Re: [osg-users] Oculus+OSG

2016-08-05 Thread Bruno Fanini
Hi all,

Has anyone in the community tested the Oculus CV1 with Bjorn integration? Any 
issues noticed/reported?
Regarding Oculus SDK 1.6 everything I tested so far is fine with a DK2.

Cheers,
Bruno

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Re: [osg-users] Oculus+OSG

2015-03-08 Thread Bruno Fanini
Hi osgusers and Bjorn,
Very good work indeed! I tested latest svn on a Windows 8 PC and it works
fine so far.
I confirm it works without judder on Direct Mode, also with positional
tracking
I had no paricular issue into integrating the oculus viewer with our walk
manipulator.

Just a question:
are there significant differences in performance on the long run / scaling
up to complex models
when using the composite viewer approach (compositeviewerexample) rather
than view config (viewconfigexample) or basic viewerexample?

All the best


On Thu, Feb 26, 2015 at 10:14 AM, Robert Osfield 
wrote:

> Hi Max,
>
> On 25 February 2015 at 19:26, Max Maslov  wrote:
>
>> Is there any OSG apps with Oculus support?
>>
>
> I am not sure the status of range of publicly available OSG apps that have
> Oculus support but there are several OSG users discussing work with it.
> One package that has just gone public with Oculus support is Vizard 5.1
> from WorldViz.com:
>
>
> http://www.worldviz.com/newsletter/vizard-5-1?utm_source=wysija&utm_medium=email&utm_campaign=2015_02_Newsletter
>
>
>> And looking forward to supporting Samsung Gear VR.  8)
>>
>
> I don't know that situation with Samsung Gear.  It's based on a Galaxy
> Note 4 display so limits one to using a specific Android device.  I do like
> the idea of standalone VR headset though.
>
> Robert.
>
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Re: [osg-users] questions on simple skeletal animation for crowd simulation

2012-11-29 Thread Bruno Fanini
Hello,
I'm testing some solutions and I have an exported animated model (it
contains just one animation) that is correctly animated through the
animationviewer player.
In my code I just want to play (in loop) that single animation forever, but
nothing happens with these lines:

_myModel = osgDB::readNodeFile("my-animated-model.osg");

 AnimationManagerFinder finder;
_myModel->accept( finder );
if (finder.AniMan.valid()){
_aniMan = finder.AniMan.get();
_myModel->setUpdateCallback( _aniMan.get() );

const osgAnimation::AnimationList& animations = _aniMan->getAnimationList();
for (unsigned int i=0; i < animations.size(); ++i ){
_aniMan->playAnimation( animations[i] );
printf("Animation %d found\n",i);
animations[i]->setPlayMode( osgAnimation::Animation::LOOP );
}
}

I've did examine animtkviewer example and other, but I'm not able to figure
out what's missing to play the animation... maybe somthing really stupid?

Thanks



On Fri, Nov 23, 2012 at 11:08 AM, Sergey Polischuk  wrote:

> Hi
>
> You can use any .fbx model with skinned character, as osg can read those
> just fine. I think you should be able to find some of those in the web.
>
> Cheers.
>
> 22.11.2012, 03:41, "Bruno Fanini" :
>
> Hello Jan and Christian,
> Thanks for your hints
> The simulation has to run on medium-sized crowds (order of 1000-2000agents) 
> since we are planning to run on just a portion of a city, so
> actually theres no need for huge-sized crowds. At least not at the present
> times.
> The architecture I'm developing should allow to separate completely the
> engine (collisions, social influences, etc) and let a separate FrontEnd to
> receive produced data, so it should be feasible both at CPU and GPU level.
> Now I'm wondering where I can find some osgAnimation-based characters
> (apart from the classic "avatar.osg" in osg-data) or how can I generate a
> very basic walking character - I just need to control independently the
> walking speed - and have some tests. I've read something involving the
> Blender exporter: is this the only workflow (modeling) or I can find some
> basic animated agents around on the web that I can somehow convert to a
> osgAnimation-based setup?
> Thanks,
>
>
> On Tue, Nov 20, 2012 at 5:16 PM, Jan Ciger  wrote:
>
> Hello,
>
> Back in the day I have done about 2000 walking skeletons for a demo using
> the osgCal plugin - i.e. no instancing, separate node each of them,
> software skinning (ok, skeletons don't have much skin :-p) they just shared
> some data. That was running at ~20fps on a GeForce4 back then. So it is
> certainly possible. Not sure how amenable the osgAnimation stuff is to that
> - to me it looked a bit unfinished and clunky when I worked with it last
> time.
>
> The comment from Christian about billboards is certainly valid if you want
> to scale the simulation above some ~20k-50k characters - bellow that you
> probably will be able to drive fully articulated characters. With some
> clever LOD you can do even something like this:
>
> http://archiveweb.epfl.ch/vrlab.epfl.ch/Movies/Movies_index.html (scroll
> down for the "Real-Time Navigating Crowds: Scalable Simulation and
> Rendering" video, the paper is here:
> http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.90.3149&rep=rep1&type=pdf
> )
>
> Of course, the CPU is the bottleneck, as Christian said - you need to push
> as much simulation as you can on the GPU.
>
> Jan
>
>
>
> On Tue, Nov 20, 2012 at 3:54 PM, Christian Buchner <
> christian.buch...@gmail.com> wrote:
>
>
> Are you sure your agents need to be full 3D models?
>
> I've done something using perspective billboards, in the osgrvo2 sample in
> the osgRecipes repository maintained by Wang Rui. The billboards were
> rendered in Poser using a python script that rendered it out from many
> viewing angles.
>
> The GPU can easily render 1 agents with different walking speeds at
> interactive frame rates. The bottleneck is the agent simulation on the CPU.
> ;)
>
>
> 2012/11/17 Bruno Fanini 
>
> Hello osgUsers,
>
> Within a osg-based crowd simulator I'm currently developing, I was trying
> to investigate a simple skeletal animation for a given set of agents.
> I'm digging the animtkviewer.cpp example (osganimationviewer) and it looks
> like a good solution for this case.
> In this context, I would just need a plain simple "walking" animation for
> my characters.
> I've a set of PositionAttitudeTransforms nodes to control position &
> attitude of a single agent, so my questions are:
> - is it possible to control the independent speed of the walking 

Re: [osg-users] questions on simple skeletal animation for crowd simulation

2012-11-29 Thread Bruno Fanini
With the same finder in animtkviewer:

struct AnimationManagerFinder : public osg::NodeVisitor {
osg::ref_ptr AniMan;
AnimationManagerFinder() :
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
void apply(osg::Node& node) {
if (AniMan.valid())
return;
if (node.getUpdateCallback()) {
osgAnimation::AnimationManagerBase* b =
dynamic_cast(node.getUpdateCallback());
if (b) {
AniMan = new osgAnimation::BasicAnimationManager(*b);
return;
}
}
traverse(node);
}
};



On Thu, Nov 29, 2012 at 6:46 PM, Bruno Fanini  wrote:

> Hello,
> I'm testing some solutions and I have an exported animated model (it
> contains just one animation) that is correctly animated through the
> animationviewer player.
> In my code I just want to play (in loop) that single animation forever,
> but nothing happens with these lines:
>
> _myModel = osgDB::readNodeFile("my-animated-model.osg");
>
>  AnimationManagerFinder finder;
> _myModel->accept( finder );
> if (finder.AniMan.valid()){
>  _aniMan = finder.AniMan.get();
> _myModel->setUpdateCallback( _aniMan.get() );
>
> const osgAnimation::AnimationList& animations =
> _aniMan->getAnimationList();
> for (unsigned int i=0; i < animations.size(); ++i ){
>  _aniMan->playAnimation( animations[i] );
> printf("Animation %d found\n",i);
>  animations[i]->setPlayMode( osgAnimation::Animation::LOOP );
> }
> }
>
> I've did examine animtkviewer example and other, but I'm not able to
> figure out what's missing to play the animation... maybe somthing really
> stupid?
>
> Thanks
>
>
>
> On Fri, Nov 23, 2012 at 11:08 AM, Sergey Polischuk wrote:
>
>> Hi
>>
>> You can use any .fbx model with skinned character, as osg can read those
>> just fine. I think you should be able to find some of those in the web.
>>
>> Cheers.
>>
>> 22.11.2012, 03:41, "Bruno Fanini" :
>>
>> Hello Jan and Christian,
>> Thanks for your hints
>> The simulation has to run on medium-sized crowds (order of 1000-2000agents) 
>> since we are planning to run on just a portion of a city, so
>> actually theres no need for huge-sized crowds. At least not at the present
>> times.
>> The architecture I'm developing should allow to separate completely the
>> engine (collisions, social influences, etc) and let a separate FrontEnd to
>> receive produced data, so it should be feasible both at CPU and GPU level.
>> Now I'm wondering where I can find some osgAnimation-based characters
>> (apart from the classic "avatar.osg" in osg-data) or how can I generate a
>> very basic walking character - I just need to control independently the
>> walking speed - and have some tests. I've read something involving the
>> Blender exporter: is this the only workflow (modeling) or I can find some
>> basic animated agents around on the web that I can somehow convert to a
>> osgAnimation-based setup?
>> Thanks,
>>
>>
>> On Tue, Nov 20, 2012 at 5:16 PM, Jan Ciger  wrote:
>>
>> Hello,
>>
>> Back in the day I have done about 2000 walking skeletons for a demo using
>> the osgCal plugin - i.e. no instancing, separate node each of them,
>> software skinning (ok, skeletons don't have much skin :-p) they just shared
>> some data. That was running at ~20fps on a GeForce4 back then. So it is
>> certainly possible. Not sure how amenable the osgAnimation stuff is to that
>> - to me it looked a bit unfinished and clunky when I worked with it last
>> time.
>>
>> The comment from Christian about billboards is certainly valid if you
>> want to scale the simulation above some ~20k-50k characters - bellow that
>> you probably will be able to drive fully articulated characters. With some
>> clever LOD you can do even something like this:
>>
>> http://archiveweb.epfl.ch/vrlab.epfl.ch/Movies/Movies_index.html (scroll
>> down for the "Real-Time Navigating Crowds: Scalable Simulation and
>> Rendering" video, the paper is here:
>> http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.90.3149&rep=rep1&type=pdf
>> )
>>
>> Of course, the CPU is the bottleneck, as Christian said - you need to
>> push as much simulation as you can on the GPU.
>>
>> Jan
>>
>>
>>
>> On Tue, Nov 20, 2012 at 3:54 PM, Christian Buchner <
>> christian.buch...@gmail.com> wrote:
>>
>>
>> Are you sure your agents need to be full 3D models?
>>
>> I've

Re: [osg-users] questions on simple skeletal animation for crowd simulation

2012-11-21 Thread Bruno Fanini
Hello Jan and Christian,
Thanks for your hints

The simulation has to run on medium-sized crowds (order of 1000-2000
agents) since we are planning to run on just a portion of a city, so
actually theres no need for huge-sized crowds. At least not at the present
times.
The architecture I'm developing should allow to separate completely the
engine (collisions, social influences, etc) and let a separate FrontEnd to
receive produced data, so it should be feasible both at CPU and GPU level.

Now I'm wondering where I can find some osgAnimation-based characters
(apart from the classic "avatar.osg" in osg-data) or how can I generate a
very basic walking character - I just need to control independently the
walking speed - and have some tests. I've read something involving the
Blender exporter: is this the only workflow (modeling) or I can find some
basic animated agents around on the web that I can somehow convert to a
osgAnimation-based setup?

Thanks,


On Tue, Nov 20, 2012 at 5:16 PM, Jan Ciger  wrote:

> Hello,
>
> Back in the day I have done about 2000 walking skeletons for a demo using
> the osgCal plugin - i.e. no instancing, separate node each of them,
> software skinning (ok, skeletons don't have much skin :-p) they just shared
> some data. That was running at ~20fps on a GeForce4 back then. So it is
> certainly possible. Not sure how amenable the osgAnimation stuff is to that
> - to me it looked a bit unfinished and clunky when I worked with it last
> time.
>
> The comment from Christian about billboards is certainly valid if you want
> to scale the simulation above some ~20k-50k characters - bellow that you
> probably will be able to drive fully articulated characters. With some
> clever LOD you can do even something like this:
>
> http://archiveweb.epfl.ch/vrlab.epfl.ch/Movies/Movies_index.html (scroll
> down for the "Real-Time Navigating Crowds: Scalable Simulation and
> Rendering" video, the paper is here:
> http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.90.3149&rep=rep1&type=pdf
> )
>
> Of course, the CPU is the bottleneck, as Christian said - you need to push
> as much simulation as you can on the GPU.
>
> Jan
>
>
>
> On Tue, Nov 20, 2012 at 3:54 PM, Christian Buchner <
> christian.buch...@gmail.com> wrote:
>
>>
>> Are you sure your agents need to be full 3D models?
>>
>> I've done something using perspective billboards, in the osgrvo2 sample
>> in the osgRecipes repository maintained by Wang Rui. The billboards were
>> rendered in Poser using a python script that rendered it out from many
>> viewing angles.
>>
>> The GPU can easily render 1 agents with different walking speeds at
>> interactive frame rates. The bottleneck is the agent simulation on the CPU.
>> ;)
>>
>>
>> 2012/11/17 Bruno Fanini 
>>
>>> Hello osgUsers,
>>>
>>> Within a osg-based crowd simulator I'm currently developing, I was
>>> trying to investigate a simple skeletal animation for a given set of agents.
>>> I'm digging the animtkviewer.cpp example (osganimationviewer) and it
>>> looks like a good solution for this case.
>>>
>>> In this context, I would just need a plain simple "walking" animation
>>> for my characters.
>>>
>>> I've a set of PositionAttitudeTransforms nodes to control position &
>>> attitude of a single agent, so my questions are:
>>> - is it possible to control the independent speed of the walking
>>> animation for a single agent? (i.e. another agent is walking faster, etc..)
>>> - what about instancing 3d models? is it still possible with this
>>> approach somehow? (i.e. every p.a.t pointing to the same 3d model)
>>> - what about the performance drop (estimate)?
>>> - is there any example out there applied to crowd simulations or similar?
>>>
>>> Thanks,
>>>
>>>
>>> --
>>> Bruno Fanini
>>> http://BrunoFanini.co.nr
>>> http://DevHelio.co.nr (Software Development)
>>> http://www.facebook.com/DigitalDivadlo<http://www.facebook.com/digitaldivadlo>
>>>  (Digital
>>> Art)
>>>
>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
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>>
>
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>


-- 
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http://BrunoFanini.co.nr
http://DevHelio.co.nr (Software Development)
http://www.facebook.com/DigitalDivadlo<http://www.facebook.com/digitaldivadlo>
(Digital
Art)
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[osg-users] questions on simple skeletal animation for crowd simulation

2012-11-17 Thread Bruno Fanini
Hello osgUsers,

Within a osg-based crowd simulator I'm currently developing, I was trying
to investigate a simple skeletal animation for a given set of agents.
I'm digging the animtkviewer.cpp example (osganimationviewer) and it looks
like a good solution for this case.

In this context, I would just need a plain simple "walking" animation for
my characters.

I've a set of PositionAttitudeTransforms nodes to control position &
attitude of a single agent, so my questions are:
- is it possible to control the independent speed of the walking animation
for a single agent? (i.e. another agent is walking faster, etc..)
- what about instancing 3d models? is it still possible with this approach
somehow? (i.e. every p.a.t pointing to the same 3d model)
- what about the performance drop (estimate)?
- is there any example out there applied to crowd simulations or similar?

Thanks,


-- 
Bruno Fanini
http://BrunoFanini.co.nr
http://DevHelio.co.nr (Software Development)
http://www.facebook.com/DigitalDivadlo<http://www.facebook.com/digitaldivadlo>
(Digital
Art)
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[osg-users] osgFX::BumpMapping .osg / .osgt samples

2011-09-13 Thread Bruno Fanini
Hello osgUsers!
is there any .OSG or .OSGT available sample (NOT C++ code) using
osgFX::BumpMapping? A minimal 3.* sample would be ok too...
I dig into OSG-Data default set, but it looks like there's no such .osg or
.osgt sample or something similar.


-- 
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[osg-users] LightSpace Shadows, pipeline and performances

2010-03-15 Thread Bruno Fanini
Hi all OSGers,
It's been a while..

I've been testing view-dependent shadow tecniques recently (mainly
LightSpacePerspectiveShadowMap** ) on my machine and I'm happy with them so
far. With a proper setup and parameters results are nice and with a good
performance.
>From what I experienced on my machine (NVIDIA GF 7950 GTX w/ 512) both on
Linux and Windows (XP) OS with latest OSG versions:
- LightSpacePerspectiveShadowMapVB is the "safest": no weird
flickering/artifacts but close-range shadows may look not so good because of
aliasing (it depends on near-far view distance and your texture res)
- LightSpacePerspectiveShadowMapCB / DB are both better looking on
close-range shadows but they suffer on certain camera angles with bad
flickering/artifacts (with any texture resolution).
It seems that flickering issues in CB and DB are nearly gone when I
set COMPUTE_NEAR_FAR_USING_PRIMITIVES in the Viewer near-far computation. It
seems like precision issues (?) or something else, so actually they are
quite "unsafe" on my machine without COMPUTE_NEAR_FAR_USING_PRIMITIVES mode,
but I'll test on other machines asap.

Has anyone here experienced same issues? Any issues or better behaviours
noticed on other graphic card (ATIs) ?

Another question is related to StateSet: I noticed that ShadowedScene node
brutally disables some statesets I set on parent nodes or ShadowedScene
itself (for fixed pipline?).
Then I found this page
http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuide/osgShadow
where
is well explained.

So I'm wondering a simple route to enable basic fog on a shadowed scene?
Modify the LISPSM shader?
Thanks,


-- 
Bruno Fanini
WEB: http://BrunoFanini.tk
OSG: http://phoenixbf.wikidot.com/system:page-tags/tag/osg
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