exact. As far as I
have understood, Jonathan Shewchuk uses what he calls "Adaptive
Precision Floating-Point Arithmetic" for the geometric predicates, so
this is quite different from the "epsilon"-approach.

> You can tune the thresholds for detection of this situation, but the looser
> you make the constraints, the more you are likely to alter the original
> geometry which will create artifacts in the final result.

I have tried, but for some reason TriangleJRS then has problems with
colinear edges, which is - as far as I understand - exactly the thing
which should be avoided by splitting. And it is curious, as it seems to
contradict the "adaptive precision" idea expressed above...

In general, what TerraGear is doing currently - eliminiating the slivers
- actually is the right thing performance-wise, as we really do not want
these slivers to take up valuable triangles in the scenery files.

What we might have to change is the point were the "point inside
polygon" is calculate to after the creation of the edge and vertex lists
for triangulation. It should be possible to keep the information about
the edges belonging to a polygon resp. contour, so that the
point-inside-calculation could use these instead of the original polygons.

Cheers,
Ralf

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Re: [Flightgear-devel] HEADS UP: Scenery regeneration

2008-08-07 Thread Curtis Olson
On Thu, Aug 7, 2008 at 9:55 AM, Ralf Gerlich wrote:

> Sorry to correct you, but in Triangle::build() the segment lists are
> built using TGTriSegments::unique_divide_and_add(), which does segment
> splitting if TerraGear thinks that one of the end-nodes lies on an
> already known edge. These checks seem to be less exact than the
> predicates used by TriangleJRS ;-)
>

Hi Ralf and Fred,

Both of you have helped refresh my memory. :-)

Yes, there is code to split long features of polygons so they can more
naturally follow the underlying terrain features.  A single mile long edge
across varying terrain looks extremely ugly whereas splitting this up into
200m or 400m segments allows the feature to more naturally follow the
underlying terrain.  However, this is on a very large scale so shouldn't
cause any numerical accuracy problems.

As Ralf points out, there is code that attempts to find stray nodes that lie
on existing edges and split the edge at that point.  When this situation
exists, it can lead to degenerate behavior.  As I understand it, the
terragear check should be more ambitious than the TriangleJRS check in order
to prevent problems down stream.

You can tune the thresholds for detection of this situation, but the looser
you make the constraints, the more you are likely to alter the original
geometry which will create artifacts in the final result.

Regards,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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Re: [Flightgear-devel] HEADS UP: Scenery regeneration

2008-08-07 Thread Ralf Gerlich
Hi Curt!

Curtis Olson wrote:
> As far as I know, terragear doesn't do extra edge splitting before handing
> data to TriangleJRS.

Sorry to correct you, but in Triangle::build() the segment lists are
built using TGTriSegments::unique_divide_and_add(), which does segment
splitting if TerraGear thinks that one of the end-nodes lies on an
already known edge. These checks seem to be less exact than the
predicates used by TriangleJRS ;-)

Cheers,
Ralf

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Re: [Flightgear-devel] HEADS UP: Scenery regeneration

2008-08-07 Thread Frederic Bouvier

- "Curtis Olson" a écrit :

> On Thu, Aug 7, 2008 at 7:08 AM, Ralf Gerlich wrote:
> 
> > I have just checked once more and found that triangles for the extremely
> > small triangle parts simply do not exist. They are not generated by
> > TriangleJRS.
> 
> 
> Hi Ralf,
> 
> As far as I know, terragear doesn't do extra edge splitting before
> handing
> data to TriangleJRS.  However at some point in the pipeline there is
> a routine that attempts to identify "slivers" and merge them with
> neighboring areas.  The heuristics for identifying a sliver are pretty loose 
> and
> weren't designed with high detail, high polygon count scenery in mind.  You
> may want to greatly constrain the area/angle checks, or remove the sliver
> check entirely.  This goes back a long time, but I think the sliver checking
> was originally an attempt to work around numerical problems when letting
> TriangleJRS subdivide triangles to get an "ideal" Delauney
> triangulation.
> We've since given up on that because it generates way too many
> unneeded triangles so the sliver check could probably go away without hurting
> anything.

Hi Curt, Hi Ralf,

maybe I don't recall correctly, but I thing long edges are split to avoid 
having, for example, long road segments cutting mountains or making banks when 
crossing valleys.

-Fred


-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/  Photo gallery - album photo
http://fgsd.sourceforge.net/   FlightGear Scenery Designer


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Re: [Flightgear-devel] CVS Pre OSG PLIB

2008-08-07 Thread Melchior FRANZ
* gerard robin -- Thursday 07 August 2008:
> Is There any update of the Pre OSG PLIB CVS branch forecast ? or is it 
> definitively frozen.

It's not formally frozen. There were a few bugfixes committed after the
1.0 release for the case that we'd have to make an urgent bugfix release.
This didn't turn out to be necessary, and everyone focuses on fg/osg now.
It's very unlikely that another release will be made from the plib branch.
But people can still commit there, if they feel like it.  :-)



> As long we don't have nice shadows and 3D Clouds, when we demonstrate
> FG the 1.00 version is now, only available.  :(

You can still use fg/plib with the data/plib branch, now and in the
future. Shadows for fg/osg are being worked on and might be finished
within a few weeks. Clouds are AFAIK also work in progress, but only
in an early stage, so this may still take a while. There are also
still some regressions/bugs in fg/osg that will have to be addressed
before the next release. Some of them being:

- segfault on early exit
- CullVisitor/"detected NaN" bug
- material animation broken
- timed animation broken
- model loading broken (embedded nasal)
- particle-system problems
- slowness on some systems(?)

m.

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Re: [Flightgear-devel] HEADS UP: Scenery regeneration

2008-08-07 Thread Curtis Olson
On Thu, Aug 7, 2008 at 7:08 AM, Ralf Gerlich wrote:

> I have just checked once more and found that triangles for the extremely
> small triangle parts simply do not exist. They are not generated by
> TriangleJRS.


Hi Ralf,

As far as I know, terragear doesn't do extra edge splitting before handing
data to TriangleJRS.  However at some point in the pipeline there is a
routine that attempts to identify "slivers" and merge them with neighboring
areas.  The heuristics for identifying a sliver are pretty loose and weren't
designed with high detail, high polygon count scenery in mind.  You may want
to greatly constrain the area/angle checks, or remove the sliver check
entirely.  This goes back a long time, but I think the sliver checking was
originally an attempt to work around numerical problems when letting
TriangleJRS subdivide triangles to get an "ideal" Delauney triangulation.
We've since given up on that because it generates way too many unneeded
triangles so the sliver check could probably go away without hurting
anything.

I don't know if this will help your specific situation, but I don't think it
will hurt.

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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Re: [Flightgear-devel] HEADS UP: Scenery regeneration

2008-08-07 Thread Ralf Gerlich
Hi!

Ralf Gerlich wrote:
> While it seems to me that the workaround should work, due to previous
> experience with TerraGear and its subtleties I would not want to bet on it.

...and I see that I was right not to bet: The workaround doesn't work.
TerraGear failed on the first try building the EDDF-area.

> The actual problem lies within TriangleJRS, the triangulation code of
> TerraGear, which - as several checks have shown - is not as robust as
> advertised regarding computational geometry predicates. The
> "point-in-triangle"-detection-code does seem to have problems if the
> respective point is pretty near to the contour of the triangle. While
> the point is perfectly inside the triangle, TriangleJRS cannot detect that.

Nope, that's not it...

I have just checked once more and found that triangles for the extremely
small triangle parts simply do not exist. They are not generated by
TriangleJRS.

This could have one of two reasons:

1) TerraGear does some specific edge-splitting when preparing the list
of nodes and constrained edges for TriangleJRS. This is sensible, but
may move the nodes of the slivers in a co-linear fashion, i.e. the
sliver parts completely vanish.

2) TriangleJRS removes the triangles for these parts as it thinks they
are too small.

After some checking it seems that 1) is the case.

I'm at it and I hope to still be able to do a rebuild as announced with
a new solution. However, don't count on it.

The call for submissions to the static scenery objects database is left
as is ;-)

Cheers,
Ralf

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[Flightgear-devel] CVS Pre OSG PLIB

2008-08-07 Thread gerard robin


Hello, 

I know my question could be funny.

Is There any update of the Pre OSG PLIB CVS branch forecast ? or is it 
definitively frozen.
As long we don't have nice shadows and 3D Clouds, when we demonstrate FG the 
1.00 version is now, only available.  :(

-- 
Gérard
http://pagesperso-orange.fr/GRTux/

"J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire "


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