Thread: Re: [Celestia-developers] Antialiasing
Real-time 3D visualization of space
Status: Beta
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From: Selden E B. Jr <se...@le...> - 2004-07-26 16:36:54
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Chris, You wrote > I checked in a change that enables antialiasing to be turned on via the > AntialasingSamples setting in celestia.cfg. I added a comment to > celestia.cfg documenting the new setting. To give credit where it's > due, the new code is based on a contribution from Steve Hill. Thanks! I'll test it this evening. [...] > I also added support for the pbuffer and float_buffer extensions. > Pbuffers are off-screen render targets, and they'll be used for floating > point framebuffers and rendering wide fields of view in Celestia 2.0. I'm hoping that the support for "floating point framebuffers" and "rendering wide fields of view" are sufficiently separate that wide FOVs will be available on older cards. :-) Selden |
From: Selden E B. Jr <se...@le...> - 2004-07-26 23:33:35
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Chris wrote > I checked in a change that enables antialiasing to be turned on via the > AntialasingSamples setting in celestia.cfg. It seems to work fine on my home system, which has a Ti4200. I set it to level 4 and all the sawtoothed edges in the ISS model are gone, but the HUD text is still exremely readable. The inner two (of 5) heat radiators still have varible diagonal areas that flash crazily. Something else strange must be going on with them. Similar striped bands that were visible on the round flat surface of Cassini's CIRS Radiator seem to be gone, though. (It's the silvery disk just below the yellow boxes of the visible light cameras.) Thanks! Selden |
From: Chris L. <cl...@ww...> - 2004-07-26 23:46:14
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On Mon, 26 Jul 2004, Selden E Ball Jr wrote: > Chris wrote > > I checked in a change that enables antialiasing to be turned on via the > > AntialasingSamples setting in celestia.cfg. > > It seems to work fine on my home system, which has a Ti4200. > I set it to level 4 and all the sawtoothed edges in the ISS model > are gone, but the HUD text is still exremely readable. That's very good news. The antialiasing setting in celestia.cfg and the fix for text readability are both working. > The inner two (of 5) heat radiators still have varible diagonal areas > that flash crazily. Something else strange must be going > on with them. I observe this two, and I suspect that it may be a defect in the mesh. Two nearly coincident triangles will exhibit 'z-fighting' when the distance between them is less than one bit in the depth buffer. Tonight, I'll try converting the ISS model to an ASCII cmod and deleting the bad triangles in a text editor. > Similar striped bands that were visible on the round flat surface > of Cassini's CIRS Radiator seem to be gone, though. (It's the silvery > disk just below the yellow boxes of the visible light cameras.) I haven't seen these before . . . If they're z-fighting artifacts, then it was probably my z precision fixes that made the problem go away. --Chris |
From: Selden E B. Jr <se...@le...> - 2004-07-27 00:00:59
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> > Similar striped bands that were visible on the round flat surface > > of Cassini's CIRS Radiator seem to be gone, though. (It's the silvery > > disk just below the yellow boxes of the visible light cameras.) > I haven't seen these before . . . If they're z-fighting artifacts, then > it was probably my z precision fixes that made the problem go away. You had to look at it from exactly the "right" viewpoints. The width of the bands varied with the distance of the viewpoint from the spacecraft. I can't recreate it with the current CVS code, even with antialiasing disabled. s. |
From: Chris L. <cl...@ww...> - 2004-07-26 17:30:03
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On Mon, 26 Jul 2004, Selden E Ball Jr wrote: > Chris, > > You wrote > > > I checked in a change that enables antialiasing to be turned on via the > > AntialasingSamples setting in celestia.cfg. I added a comment to > > celestia.cfg documenting the new setting. To give credit where it's > > due, the new code is based on a contribution from Steve Hill. > > Thanks! > I'll test it this evening. Great. I'd like to hear how it works on a variety of systems. So far, it's been tested on Steve Hill's Radeon 9600 and my GeForce 6800 Ultra, so I'm reasonable confident you won't run into any problems. > > [...] > > I also added support for the pbuffer and float_buffer extensions. > > Pbuffers are off-screen render targets, and they'll be used for floating > > point framebuffers and rendering wide fields of view in Celestia 2.0. > > I'm hoping that the support for "floating point framebuffers" > and "rendering wide fields of view" are sufficiently separate that > wide FOVs will be available on older cards. :-) Yes, wide FOVs will work on a much wider range of hardware than floating point framebuffers. The only thing that these two features share is that they both rely on rendering to offscreen buffers. For high-dynamic range rendering with floating point frame buffers, Celestia will draw into an offscreen floating point buffer, apply a scale and bias based on the exposure, perform a glare filter for overbright pixels, and combine the result into a normal 32-bit buffer for display. For wide fields of view, Celestia will render multiple 90 degree views into offscreen buffers that are the faces of a cube map texture. --Chris |