[osg-users] OSG-based excavator simulator
maxgammer at gmail.com
Wed Apr 20 21:45:05 PDT 2011
We also create simulators.
You can watch this video:
(starting at 4 minutes 30 seconds)
What do you think about the publication of such projects on the page
2011/4/20 Paul Martz <pmartz at skew-matrix.com>:
> Hi J-S -- It looks great. But I do have a couple questions.
> How flexible is your art pipeline / rendering process for loading arbitrary
> models? Could you replace that excavator with some arbitrary CAD machinery,
> such as a tractor, and get the same visual fidelity? Or is there quite a bit
> of per-model hands-on modeling time in the art pipeline to create the
> necessary specular and normal maps, dirt, scuff marks, etc?
> Also, how are you doing the transparency (e.g., the excavator cab windows)?
> Is that simple RenderBin back-to-front rendering, or are you using an
> order-independent technique? If the latter, how are you implementing it?
> Are the trees in the background simple billboards, or truly 3D so that the
> viewpoint can be placed inside them?
> Is the atmospheric scattering simple OpenGL fog, or something more complex?
> I didn't notice any screen-space post-rendering effects (such as depth of
> field), is that correct? If I'm wrong, what screen-space effects are you
> doing, and did you encounter any difficulties with generalizing them into
> your rendering system?
> I'm always looking for more general ways to make stuff like this work, so
> I'm just trying to figure out how much of this demo was general-purpose, and
> how much was non-general, suitable only for demos.
> On 4/19/2011 9:41 AM, Jean-Sébastien Guay wrote:
>> Hi all,
>> I just wanted to give you guys a heads up about a prototype project we
>> worked on
>> lately, and which I think looks great. There's a video of it on our
>> (set it to 1080p if you can)
>> We did that demo in 3 weeks (2 people for graphics and physics
>> programming, one
>> modeler for the excavator model).
>> Quick list of effects specific to this project:
>> - Normal mapping
>> - Specular mapping
>> - Reflection mapping
>> - HDR (using osgPPU)
>> - Soil uses hardware instancing for the many small rocks
>> - Mound of earth uses vertex texture fetch to render the height field
>> vertices, calculate normals in vertex shader)
>> - Dust particles rendered with soft particle technique (depth buffer test)
>> avoid hard edges
>> It's the most GPU-intensive simulator we've ever done, and it looks great,
>> it's OSG-based, so I thought I'd show it to anyone who's interested. :-)
>> While you're on our YouTube page you can have a look at the other cool
>> we've done in the past, the offshore and port crane simulators are recent
>> projects and are very nice as well (and they use osgOcean :-) ).
> -Paul Martz Skew Matrix Software
> osg-users mailing list
> osg-users at lists.openscenegraph.org
More information about the osg-users