Re: Crystal-develop Digest, Vol 81, Issue 8

Kevin Martin <[email protected]> Sun, 21 Apr 2013 12:25:57 +0530
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAJisb+nXaXuynX=nrrvKqiXfAapghVOTyK-A5BJvq_S7sAeUWg@mail.gmail.com>
Hi,
I'd like to do the csisland improvement as my GSoC project if you people
think its a good proposal. Also, I'd like to know more about what might be
the reason for the sudden frame rate drop in csisland. In my system (Nvidia
Geforce GT 610M), the frame rates drop 2 seconds after i start moving
camera in fast mode (by holding down ctrl). The frame rates indicator
always shows that the demo is running above 35 FPS. Its not a serious
problem but it *could* turn out to be a little annoying. I'd like to start
by fixing this little issue :)

Regards,
Kevin Martin Jose


On Sun, Apr 21, 2013 at 1:10 AM, <
[email protected]> wrote:

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> Today's Topics:
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>    1. Re: [GSoC 2013] Advanced Rendering Techniques -   Skin/Hair
>       (Girish Ramesh)
>    2. Re: csisland improvement (Jorrit Tyberghein)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Sun, 21 Apr 2013 00:29:47 +0530
> From: Girish Ramesh <[email protected]>
> Subject: Re: [Crystal-develop] [GSoC 2013] Advanced Rendering
>         Techniques -    Skin/Hair
> To: [email protected]
> Message-ID:
>         <
> CAOsuPn1p45WjCQEh9YxnDvFvw1meArQSGvyKwDB83PuuXZcsWw@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Right. Thanks. Will be in touch if I need any ideas.
>
> Cheers,
> Girish
>
> On 21 April 2013 00:12, Alexandru Voicu <[email protected]
> >wrote:
>
> > I wouldn't allocate to much time debugging it. It might be quicker to try
> > and reimplement from scratch.
> >
> > Good luck,
> > Alex.
> >
> > On Sat, Apr 20, 2013 at 11:35 AM, Girish Ramesh <[email protected]
> >wrote:
> >
> >> I'll look into it. It can anyway be part of my project proposal along
> >> with the dual scattering model. Of course, if the gurus at crystal space
> >> see it as a good project proposal!
> >>
> >> Cheers,
> >> Girish
> >>
> >>
> >> On 21 April 2013 00:01, Alexandru Voicu <[email protected]
> >wrote:
> >>
> >>> There were some issues while generating the second lookup texture. I
> >>> exported that into a C# project (
> >>>
> https://sites.google.com/site/voicualexandruteodor/Marschner_1.0.zip?attredirects=0&d=1)
>  to
> >>> try and debug easier. I'm not sure but my guess is that there might be
> >>> something wrong with the tangents.
> >>> I spent around 3 weeks at that time trying to implement and debug that
> >>> shader and then had to move on and work on other features. There might
> be
> >>> more examples of Marschner implementations on the web nowadays which
> you
> >>> might find helpful.
> >>>
> >>> Alex.
> >>>
> >>>
> >>> On Sat, Apr 20, 2013 at 11:15 AM, Girish Ramesh <[email protected]
> >wrote:
> >>>
> >>>> Hi Alex,
> >>>>
> >>>> I am familiar with your code and blog, is it possible to understand
> >>>> what when wrong? Maybe I can try to improve the implementation and
> add the
> >>>> dual scattering model as part of the GSoC project this year. Also,
> the skin
> >>>> shader implementations does not seem to be based on actual subsurface
> >>>> scattering but actually on approximations. So, i think it might be
> better
> >>>> to have a physically realistic model than just a hack. Thanks for the
> >>>> reply.
> >>>>
> >>>> Regards,
> >>>> Giris
> >>>>
> >>>>
> >>>> On 20 April 2013 23:33, Alexandru Voicu <
> [email protected]
> >>>> > wrote:
> >>>>
> >>>>> Hi Girish,
> >>>>>
> >>>>> Although we have a Marschner shader model, we had some issue with it
> >>>>> so we defaulted to using Kajiya and Kay shading model which gives
> >>>>> decent results and is much faster. You can find more about what is
> >>>>> implemented here: http://hairrendering.wordpress.com
> >>>>> We also have a SSS shader implementation used for skin based on
> >>>>>
> http://www.gamedev.net/topic/481494-sub-surface-scattering-hack--comments-wanted-/
> >>>>>
> >>>>> I haven't worked on CS in a while now, so I am not sure what the
> >>>>> priorities of improving these rendering techniques are for the
> project.
> >>>>>
> >>>>> Cheers,
> >>>>> Alex.
> >>>>>
> >>>>>
> >>>>> On Sat, Apr 20, 2013 at 10:35 AM, Girish Ramesh <[email protected]
> >wrote:
> >>>>>
> >>>>>> Hi,
> >>>>>>
> >>>>>> I am interested in participating in Google summer of code with
> >>>>>> crystal space and am interested in developing the physically
> realistic
> >>>>>> rendering techniques for hair and skin. I understand that hair was
> already
> >>>>>> handled as a GSoC project earlier with the implementation of the
> Marschner
> >>>>>> model. I want to upgrade the shader to the dual-scattering model (
> >>>>>> http://www.cemyuksel.com/research/dualscattering/) which handles
> >>>>>> multiple scattering in between the hair strands. Another project I
> would
> >>>>>> like to work on is the implementation of a sub-surface scattering
> skin
> >>>>>> shader similar to this (
> >>>>>> http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html) and a
> >>>>>> general workflow for skin rendering. I would like to receive some
> feedback
> >>>>>> regarding the 2 ideas and feasibility of them as a possible GSoC
> project. I
> >>>>>> would first like to receive your feedback before I make my GSoC
> >>>>>> application. Thank you.
> >>>>>>
> >>>>>> Regards,
> >>>>>> Girish Ramesh
> >>>>>>
> >>>>>>
> >>>>>>
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> Message: 2
> Date: Sat, 20 Apr 2013 21:40:40 +0200
> From: Jorrit Tyberghein <[email protected]>
> Subject: Re: [Crystal-develop] csisland improvement
> To: CS Dev <[email protected]>
> Message-ID:
>         <
> CAA49VVLQ4Cpg_98y0O3Za-rv+1K6A2+WwRR6h+rffinCx0_e7w@mail.gmail.com>
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>
> Don't have much time right now but this sounds like a good proposal. Would
> be great to have a nicer csisland demo in CS.
>
> Greetings,
>
>
> On Sat, Apr 20, 2013 at 6:43 PM, Kevin Martin
> <[email protected]>wrote:
>
> > Hi,
> >
> > The GSoC page of Crystal space calls for some ideas on improving the
> demos
> > available with crystal space (namely csisland,csbias and crystal trade).
> I
> > have some ideas regarding csisland.
> >
> > First of all, I believe there are some issues regarding the frame rates.
> I
> > have an Nvidia Geforce GT 610M and the frame rates are at times jabby.
> The
> > demos definitely work fine but when I use ctrl + arrow keys in csisland
> to
> > make the camera go faster, there?s a pause (probably to calculate some
> > stuff) after 2 seconds of fast camera movement.
> >
> > Now the game idea , I do not know if I have to come up with a background
> > story as well but this is what I have in mind ;)  :
> >
> > 1.       The user controls a vehicle that starts very close to the peak
> > of the volcano. At the beginning of the game, the volcano erupts, sending
> > out chunks of burning rocks into the air (basically orange colored
> > spherical/rectangular things covered in flames). The goal of the user is
> to
> > navigate the controllable object to a particular position in the map.
> >
> > 2.       Optionally, the map will have to be made somewhat larger for
> > this one to work, or the user will find himself in water 3 seconds after
> > the game starts. But I guess creating maps won?t be a problem. I came
> upon
> > L3DT (large 3d terrain editor) while I was experimenting with panda3d and
> > it allows the user to create large, somewhat detailed, maps (with water)
> > quite easily. (link here). But I guess the given map is large enough J
> >
> > 3.       Okay, so the vehicle,  moves across the quite rough terrain, all
> > the while dodging  chunks of flaming rocks falling all across the
> terrain.
> > Chunk falls on head = game over
> >
> > 4.       After sometime,  the vehicle/character falls into the water
> > (hopefully, with a splash).
> >
> > 5.       Now comes the interesting part. The vehicle folds its tires up
> > and converts into a boat sort of thing (more or less like the ?seaways?
> > cheat in GTA vice city, was quite fun a few years back ;) )
> >
> > 6.       The objective is to reach a particular point in the sea (where
> > the guy/gal inside the boat/jeep will be rescued). But en route, the
> > burning chunks fall in the water nearby and sends ripples in every
> > direction. The craft sways to the ripples (like a boat, of course).
> Larger
> > chunks cause more awesome ripples. The user will have to steer the craft
> > avoiding those larger chunks to reach the destination
> >
> > 7.       Steer too close to a gigantic ripple and the crashing waves will
> > cause the craft to topple ? game over.
> >
> > 8.       Decals representing where the next chunk is going to hit.
> >
> > 9.       Get to the destination = win the game.
> >
> > So that?s basically the idea. Now as to how exactly the game will
> > showcases the ?features? of Crystal Space. I?m not exactly sure what the
> > features are and I?d be glad if someone can tell me which features I
> should
> > be concentrating on. But here?s a basic idea :
> >
> > 1.       The vehicle moves in rough terrain. There?s a chance the vehicle
> > can topple over on land thus causing an early demise of our hero.
> Physics.
> >
> > 2.       There are flying flaming chunks of rock. I believe the fire
> > effects can be made pretty cool.
> >
> > 3.       Explosion when the chunk hits the ground. Again, a lot of
> > particle effects
> >
> > 4.       Splash when vehicle hits the water ? particle effects again.
> > It?d be awesome  if those splashes can reflect sunlight but I don?t know
> if
> > it would ?too much of an improvement? ;) .
> >
> > 5.       The craft sways to the waves created by chunks falling in the
> > water. Takes some physics, I guess.
> >
> > 6.       And the ripples. Waterdemo has some really nice ripples. Imagine
> > them on a far grander scale.
> >
> > 7.       Input output. The user controls the vehicle.
> >
> > 8.       Decals
> >
> >
> >
> >
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> >
>
>
> --
> Project Manager of Crystal Space (http://www.crystalspace3d.org)
> and CEL (http://cel.crystalspace3d.org)
> Support Crystal Space. Donate at
> https://sourceforge.net/donate/index.php?group_id=649
> Personal page: http://users.telenet.be/jorritTyberghein/
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