[osg-users] PSSM: Latest Version : Please Test and Debug

Adrian Egli 3dhelp at gmail.com
Fri Sep 21 08:05:27 PDT 2007


For those you are interest in see how the latest version looks like...


2007/9/21, Adrian Egli <3dhelp at gmail.com>:
>
> No problem, i played arround and got new variant of shading. the latest
> version is using antialised shadow mapping, of course it needs some
> calculation's for doing this, but the result looks much nicer.
>
> latest pssm code will be posted as soon as i will have more time left. i
> will send just the latest implementation, robert you don't have to merge it.
> i will do it next week.
>
>
> /adegli
>
> 2007/9/21, Robert Osfield <robert.osfield at gmail.com>:
> >
> > Hi Adrian,
> >
> > I understand the technique enough to comment I'm afraid.
> >
> > Robert.
> >
> > On 9/21/07, Adrian Egli <3dhelp at gmail.com> wrote:
> > > Hi Roberts
> > >
> > > i am working on the texture selection in GLSL, but unfortunately the
> > > gl_FragCoord.z is not for all situation between 0 .. 1. I n some
> > cases,
> > > if a triangles, has a visible part in the [near,far] range and a
> > hidden part
> > > behind the current viewing camera near, the value is from x..1, with x
> > > 0.
> > > Why is the value not
> > > from near .. far allways 0..1, is this an know ATI bug or do i
> > something
> > > missunderstand. Or should i add a special matrix? or how can i fix
> > this
> > > issue in fragment shader.
> > >
> > > /adegli
> > >
> > >
> > >  2007/9/19, Adrian Egli <3dhelp at gmail.com>:
> > > > Thanks robert,
> > > >
> > > > i will working on NVidea System (Friday) and i hope that i can fix
> > the
> > > problems.
> > > > The z fighting is a know problem, but i don't yet know wether it
> > come with
> > > ati / nvidea.
> > > >
> > > > i will fix it friday.
> > > >
> > > > regards adrian
> > > >
> > > >
> > > > 2007/9/19, Robert Osfield <robert.osfield at gmail.com >:
> > > >
> > > > > Hi Adrian,
> > > > >
> > > > > To help things along I have gone ahead and merged your ShadowPSSM
> > > > > implementation, but renamed it to ParallelSplitShadowMap to be in
> > > > > keeping with the naming of the other shadow techniques.
> > > > >
> > > > > I have also added the PSSM enabling into osgshadow.cpp, but
> > haven't
> > > > > merged PSSM.cpp as I didn't know what to do with this.
> > > > >
> > > > > When enabling --pssm in osgshadow I get shadows, but also z
> > fighting
> > > > > artificats that suggest the polygon offset needs to be adjusted a
> > bit.
> > > > > Bascially glPolygonOffset is not a standardised quantity under
> > OpenGL
> > > > > so implementations vary, if you optimize for ATI it'll not work
> > well
> > > > > under NVidia and visa versa.  We've seen this issue with osgText
> > > > > before and made some tweaks to try and cope with the
> > variance.  See
> > > > > src/osg/PolgyonOffset.cpp.  It could be that the code in there
> > that
> > > > > tries to account for ATI might not be work well with recent
> > drivers.
> > > > >
> > > > > Robert.
> > > > >
> > > > > On 9/19/07, Adrian Egli <3dhelp at gmail.com> wrote:
> > > > > > Sorry Robert,
> > > > > >
> > > > > > i still fixed an issue this morning, and added also for
> > debugging a
> > > define
> > > > > > for enable r,g,b for 3 split maps, to color them (DEBUG)
> > > > > >
> > > > > > regards adrian
> > > > > >
> > > > > > 2007/9/19, Adrian Egli < 3dhelp at gmail.com>:
> > > > > > > Hi Robert,
> > > > > > >
> > > > > > > i did some changes in latest implementation, i now i have a
> > PSSM
> > > variant
> > > > > > which works quite well. I propose to check this implementation
> > into
> > > > > > osgShadow. Of course this is just the first version of our PSSM
> > > > > > implementation, but we are still open to change the
> > implementation is
> > > > > > implemented it as a shadow technique as you mentioned. A future
> > > > > > implementation can be the one Terry started some month ago, but
> > i
> > > don't know
> > > > > > when he will be able to post a adapted version to our shadow
> > technique
> > > > > > abstraction.
> > > > > > >
> > > > > > > in the attachment we have to VS2003 project:
> > > > > > > * First my test case, may we can add this as new example.
> > > > > > > * Second is the osgShadow example from the SVN with changes i
> > did,
> > > marked
> > > > > > with //ADEGLI
> > > > > > > -> the source
> > > > > > > -> test.bat, you can see what i tested, the test.ive is a
> > database
> > > > > > downloaded from
> > > > > >
> > >
> > http://www.vision.ee.ethz.ch/~pmueller/wiki/CityEngine/DownloadModelsPompeii<http://www.vision.ee.ethz.ch/%7Epmueller/wiki/CityEngine/DownloadModelsPompeii>
> > > > > > >
> > > > > > > others should test. some problem can cause the PolygonOffset,
> > i
> > > tested it
> > > > > > on two different system with different GPUs, all under windows,
> > i ll
> > > test as
> > > > > > soon as i have some minutes left also under os/x
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > > /regards
> > > > > > >
> > > > > > > adegli
> > > > > > >
> > > > > > >
> > > > > > > 2007/9/18, Robert Osfield < robert.osfield at gmail.com >:
> > > > > > >
> > > > > > > > Hi Adrian and Terry,
> > > > > > > >
> > > > > > > > New shadow algorithms need to be implemented as a subclass
> > from
> > > > > > > > osgShadow::ShadowTechnique for them to be considered for
> > merging
> > > with
> > > > > > > > SVN. All the hooks required to implement advanced techniques
> > are
> > > > > > > > available to the shadow techniques so it shouldn't cause any
> >
> > > > > > > > significant problems in implementing the PSSM as a
> > > ShadowTechniqiue.
> > > > > > > >
> > > > > > > > The use of ShadowTechnique is important as it allows end
> > users to
> > > > > > > > trial out different techniques very easily and find the
> > route
> > > which
> > > > > > > > best suits their hardware and scene type.  It is even
> > possible
> > > that
> > > > > > > > different techniques will be used by one application as they
> > load
> > > up
> > > > > > > > different scenes.
> > > > > > > >
> > > > > > > > I did review Terry's PSSM code and did consider porting it
> > across
> > > to
> > > > > > > > work as a ShadowTechnique, but alas I've just been snowed
> > under be
> > > > > > > > other work.  The same is the case right now, while I'd love
> > to see
> > > a
> > > > > > > > good PSSM implementation checked into osgShadow I don't have
> > the
> > > time
> > > > > > > > to help out in this effort.
> > > > > > > >
> > > > > > > > Robert.
> > > > > > > >
> > > > > > > >
> > > > > > > > On 9/18/07, Adrian Egli < 3dhelp at gmail.com> wrote:
> > > > > > > > > Hi Terry,
> > > > > > > > >
> > > > > > > > > i don't know what robert requires of PSSM. The best and
> > easiest
> > > would
> > > > > > be to
> > > > > > > > > integrate it as a shadow technique, so the user can just
> > change
> > > the
> > > > > > shadow
> > > > > > > > > technique
> > > > > > > > > and that's it. Or ?
> > > > > > > > >
> > > > > > > > > adegli
> > > > > > > > >
> > > > > > > > > 2007/9/17, Terry Welsh < mogumbo at gmail.com>:
> > > > > > > > > > Do you know what Robert requires of PSSM to have it
> > included
> > > in OSG?
> > > > > > > > > > Does it just need to be integrated with osgShadow?
> > > > > > > > > > --
> > > > > > > > > > Terry Welsh - mogumbo 'at' gmail.com
> > > > > > > > > > www.reallyslick.com   |  www.mogumbo.com
> > > > > > > > > >
> > > > > > > > > > On 9/17/07, Terry Welsh < mogumbo at gmail.com> wrote:
> > > > > > > > > > > Well, I took a closer look.  There are a few problems,
> > but I
> > > still
> > > > > > > > > > > can't bring myself to try and fix them since they're
> > > problems I
> > > > > > > > > > > already fixed in my own shadow code.  It would really
> > be
> > > easier
> > > > > > and
> > > > > > > > > > > faster to work from that code instead I think.  How
> > badly do
> > > you
> > > > > > want
> > > > > > > > > > > to get this working?  I can always send you the
> > current
> > > version of
> > > > > > the
> > > > > > > > > > > shadow code I have here.
> > > > > > > > > > >
> > > > > > > > > > > To be more specific, it looks like the big problems
> > are 1.
> > > Shadow
> > > > > > maps
> > > > > > > > > > > don't always cover all of the terrain (they leave some
> > parts
> > > > > > > > > > > unshadowed) (this seems to depend on scene size), and
> > 2.
> > > > > > Off-camera
> > > > > > > > > > > objects don't always cast shadows.  There are some
> > other
> > > minor
> > > > > > > > > > > problems, but those are the big ones.
> > > > > > > > > > > - Terry
> > > > > > > > > > >
> > > > > > > > > > > On 9/17/07, Adrian Egli <3dhelp at gmail.com > wrote:
> > > > > > > > > > > > hi Terry,
> > > > > > > > > > > >
> > > > > > > > > > > > i hope you can test the latest version of PSSM. it
> > would
> > > be
> > > > > > greate as
> > > > > > > > > soon
> > > > > > > > > > > > as possible to integrate it
> > > > > > > > > > > >
> > > > > > > > > > > >
> > > > > > > > > > > >
> > > > > > > > > > > > * GLSL Shader: generate automatically for 1..n
> > splitting
> > > maps
> > > > > > > > > > > > * some changes for better frustum splitting
> > > > > > > > > > > >
> > > > > > > > > > > > *** PLEASE test it on your databases ****
> > > > > > > > > > > >
> > > > > > > > > > > > attached some tests screenshots. if you have some
> > bugs,
> > > please
> > > > > > (A)
> > > > > > > > > report it
> > > > > > > > > > > > or (B) fix it and send me the updated source code.
> > > > > > > > > > > >
> > > > > > > > > > > > Tested on ATI X1600, 256MB, mobile macbookpro
> > > > > > > > > > > >
> > > > > > > > > > > > thanks for testing
> > > > > > > > > > > >
> > > > > > > > > > > > adrian
> > > > > > > > > > > >
> > > > > > > > > > > >
> > > > > > > > > > > > 2007/9/15, Adrian Egli < 3dhelp at gmail.com>:
> > > > > > > > > >
> > > > > > > > > > > > > Hi latest version,
> > > > > > > > > > > > >
> > > > > > > > > > > > > (1) NVidea Cards, the setting of the Polygon
> > offset
> > > seems to
> > > > > > be not
> > > > > > > > > > > > correct on my ATI it's seems to be correct (looks
> > nice)
> > > > > > > > > > > > >      please test and check for good values, i
> > don't now
> > > a good
> > > > > > value
> > > > > > > > > for
> > > > > > > > > > > > this
> > > > > > > > > > > > > (2) GLSL shader has to be generated dynamic, if we
> >
> > > change the
> > > > > > number
> > > > > > > > > of
> > > > > > > > > > > > split planes
> > > > > > > > > > > > >      the version no longer need any IF in the GLSL
> >
> > > shader,
> > > > > > this
> > > > > > > > > makes the
> > > > > > > > > > > > good a little bit different form the suggestion in
> > the
> > > paper
> > > > > > PSSM
> > > > > > > > > > > > > (3) try it out and test
> > > > > > > > > > > > >
> > > > > > > > > > > > > pssm --help
> > > > > > > > > > > > >
> > > > > > > > > > > > > enjoy and have a nice weekend, i will be not
> > online till
> > > > > > monday. if
> > > > > > > > > you
> > > > > > > > > > > > have some ideas, fixes etc please send me the new
> > code.
> > > then i
> > > > > > will be
> > > > > > > > > able
> > > > > > > > > > > > to test it
> > > > > > > > > > > > > out. i hope for next osg release we will have a
> > good and
> > > > > > robust PSSM
> > > > > > > > > > > > implementation what would be greate.
> > > > > > > > > > > > >
> > > > > > > > > > > > > the next version of PSSM would have project maps,
> > at the
> > > > > > moment it
> > > > > > > > > > > > supports just directional lights
> > > > > > > > > > > > >
> > > > > > > > > > > > > /adegli
> > > > > > > > > > > > >
> > > > > > > > > > > > >
> > > > > > > > > > > > >
> > > > > > > > > > > > > 2007/9/14, Adrian Egli < 3dhelp at gmail.com>:
> > > > > > > > > > > > >
> > > > > > > > > > > > > > hi,
> > > > > > > > > > > > > >
> > > > > > > > > > > > > > i will post the first version of the PSSM for a
> > sun as
> > > > > > directional
> > > > > > > > > > > > lights.
> > > > > > > > > > > > > >
> > > > > > > > > > > > > > Please help in test, debug, and optimisation,
> > than we
> > > can
> > > > > > > > > integrate it
> > > > > > > > > > > > into OSG core, i would like doing this as soon as
> > > possible.
> > > > > > > > > > > > > >
> > > > > > > > > > > > > > call in a console...
> > > > > > > > > > > > > > PSSM --help
> > > > > > > > > > > > > >
> > > > > > > > > > > > > > example
> > > > > > > > > > > > > > PSSM.exe   dumptruck.osg   --noUpdate --mapcount
> > 3
> > > > > > > > > > > > > > PSSM.exe  dumptruck.osg  --noUpdate --mapcount 3
> > > --NO-DEBUG
> > > > > > > > > > > > > >
> > > > > > > > > > > > > >
> > > > > > > > > > > > > > * we need a better GLSL shader ! My version
> > isn't yet
> > > good
> > > > > > enough
> > > > > > > > > (and
> > > > > > > > > > > > robust)
> > > > > > > > > > > > > >
> > > > > > > > > > > > > > * i guess there is still a little bug, the
> > near-far
> > > clipping
> > > > > > plane
> > > > > > > > > for
> > > > > > > > > > > > the each camera (shadow)
> > > > > > > > > > > > > >
> > > > > > > > > > > > > > * ...
> > > > > > > > > > > > > >
> > > > > > > > > > > > > > others
> > > > > > > > > > > > > >
> > > > > > > > > > > > > > thanks for help
> > > > > > > > > > > > > >
> > > > > > > > > > > > > >
> > > > > > > > > > > > > > / adrian
> > > > > > > > > > > > > >
> > > > > > > > > > > > > > --
> > > > > > > > > > > > > >
> > > > > > ********************************************
> > > > > > > > > > > > > > Adrian Egli
> > > > > > > > > > > > > >
> > > > > > > > > > > > >
> > > > > > > > > > > > >
> > > > > > > > > > > > >
> > > > > > > > > > > > > --
> > > > > > > > > > > > >
> > > ********************************************
> > > > > > > > > > > > > Adrian Egli
> > > > > > > > > > > > >
> > > > > > > > > > > >
> > > > > > > > > > > >
> > > > > > > > > > > >
> > > > > > > > > > > > --
> > > > > > > > > > > >
> > > ********************************************
> > > > > > > > > > > > Adrian Egli
> > > > > > > > > > > >
> > > > > > > > > > > >
> > > > > > > > > > > > --
> > > > > > > > > > > >
> > > ********************************************
> > > > > > > > > > > > Adrian Egli
> > > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > --
> > > > > > > > > ********************************************
> > > > > > > > > Adrian Egli
> > > > > > > > > _______________________________________________
> > > > > > > > > osg-users mailing list
> > > > > > > > > osg-users at lists.openscenegraph.org
> > > > > > > > >
> > > > > >
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> >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > _______________________________________________
> > > > > > > > osg-users mailing list
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> > > > > > > >
> > > > > >
> > >
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> > > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > > --
> > > > > > > ********************************************
> > > > > > > Adrian Egli
> > > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > > --
> > > > > > ********************************************
> > > > > > Adrian Egli
> > > > > > _______________________________________________
> > > > > > osg-users mailing list
> > > > > > osg-users at lists.openscenegraph.org
> > > > > >
> > >
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > >
> > > > > >
> > > > > >
> > > > > _______________________________________________
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> >
> > > > >
> > > >
> > > >
> > > >
> > > > --
> > > > ********************************************
> > > > Adrian Egli
> > >
> > >
> > >
> > > --
> > > ********************************************
> > > Adrian Egli
> > > _______________________________________________
> > > osg-users mailing list
> > > osg-users at lists.openscenegraph.org
> > >
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> > >
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>
> --
> ********************************************
> Adrian Egli
>



-- 
********************************************
Adrian Egli
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