Re: [Flightgear-devel] Ground in FlightGear

2008-04-14 Thread Georg Vollnhals
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

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Re: [Flightgear-devel] Ground in FlightGear

2008-04-01 Thread BARANGER Emmanuel
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

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Re: [Flightgear-devel] Ground in FlightGear

2008-03-31 Thread Thomas Förster
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

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Re: [Flightgear-devel] Ground in FlightGear

2008-03-30 Thread Heiko Schulz

--- 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


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