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http://zfx.info/viewtopic.php?f=11&t=8
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http://zfx.info/viewtopic.php?f=5&t=1298
show how to get physical more correct intensity values for stars and glares...
Original issue reported on code.google.com by costumebrother
on 23 Aug 2012 at 10:05
If there is no dynamic time required, the static vertices list passed to the
gpu could be optimized for a fixed date, time, and location by applying
refraction correction and annual proper motions.
Original issue reported on code.google.com by costumebrother
on 7 Aug 2012 at 11:05
the bright stars do not align with the intensity distribution of the star-map.
There seem to be two milky-ways...
Original issue reported on code.google.com by costumebrother
on 25 Aug 2012 at 10:28
There currently already is a moon glare for screenshot purposes only.
It does not scale well for the moons dynamic lighting and completely ignores
lunar eclipses.
This could be done on cpu side, based on the lunar phase.
Original issue reported on code.google.com by costumebrother
on 9 Aug 2012 at 12:19
these are highly optimizable (e.g., just check the HDR function and others).
this shader consumes most of the time..
Original issue reported on code.google.com by costumebrother
on 12 Aug 2012 at 1:48
[deleted issue]
gcc build was tested earlier this year, but not again since then...
there should be some minor issues at most...
Original issue reported on code.google.com by costumebrother
on 23 Aug 2012 at 8:19
Changing the scattering influence factor for the star map has no influence.
Scattering should be turned on and off, on off do not compile the scattering
function.
Original issue reported on code.google.com by costumebrother
on 9 Aug 2012 at 12:29
apply the moons' resolution and fov independent antialiasing to the suns' disc.
Original issue reported on code.google.com by costumebrother
on 12 Aug 2012 at 1:27
For the moon, one could use a low resolution grid (e.g., 16x16 Texture) with
random variations in optical density.
These than should be cause interpolated deformations of the moons' surface and
its edge.
For the sun only a radial variation in the fragment-distance check could be
sufficient, since the suns' surface is not perceivable by eye.
Original issue reported on code.google.com by costumebrother
on 12 Aug 2012 at 8:31
Instead of compose the cloud maps per frame in a render to texture step, a 3D
Texture with multiple slices representing different times could be used instead
and would massively reduce texture access for cloud rendering.
Original issue reported on code.google.com by costumebrother
on 15 Aug 2012 at 4:09
Somehow the sun's z position is not considered. So during day-night transitions
and at night, clouds are totally wrong.
Furthermore at night, the earth shadow should be considered, so no scattering
for clouds at all..
Original issue reported on code.google.com by costumebrother
on 17 Aug 2012 at 5:15
Use CPack in CMake to configure the archive.
Depending on which options where set on project configuration, the package
should contain all binaries from apps and required OpenSceneGraph and Qt
binaries as well as all Resources (e.g. textures and 3d geometry) in a flat
hierarchy.
This is highly useful, for interchanging builds for status reports, or
generating tagged archives for the Downloads section. Until no install process
is required, this should suffice.
Original issue reported on code.google.com by costumebrother
on 10 Sep 2011 at 10:43
Check the minimal sampling rate, in this case the minimal star diameter.
Original issue reported on code.google.com by costumebrother
on 9 Aug 2012 at 12:40
If a user want's to apply a specific intensity handling via HDRR or Temporal
Glares etc. we should not scale the intensity values into visible ranges
ourself.
Original issue reported on code.google.com by costumebrother
on 8 Aug 2012 at 8:15
Branch name:
/trunk
Purpose of code changes on this branch:
The following naming scheme for glsl shaders should be applied:
* uniform variables begin with u_: uniform mat4 u_razInverse;
* varying variables begin with v_: out vec4 v_ray;
* attributes begin with a_
After the review, I'll merge this branch into:
/trunk
Original issue reported on code.google.com by costumebrother
on 30 Jul 2012 at 9:58
There are currently no issues concerning problems, but it would be more
convenient to have all shaders strictly applying to a standard.
What is the expected output? What do you see instead?
All shader fragments are strictly applying version 150.
Original issue reported on code.google.com by costumebrother
on 29 Jul 2012 at 11:40
For simplicity, just add the sources from QtPropertyBrowser
[http://qt.gitorious.org/qt-solutions/qt-solutions/trees/master/qtpropertybrowse
r here] to the apps/3rdp folder, build and link as static lib.
Original issue reported on code.google.com by costumebrother
on 10 Sep 2011 at 11:03
The fov invariation (u_q) is used in mutliple himmel geodes.
Encapsulate the few lines of code and provide them from a single location in in
a unique way.
Probably move to Himmel and update there..
Original issue reported on code.google.com by costumebrother
on 8 Aug 2012 at 11:20
The mapping of random values generated per star and per frame are non uniformly
distributed to provide more natural looking scintillations.
This mapping should be adjustable (e.g., the exponent, currently 8).
Original issue reported on code.google.com by costumebrother
on 12 Aug 2012 at 8:39
Cleanup the whole class, revisit and optimize the shader.
Original issue reported on code.google.com by costumebrother
on 8 Aug 2012 at 11:39
Currently, in each frame a high resolution texture is composed, based on
multiple noise tiles with different octaves and resolutions each.
This is done to provide dynamic movement and shape dynamics for clouds.
There are several problems with this approach: Most of the detail is only
required towards the zenith. At the horizon only a tiny fraction is required
(first noise layer).
Simple idea: use sphere-map projection to provide a better detail distribution
for the case of hemisphere mapping, that we obviously have here. This also
allows to substantially lower the resolution (probably 1/8th of the area)
Original issue reported on code.google.com by costumebrother
on 15 Aug 2012 at 4:00
If an texture is specified, this is used as tile for the ground.
Additional to this, the tile mapping size could be specified and influence the
perceived altitude of the viewer.
This however, requires anisotropic filtering of the ground texture.
Original issue reported on code.google.com by costumebrother
on 31 Jul 2012 at 10:14
Create filter or adjusted noise generators to provide the full spectrum of
A-Clouds (namely Cirrus, CirroCumulus, CirroStratus, and AltoStratus).
These should be automatically used based on an assigned enum paramter, all
within the highcloudlayer geode.
Original issue reported on code.google.com by costumebrother
on 15 Aug 2012 at 4:51
Attachments:
Fix the movement in AbstractMappedHimmel::update().
If more time is available :D implement a nice interface for specifying the
movement in a simple, elegant way.
Original issue reported on code.google.com by costumebrother
on 31 Jul 2012 at 7:15
Move the compositional intensity handling to Himmel, and only pass a uniform to
each geode.
Original issue reported on code.google.com by costumebrother
on 9 Aug 2012 at 12:17
If each star is refraction corrected in the vertex shader, scintillations can
probably be applied to the optical depth and be expressed as wavelength
dependent refraction variation.
The look-up in the starmap has to be refraction corrected too.
Original issue reported on code.google.com by costumebrother
on 12 Aug 2012 at 8:19
split the moon in two or more vertical stripes, for each aquire the refraction
corrected height and scale the v-component in the moons fragment shader by
linear interpolation within the stripes.
Original issue reported on code.google.com by costumebrother
on 2 Aug 2012 at 11:21
Currently each geode implements its own cattering weight and needs to
recalculate the air mass over and over again. Optimize this function to a
minium and apply scattering uniformly over all geodes.
Original issue reported on code.google.com by costumebrother
on 9 Aug 2012 at 12:31
Branch name:
/trunk
Purpose of code changes on this branch:
decide whether or not to refactor all shader fragments
When reviewing my code changes, please focus on:
can usage of individual shader objects per shader fragment simplify their
structure, usage, and maintainability? if so, apply refactoring.
Original issue reported on code.google.com by costumebrother
on 29 Jul 2012 at 11:35
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