[Flightgear-devel] Ground in FlightGear
Hi all, After some tries on the Paris scenery and with nels' help on jabber, here are a few screenshots showing how much a textured ground dramatically improves Flightgear rendering. http://helijah.free.fr/ground/JPG-Version/ Well, for now the method is just eavy as we have to make use of materials.xml. But still, isn't this a convaincing result ? Greetings, Emmanuel -- BARANGER Emmanuel http://helijah.free.fr http://helijah.free.fr/Pack_3D http://helijah.free.fr/flightgear/flightgear.htm http://helijah.free.fr/flightgear/H4-Hercules.htm http://helijah.free.fr/flightgear/hangar.htm - Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Ground in FlightGear
--- BARANGER Emmanuel <[EMAIL PROTECTED]> schrieb: > Hi all, > > After some tries on the Paris scenery and with nels' > help on jabber, > here are a few screenshots showing how much a > textured ground > dramatically improves Flightgear rendering. > > http://helijah.free.fr/ground/JPG-Version/ > > Well, for now the method is just eavy as we have to > make use of > materials.xml. But still, isn't this a convaincing > result ? > Yeah- this is really a good approach- is it possible to use still the bumbiness and so on saved in the material.xml? still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Lesen Sie Ihre E-Mails auf dem Handy. www.yahoo.de/go - Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Ground in FlightGear
Am Sonntag 30 März 2008 schrieb BARANGER Emmanuel: > Hi all, > > After some tries on the Paris scenery and with nels' help on jabber, > here are a few screenshots showing how much a textured ground > dramatically improves Flightgear rendering. > > http://helijah.free.fr/ground/JPG-Version/ > > Well, for now the method is just eavy as we have to make use of > materials.xml. But still, isn't this a convaincing result ? While this might seem superior on first glance, I see many issues with that simple approach, some of them noticeable even in your screenshots: * Using aerial photography on a worldwide scale means creating a second google earth, with all related demands as to storage space. Not to mention copyright issues/free data sources. * Usually the pictures contain shadows that naturally don't align with the sim state most of the time. Even worse the shadow code of FG might create doubled shadows in opposite directions. * Any misplaced buildings spring to eye immediately as there is a ghost groundplan visible some distance away (see the Orly shots). * All aerial photos that are not orthorectified contain distortions (depending on altitude and lateral distance of the shooting aircraft), that might be impossible to cover by a 3d building even if placed correctly. This is especially true for high rises and skyscrapers. * In the densely populated areas of Paris note the mismatch between the 3d buildings and the streets. This is not specific to aerial photos but more pronounced, as more streets are directly visible. * As it looks nice in still images at a certain altitude, I suppose much of the effect is lost in a live session, as depth perception is improved with motion. In Paris this degradation is probably covered by the hundreds of 3d buildings which aren't available elsewhere (yet). That said, I don't think your approach is meaningless. Given that the project area is small and built up areas are covered with 3d buildings it provides a more detailed and more accurate view of the project area than the standard approach. Depending on the projects goals this might be what you want, as also Curt has shown in his synthetic view video. So having kind of a tutorial or howto seems to be a good idea, so that others might reproduce what you've done in Paris. Thomas - Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Ground in FlightGear
Hello Thomas > * Using aerial photography on a worldwide scale means creating a second > google > earth, with all related demands as to storage space. Not to mention copyright > issues/free data sources. > Obviously redo the whole earth has no interest. > * Usually the pictures contain shadows that naturally don't align with the > sim > state most of the time. Even worse the shadow code of FG might create doubled > shadows in opposite directions. This is not so embarrassing. > * All aerial photos that are not orthorectified contain distortions > (depending > on altitude and lateral distance of the shooting aircraft), that might be > impossible to cover by a 3d building even if placed correctly. This is > especially true for high rises and skyscrapers. > > * In the densely populated areas of Paris note the mismatch between the 3d > buildings and the streets. This is not specific to aerial photos but more > pronounced, as more streets are directly visible. > This was only the first test. I counsel you to visualize the scene with objects correctly placed. You will see that the streets are where it's needed, and the record is really superb > * As it looks nice in still images at a certain altitude, I suppose much of > the effect is lost in a live session, as depth perception is improved with > motion. In Paris this degradation is probably covered by the hundreds of 3d > buildings which aren't available elsewhere (yet). > Done test and tell us what you think ;) http://helijah.free.fr/flightgear/scenery/ParisV2/ParisV2.htm#ParisV2-2 (Attention, 593 MB) > That said, I don't think your approach is meaningless. Given that the project > area is small and built up areas are covered with 3d buildings it provides a > more detailed and more accurate view of the project area than the standard > approach. Depending on the projects goals this might be what you want, as > also Curt has shown in his synthetic view video. So having kind of a tutorial > or howto seems to be a good idea, so that others might reproduce what you've > done in Paris. > It is precisely from the work of Curt that this has been achieved. This is not the ideal method, but it allows you to see that the textured soil much changes the appearance of a region FG Best regards. Emmanuel - Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Ground in FlightGear
BARANGER Emmanuel schrieb: > Hi all, > > After some tries on the Paris scenery and with nels' help on jabber, > here are a few screenshots showing how much a textured ground > dramatically improves Flightgear rendering. > > http://helijah.free.fr/ground/JPG-Version/ > > Well, for now the method is just eavy as we have to make use of > materials.xml. But still, isn't this a convaincing result ? > > Greetings, > > Emmanuel > > Hi Emmanuel, first thank you very much for sharing this outstanding scenery work with us. This is a really large area with fine textures and very, very exciting to fly. Together with all these placed objects it is breathtaking - but even flyable with a helicopter who needs some higher frame-rates than a fixed-wing aircraft. This is also due to the fact that some heavy work has been done on optimizing FG's object handling, what results in such nice performance even on an medium-performace PC. I spent a lot of time just flying around with a helicopter and looking at the airports with all these nice detailed micro-scenarios on the airports - and it will take me a lot of more hours to see all what is there :-). What a lot of fun. But back to your part of this work. I catched the "modified-ground-texture-virus" and would like to make some tests for the region I am living at. The XML-part ("ground-paris.xml") looks pretty easy for me, allocating a reference in the materials.xml to each of the pictures. But what is something of a black-box for me is how you changed/modified/built new the terrain reference - all these Grd_.btg.gz. Did you have to use the TerraGear program for that - what seems insoluble for me. Or do you have another method which you can advice me? If you could explain that to me I would be very glad - if not in English I would be very happy to get it in French language as there are possibilities to get it translated. Thank you very much in advance for a little help and advice. But anyway, if you can help or not, I am very very glad to have this nice piece of scenery available and with that a lot of flightsim fun! Merci beaucoup to you and Bertrand Augras. Regards Georg "HeliFlyer" EDDW - This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel