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From: Wang Rui <wangra...@gmail.com>
Date: Sat, 17 Nov 2012 14:31:21 +0800
Message-ID: <CAEnD1tCUMyy+ugpcv+SwfrbRDfrPfdQm8dda4cK2qQNGGjT...@mail.gmail.com>
To: OpenSceneGraph Users <osg-us...@lists.openscenegraph.org>
Subject: Re: [osg-users] Ideas about a resource system,
and deferred rendering framework
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Hi Michael,
Current implementation is maintained in osgRecipes (
https://github.com/xarray/osgRecipes), and some snapshots are shared in the
mail-list a few days ago using both VDSM and the compositor.
Wang Rui
2012/11/17 michael kapelko <korn...@gmail.com>
> What's the progress on this? And is there any open repository?
>
>
> 2012/9/17 Jeremy Moles <cubic...@gmail.com>
>
>> On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:
>> > Hi Jeremy,
>> >
>> > Thanks for the tests and feedback. I'm focusing on creating a material
>> > system which may be a little similar to the Ogre one but will be very
>> > easy to integrate with OSG scenes. I'd like to also have a benchmark
>> > including a complete deferred shading pipeline in the near future to
>> > show others how OSG produces realistic worlds. :-)
>> >
>> > Your requirement could be easiliy implemented with one forward pass
>> > rendering the scene to a texture, and two deferred passes doing the
>> > blur work with the texture as input. A final compositing pass will
>> > make use of the outputs of the blur passes and output to a new
>> > texture. You can get and use the new texture then in the scene for
>> > your own purpose instead of direct displaying them on screen. I'd like
>> > to upload a DOF effect file and an updated example some days later to
>> > demonstrate how these work.
>>
>> Hi Wang,
>>
>> Did you ever get a chance to work up an example showing something like
>> this? I've been trying to get it to work using a modified blur-x/blur-y
>> approach from osgPPU, but have had no success.
>>
>> > Thanks,
>> >
>> > Wang Rui
>> >
>> > 2012/9/11 Jeremy Moles <cubic...@gmail.com>:
>> > > On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote:
>> > > This looks really cool so far. I'd be really interested to know if it
>> > > supports the following (and would be willing to create examples if
>> > > you're willing to help)...
>> > >
>> > > Scenario: I want to render an entire subgraph to an FBO texture once,
>> > > then apply 2 or more completely different shaders in some order, then
>> > > put the final result into a last texture to be used somewhere in the
>> > > scene. I'm doing a guassian blur, which typically applies two
>> different
>> > > shaders for x and y.
>> > >
>> > > I have this working in osgPPU, but I think you already have enough to
>> do
>> > > it here, I just couldn't put the pieces together. :)
>> > >
>> > _______________________________________________
>> > osg-users mailing list
>> > osg-us...@lists.openscenegraph.org
>> >
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>> _______________________________________________
>> osg-users mailing list
>> osg-us...@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
> _______________________________________________
> osg-users mailing list
> osg-us...@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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Hi Michael,<div><br></div><div>Current implementation is maintained in osgR=
ecipes (<a href=3D"https://github.com/xarray/osgRecipes">https://github.com=
/xarray/osgRecipes</a>), and some snapshots are shared in the mail-list a f=
ew days ago using both VDSM and the compositor.</div>
<div><br></div><div>Wang Rui</div><div><br></div><div><br></div><div class=
=3D"gmail_extra"><br><br><div class=3D"gmail_quote">2012/11/17 michael kape=
lko <span dir=3D"ltr"><<a href=3D"mailto:korn...@gmail.com" target=3D"_b=
lank">korn...@gmail.com</a>></span><br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex"><div>What's the progress on this? And is=
there any open repository?</div><div class=3D"HOEnZb"><div class=3D"h5"><d=
iv class=3D"gmail_extra">
<br><br><div class=3D"gmail_quote">2012/9/17 Jeremy Moles <span dir=3D"ltr"=
><<a href=3D"mailto:cubic...@gmail.com" target=3D"_blank">cubicool@gmail=
.com</a>></span><br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex"><div>On Tue, 2012-09-11 at 10:54 +0800, Wang=
Rui wrote:<br>
</div><div>> Hi Jeremy,<br>
><br>
> Thanks for the tests and feedback. I'm focusing on creating a mate=
rial<br>
> system which may be a little similar to the Ogre one but will be very<=
br>
> easy to integrate with OSG scenes. I'd like to also have a benchma=
rk<br>
> including a complete deferred shading pipeline in the near future to<b=
r>
> show others how OSG produces realistic worlds. :-)<br>
><br>
> Your requirement could be easiliy implemented with one forward pass<br=
>
> rendering the scene to a texture, and two deferred passes doing the<br=
>
> blur work with the texture as input. A final compositing pass will<br>
> make use of the outputs of the blur passes and output to a new<br>
> texture. You can get and use the new texture then in the scene for<br>
> your own purpose instead of direct displaying them on screen. I'd =
like<br>
> to upload a DOF effect file and an updated example some days later to<=
br>
> demonstrate how these work.<br>
<br>
</div>Hi Wang,<br>
<br>
Did you ever get a chance to work up an example showing something like<br>
this? I've been trying to get it to work using a modified blur-x/blur-y=
<br>
approach from osgPPU, but have had no success.<br>
<div><div><br>
> Thanks,<br>
><br>
> Wang Rui<br>
><br>
> 2012/9/11 Jeremy Moles <<a href=3D"mailto:cubic...@gmail.com" targe=
t=3D"_blank">cubic...@gmail.com</a>>:<br>
> > On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote:<br>
> > This looks really cool so far. I'd be really interested to kn=
ow if it<br>
> > supports the following (and would be willing to create examples i=
f<br>
> > you're willing to help)...<br>
> ><br>
> > Scenario: I want to render an entire subgraph to an FBO texture o=
nce,<br>
> > then apply 2 or more completely different shaders in some order, =
then<br>
> > put the final result into a last texture to be used somewhere in =
the<br>
> > scene. I'm doing a guassian blur, which typically applies two=
different<br>
> > shaders for x and y.<br>
> ><br>
> > I have this working in osgPPU, but I think you already have enoug=
h to do<br>
> > it here, I just couldn't put the pieces together. :)<br>
> ><br>
> _______________________________________________<br>
> osg-users mailing list<br>
> <a href=3D"mailto:osg-us...@lists.openscenegraph.org" target=3D"_blank=
">osg-us...@lists.openscenegraph.org</a><br>
> <a href=3D"http://lists.openscenegraph.org/listinfo.cgi/osg-users-open=
scenegraph.org" target=3D"_blank">http://lists.openscenegraph.org/listinfo.=
cgi/osg-users-openscenegraph.org</a><br>
<br>
<br>
_______________________________________________<br>
osg-users mailing list<br>
<a href=3D"mailto:osg-us...@lists.openscenegraph.org" target=3D"_blank">osg=
-us...@lists.openscenegraph.org</a><br>
<a href=3D"http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscene=
graph.org" target=3D"_blank">http://lists.openscenegraph.org/listinfo.cgi/o=
sg-users-openscenegraph.org</a><br>
</div></div></blockquote></div><br></div>
</div></div><br>_______________________________________________<br>
osg-users mailing list<br>
<a href=3D"mailto:osg-us...@lists.openscenegraph.org">osg-us...@lists.opens=
cenegraph.org</a><br>
<a href=3D"http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscene=
graph.org" target=3D"_blank">http://lists.openscenegraph.org/listinfo.cgi/o=
sg-users-openscenegraph.org</a><br>
<br></blockquote></div><br></div>
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