Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-17 Thread Heiko Schulz
Hi,

For all, I made a small package with the textures I used in the video- there 
are more to come and more shaping of the clouds.

You can take a look here:
www.hoerbird.net/clouds_cumulus.zip

Cheers
HHS


  

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Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-16 Thread Stuart Buchanan
Heiko Schulz wrote:

 I began with making new cloud textures and shaping via xml. Creating clouds 
 is 
 easier than I thought though it is a lot of work- like building an aircraft! 
 ;-)
 
 Here is a video featuring the 3d-clouds with new textures. I need still work 
 on 
 shaping and creating the other cloud types- in the moment I have only Cumulus:
 
 http://de.youtube.com/watch?v=li8nb3rGuHA
 
 Unfortunately the video is too compressed- It still needed an hour for upload 
 and another one for processing...

They look fantastic !

Thanks for taking the time to improve them. Could you make them available
for check-in?

BTW I have been working on some minor code improvements for the 3D clouds:
- placing the sprites on a sphere rather than a cylinder (a code bug)
- Only checking for repositioning of the cloud layer every 60 frames.
- Improving the culling heuristic to remove sprites that are too close together.
- Performing better shading of the bottom of the cloud.

None of these things should affect the work you have been doing.

I hope to get these checked in soon - but the weather today is nice so I'm
going out to fly my microlight first. I'll make sure to take some photos of 
clouds!

-Stuart



  

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Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-16 Thread Arnt Karlsen
On Sun, 16 Nov 2008 08:38:18 + (GMT), Stuart wrote in message 
[EMAIL PROTECTED]:

 Heiko Schulz wrote:
 
  I began with making new cloud textures and shaping via xml.
  Creating clouds is easier than I thought though it is a lot of
  work- like building an aircraft! ;-)
  
  Here is a video featuring the 3d-clouds with new textures. I need
  still work on shaping and creating the other cloud types- in the
  moment I have only Cumulus:
  
  http://de.youtube.com/watch?v=li8nb3rGuHA
  
  Unfortunately the video is too compressed- It still needed an hour
  for upload and another one for processing...
 
 They look fantastic !

..aye, just one li'l thing, shouldn't the other 2 planes vanish in the
denser clouds?  I've seen wings 'n engines disappear in cloudy hide 'n
seek, can happen several times a second.

 Thanks for taking the time to improve them. Could you make them
 available for check-in?
 
 BTW I have been working on some minor code improvements for the 3D
 clouds:
 - placing the sprites on a sphere rather than a cylinder (a code bug)
 - Only checking for repositioning of the cloud layer every 60 frames.
 - Improving the culling heuristic to remove sprites that are too
 close together.
 - Performing better shading of the bottom of the cloud.
 
 None of these things should affect the work you have been doing.
 
 I hope to get these checked in soon - but the weather today is nice
 so I'm going out to fly my microlight first. I'll make sure to take
 some photos of clouds!
 
 -Stuart


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-16 Thread Heiko Schulz

 
 ..aye, just one li'l thing, shouldn't the other 2
 planes vanish in the
 denser clouds?  I've seen wings 'n engines
 disappear in cloudy hide 'n
 seek, can happen several times a second.
 
Yep- and so much as I know it is on the To-Do-List of Stuart 
But when you look into other sims liek MSFS and X-Plane  they have the same 
problem.


  

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Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-16 Thread Arnt Karlsen
On Sun, 16 Nov 2008 22:58:36 + (GMT), Heiko wrote in message 
[EMAIL PROTECTED]:

 
  
  ..aye, just one li'l thing, shouldn't the other 2
  planes vanish in the
  denser clouds?  I've seen wings 'n engines
  disappear in cloudy hide 'n
  seek, can happen several times a second.
  
 Yep- and so much as I know it is on the To-Do-List of Stuart 
 But when you look into other sims liek MSFS and X-Plane  they have
 the same problem.

..beautiful, FG stays the most realistic sim.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-15 Thread Heiko Schulz
Hi at all,
 
 The tools are there for anyone to take a look at and help
 improve.
 I'm not very good with GIMP, so I'm hoping that
 someone else
 can spend some time improving them.
 
 There are details of the XML format in 
 
 data/Docs/README.3DClouds
 
 -Stuart


I began with making new cloud textures and shaping via xml. Creating clouds is 
easier than I thought though it is a lot of work- like building an aircraft! ;-)

Here is a video featuring the 3d-clouds with new textures. I need still work on 
shaping and creating the other cloud types- in the moment I have only Cumulus:

http://de.youtube.com/watch?v=li8nb3rGuHA

Unfortunately the video is too compressed- It still needed an hour for upload 
and another one for processing...

Cheers
HHS



  

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Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-13 Thread Heiko Schulz

 We have this 
 http://pagesperso-orange.fr/GRTux/3DClouds-img6.jpg
 
 AND this
 http://pagesperso-orange.fr/GRTux/3DClouds-img8.jpg
 
 Which means that the layer(behind)   being the cause of
 these ugly  edges
 could be Clouds and Sea.
 
 We may hope that could be fixed, since, we have now these
 great 3DClouds.
 Wasn't it said that Tim could solve it ?:)
 
 Cheers
 

I only have the layer problem- if we could fix that, we could have a better 
nimbostratus and altostratus layer- making it with the 3d-clouds seems to me 
like a framerate-killer. ( getting a 100% dark overcast).

The other things (the scond picture) is a texture problem, IMHO.

Regards
HHS


  

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Re: [Flightgear-devel] Improved 3D Clouds patch (further invesigations)

2008-11-10 Thread Roman Grigoriev
Hi Stuart!
Thanx for your greatest 3D clouds patch
Works great but I find something that can totally eliminate glitches -
Z-buffer precision.
So if I have near/far zones to 0.01/7000 I have glitches, but when I
modified to 10/7000 all glitches are gone.
Maybe we should render only clouds with high z-buffer precision using FBO
and then paste it to all world?
Also my suggestion is using point sprites because we use only 1 vertex.
Thanx in advance
Bye
   

-Original Message-
From: Stuart Buchanan [mailto:[EMAIL PROTECTED] 
Sent: Monday, November 10, 2008 12:27 AM
To: [EMAIL PROTECTED]; FlightGear developers discussions
Subject: Re: [Flightgear-devel] Improved 3D Clouds patch

Heiko Schulz wrote:
 For now I which a bit more documentation about making the cloudshapes.
 I did understand that there are layers with Boxes with a set of clouds. 
 But I have problems with these coordinates: 
 
 box
x3200/x
y0/y
z2400/z
typest-large/type
/box

 and grid sizes.

I've checked in a new data/Docs/README.3DClouds, which should explain how
the cloudlayers.xml file works. Please let me know if any of it is unclear.

Thanks very much for all the feedback and help everyone has provided in the
past week. I've been humbled by the help and encouragement everyone has
shown,
and the 3D clouds have improved greatly due to this. A superb example of FG
community development at its best!

Best regards to all,

-Stuart



  

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Re: [Flightgear-devel] Improved 3D Clouds patch (further invesigations)

2008-11-10 Thread Tim Moore
Roman Grigoriev wrote:
 Hi Stuart!
 Thanx for your greatest 3D clouds patch
 Works great but I find something that can totally eliminate glitches -
 Z-buffer precision.
 So if I have near/far zones to 0.01/7000 I have glitches, but when I
.01 is really not a reasonable near-plane value. Having said that, there is 
some 
code to deal with Z-plane precision problems (ViewPartitionNode), so I'm 
surprised that we're seeing such a problem. I confess I haven't had time yet to 
check out the cloud effects or the code, and I'm glad others have gone ahead 
and 
committed the patches...

Tim

 modified to 10/7000 all glitches are gone.
 Maybe we should render only clouds with high z-buffer precision using FBO
 and then paste it to all world?
 Also my suggestion is using point sprites because we use only 1 vertex.
 Thanx in advance
 Bye

 
 -Original Message-
 From: Stuart Buchanan [mailto:[EMAIL PROTECTED] 
 Sent: Monday, November 10, 2008 12:27 AM
 To: [EMAIL PROTECTED]; FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Improved 3D Clouds patch
 
 Heiko Schulz wrote:
 For now I which a bit more documentation about making the cloudshapes.
 I did understand that there are layers with Boxes with a set of clouds. 
 But I have problems with these coordinates: 

 box
x3200/x
y0/y
z2400/z
typest-large/type
 /box

 and grid sizes.
 
 I've checked in a new data/Docs/README.3DClouds, which should explain how
 the cloudlayers.xml file works. Please let me know if any of it is unclear.
 
 Thanks very much for all the feedback and help everyone has provided in the
 past week. I've been humbled by the help and encouragement everyone has
 shown,
 and the 3D clouds have improved greatly due to this. A superb example of FG
 community development at its best!
 
 Best regards to all,
 
 -Stuart
 
 
 
   
 
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Re: [Flightgear-devel] Improved 3D Clouds patch (further invesigations)

2008-11-10 Thread Roman Grigoriev
Tim 
I played with 3D clouds patch in my sandbox and forgive me if I'm not
familiar with whole flightgear/simgear system. 
Now I try modify existing code of 3Dclouds to pointsprite usage.
Roman


-Original Message-
From: Tim Moore [mailto:[EMAIL PROTECTED] 
Sent: Monday, November 10, 2008 12:23 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Improved 3D Clouds patch (further
invesigations)

Roman Grigoriev wrote:
 Hi Stuart!
 Thanx for your greatest 3D clouds patch
 Works great but I find something that can totally eliminate glitches -
 Z-buffer precision.
 So if I have near/far zones to 0.01/7000 I have glitches, but when I
.01 is really not a reasonable near-plane value. Having said that, there is
some 
code to deal with Z-plane precision problems (ViewPartitionNode), so I'm 
surprised that we're seeing such a problem. I confess I haven't had time yet
to 
check out the cloud effects or the code, and I'm glad others have gone ahead
and 
committed the patches...

Tim

 modified to 10/7000 all glitches are gone.
 Maybe we should render only clouds with high z-buffer precision using FBO
 and then paste it to all world?
 Also my suggestion is using point sprites because we use only 1 vertex.
 Thanx in advance
 Bye

 
 -Original Message-
 From: Stuart Buchanan [mailto:[EMAIL PROTECTED] 
 Sent: Monday, November 10, 2008 12:27 AM
 To: [EMAIL PROTECTED]; FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Improved 3D Clouds patch
 
 Heiko Schulz wrote:
 For now I which a bit more documentation about making the cloudshapes.
 I did understand that there are layers with Boxes with a set of clouds. 
 But I have problems with these coordinates: 

 box
x3200/x
y0/y
z2400/z
typest-large/type
 /box

 and grid sizes.
 
 I've checked in a new data/Docs/README.3DClouds, which should explain how
 the cloudlayers.xml file works. Please let me know if any of it is
unclear.
 
 Thanks very much for all the feedback and help everyone has provided in
the
 past week. I've been humbled by the help and encouragement everyone has
 shown,
 and the 3D clouds have improved greatly due to this. A superb example of
FG
 community development at its best!
 
 Best regards to all,
 
 -Stuart
 
 
 
   
 
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 https://lists.sourceforge.net/lists/listinfo/flightgear-devel
 
 
 
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Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-10 Thread Heiko Schulz
Hello,


Imposters would be good, if they worked :(

 I think our current clouds if they had slightly better textures and 
 smoother alpha blending would look pretty good.  

The tools are there for anyone to take a look at and help improve.
I'm not very good with GIMP, so I'm hoping that someone else
can spend some time improving them.

There are details of the XML format in 

data/Docs/README.3DClouds

There is only thing I miss, or can't see it really- are the clouds moving due 
to the wind?
I know that the old clouds did this...

Cheers
HHS


  

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Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-10 Thread Curtis Olson
One thing that Mark Harris' clouds considered was lighting I believe.
Portions of the cloud that were shaded were darker and portions of the cloud
most exposed to the sun light were lighter.  I don't know the exact
algorithm, but I believe he was doing some extra work with lighting.  Then
all of that was cooked into an imposter.  I think our current clouds if they
had slightly better textures and smoother alpha blending would look pretty
good.  But there's always more than can be done. :-)

Curt.


On Mon, Nov 10, 2008 at 9:15 AM, Manuel Massing wrote:

 Hi Roman,

  I played with 3D clouds patch in my sandbox and forgive me if I'm not
  familiar with whole flightgear/simgear system.
  Now I try modify existing code of 3Dclouds to pointsprite usage.
  Roman

 I am not sure point sprites are a good solution here...
 Altough they're put to good use in small-scale particle systems with
 high vertex counts (e.g. something like Mark Harris' cloud rendering),
 they're
 probably not so well suited for this implementation (based on Niniane
 Wangs'
 Paper, AFAICT), where clouds are modeled at a somewhat coarser scale. For
 example, point sprites are clipped like points (at least according to
 spec),
 so billboards will pop into/out of view as the center vertex crosses the
 viewport.
 Perspective-correct point size scaling is possible by fiddling with the
 point
 size attenuation, but still the billboards are constrained to be square and
 to
 be aligned with the imaging plane, so we would loose some flexibility in
 modelling the clouds.

 I think the current system would be better optimized by using impostors,
 because performance is probably impacted more by pixel throughput than by
 geometry (which btw might perform better by using arrays instead of single
 quad draw calls in CloudShaderGeometry.cxx).

 Would be interested in your benchmarks anyway - what I said being mostly
 theoretical :-)

 Manuel


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Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-10 Thread gerard robin
On lundi 10 novembre 2008, Stuart Buchanan wrote:


 Our 3D clouds perform similar lighting calculations. The cloud texture is
 lit based on the dot product of it's position relative to the center of
 the cloud mass, and the lighting vector. So the sprites on side of the
 cloud facing away from the light are darker.

yes  we have it 

a snapshot is better than a long description :)
http://pagesperso-orange.fr/GRTux/3DClouds-img7.jpg


 Like all good effects, it is quite subtle, and only really obvious when
 you play with the time acceleration.

 Perhaps I need to make it more obvious?

 Independently, we also darken the bottom of cloud masses relative
 to the top. This is configured through the cloudlayers.xml file.

  Then all of that was cooked into an imposter.

 Imposters would be good, if they worked :(

 The tools are there for anyone to take a look at and help improve.
 I'm not very good with GIMP, so I'm hoping that someone else
 can spend some time improving them.

 There are details of the XML format in

 data/Docs/README.3DClouds

 -Stuart

Cheers


-- 
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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Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-10 Thread Stuart Buchanan
Heiko Schulz wrote:
 There is only thing I miss, or can't see it really- are the clouds moving due 
 to 
 the wind?
 I know that the old clouds did this...

Not yet.That's on my list of things to solve next.

-Stuart


  

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