Advanced lighting?

The place to discuss creating, porting and modifying Celestia's source code.
Avatar
Fenerit M
Posts: 1880
Joined: 26.03.2007
Age: 17
With us: 17 years 7 months
Location: Thyrrenian sea

Post #81by Fenerit » 10.11.2007, 15:20

chris wrote:
Fenerit wrote:Hi, Dirkpitt; I've tested the HDR project. Beautiful, indeed. My finds about of it are similar to that's of Vincent:

2) When I push alt+enter to go in fullscreen mode I get this box:


This problem is unrelated to the HDR patch. I checked in a fix for it just yesterday.

--Chris


If this can help, I don't have that advertisement neither with the "official" 1.5.0 pre4 nor with the pre4 patched by Vincent, though.

EDIT LATER:

Sorry, my mistake, Vincent's pre3 with setradius routine.
Never at rest.
Massimo

Avatar
dirkpitt
Developer
Posts: 674
Joined: 24.10.2004
With us: 20 years

Post #82by dirkpitt » 10.11.2007, 15:44

Vincent wrote:Image


This is really weird - could you post your OpenGL info, and your screen size?

Vincent
Developer
Posts: 1356
Joined: 07.01.2005
With us: 19 years 10 months
Location: Nancy, France

Post #83by Vincent » 10.11.2007, 15:50

dirkpitt wrote:This is really weird - could you post your OpenGL info, and your screen size?
- Screen size: 1024*768
- OpenGL info:
Fournisseur : NVIDIA Corporation
Moteur de rendu : GeForce4 MX 440SE with AGP8X/AGP/SSE/3DNOW!
Version : 1.5.7
GLSL version: 1.10 NVIDIA via Cg 1.3 compiler
Nombre max de textures : 2
Taille de texture max. : 2048
Max cube map size: 2048
Plage de taille de point : 1.000000 - 63.375000

Extensions support?©es :
GL_ARB_imaging
GL_ARB_multitexture
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_paletted_texture
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shared_texture_palette
GL_EXT_stencil_wrap
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_fence
GL_NV_fog_distance
GL_NV_light_max_exponent
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_register_combiners
GL_NV_texgen_reflection
GL_NV_texture_env_combine4
GL_NV_texture_rectangle
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_SGIS_texture_lod
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control
@+
Vincent

Celestia Qt4 SVN / Celestia 1.6.1 + Lua Edu Tools v1.2
GeForce 8600 GT 1024MB / AMD Athlon 64 Dual Core / 4Go DDR2 / XP SP3

NIGHTCAST2000
Posts: 146
Joined: 09.10.2006
With us: 18 years 1 month

Post #84by NIGHTCAST2000 » 10.11.2007, 15:51

Hi,
I have been reading this post with great interest.The HDR lighting effects look fantastic! :D

May I ask how I can get my mits on it :)

Regards,
NIGHTCAST2000
Motherboard:Asus Sabretooth 990FX
Processor: AMD Athlon II X3 46
Memory: 4 Gb DDR3 SDRAM
Graphics Card: Nvidia 560 GTX 1Gb
SoundCard: Asus onboard
Hardrive:Seagate Barracuda 1TB GB 7200rpm SATA 23Mb Cache

BobHegwood
Posts: 1803
Joined: 12.10.2007
With us: 17 years 1 month

Post #85by BobHegwood » 10.11.2007, 15:54

Vincent wrote:Image


Your screen shot shows EXACTLY the problems I was having with
what I call "Specularity." There is NO way that the reflection of the
Sun on the Earth should look like that... Notice the WHITE deserts,
and the vastly increased brightness of the Sun's reflection. If this is
to be expected in Celestia, then I'll have to find another
universe-exploring program to deal with.

Oh wait, there AREN'T any other universe-exploring programs. Hmmm.
Maybe we can fix this one. :lol:
Brain-Dead Geezer Bob is now using...
Windows Vista Home Premium, 64-bit on a
Gateway Pentium Dual-Core CPU E5200, 2.5GHz
7 GB RAM, 500 GB hard disk, Nvidia GeForce 7100
Nvidia nForce 630i, 1680x1050 screen, Latest SVN

T. C.
Posts: 5
Joined: 27.06.2004
With us: 20 years 4 months

Post #86by T. C. » 10.11.2007, 16:09

Dirkpitt,

at first thank you very much for your fast respond as well as for making me available your great work 8)

As promised, I put away all my other work from my desk :D and began to discover the new "lighted" Celestia World :D this afternoon

But images say more than 1.000 words:-
(I have no own webspace but a nice feature on my email-adress where I can upload some images with the option to make it available to all other in the internet)

[img]
http://www.fotos.web.de/tim_klaas/Celestia
[/img]
IMPORTANT: PASSWORT: "celestia" :D

These 12 small images should demontrate my first impressions of your work as well as two another discovered bugs:

1. Stars are shining bright (e. g. ATLAS) in far destination somewhere in space, when getting closer they turn first into a single dot until to become bright again when being very close to it

2. In the new atmosphere code made by Chris the horizon at the surface of any atmosphered planet (e. g. Earth, Mars) turns into a bright searing layer 8O

Anyway, I really love your work and hope, that it will became perfectly and appear in the final 1.5.0 version :D during this time I will enjoy your pre-work night by night at the further weekends - that's for sure :D
Last edited by T. C. on 10.11.2007, 17:03, edited 1 time in total.

Avatar
dirkpitt
Developer
Posts: 674
Joined: 24.10.2004
With us: 20 years

Post #87by dirkpitt » 10.11.2007, 16:24

BobHegwood wrote:There is NO way that the reflection of the
Sun on the Earth should look like that... Notice the WHITE deserts,
and the vastly increased brightness of the Sun's reflection. If this is
to be expected in Celestia, then I'll have to find another
universe-exploring program to deal with.

Oh wait, there AREN'T any other universe-exploring programs. Hmmm.
Maybe we can fix this one. :lol:


Vincent's screenshots show Celestia at precisely 2x as bright as it should be. Like how every new computer now has 2 cores, Celestia now gives you twice the brightness for the same low price! :wink:

I'll try and get to the bottom of this bug.. what I don't get is why OpenGL Vertex Program/NVIDIA combiners mode on my machine works fine..

BobHegwood
Posts: 1803
Joined: 12.10.2007
With us: 17 years 1 month

Post #88by BobHegwood » 10.11.2007, 16:30

dirkpitt wrote:I'll try and get to the bottom of this bug.. what I don't get is why OpenGL Vertex Program/NVIDIA combiners mode on my machine works fine..


Well now wait a minute...

I have just solved my problems... At least I think I have...
This occurred after the latest Nvidia forceware updates - and a nice
- and timely - Vista update to go along with it.

Remember, NOTHING works correctly on Vista yet. Just my opinion
though. :wink:
Brain-Dead Geezer Bob is now using...
Windows Vista Home Premium, 64-bit on a
Gateway Pentium Dual-Core CPU E5200, 2.5GHz
7 GB RAM, 500 GB hard disk, Nvidia GeForce 7100
Nvidia nForce 630i, 1680x1050 screen, Latest SVN

Avatar
Fenerit M
Posts: 1880
Joined: 26.03.2007
Age: 17
With us: 17 years 7 months
Location: Thyrrenian sea

Post #89by Fenerit » 10.11.2007, 16:48

T. C. wrote:Dirkpitt,

...

But images say more than 1.000 words:-

...



I don't see nothing! :wink: Please, put the [img]and[/img] on the same line.

EDIT LATER:

...and the image on the web, perhaps? They seems linked to a local disk.
Last edited by Fenerit on 10.11.2007, 16:50, edited 1 time in total.
Never at rest.
Massimo

Johaen
Posts: 341
Joined: 14.01.2006
With us: 18 years 10 months
Location: IL, USA

Post #90by Johaen » 10.11.2007, 16:48

My report:

I am also seeing bloom effects on orbit lines, regardless of which render path I use. What's weird is that it is only occuring with certain orbit lines.

Bloom effect:
Asteroids
Comets
Selected Object

No Bloom:
Moons
Planets
Spacecraft


I do not have any "corrupted graphics" related to the taskbar. And the clouds and desert areas are not overly bright on my machine.
AMD Athlon X2 4400+; 2GB OCZ Platinum RAM; 320GB SATA HDD; NVidia EVGA GeForce 7900GT KO, PCI-e, 512MB, ForceWare ver. 163.71; Razer Barracuda AC-1 7.1 Gaming Soundcard; Abit AN8 32X motherboard; 600 watt Kingwin Mach1 PSU; Windows XP Media Center SP2;

Avatar
Fenerit M
Posts: 1880
Joined: 26.03.2007
Age: 17
With us: 17 years 7 months
Location: Thyrrenian sea

Post #91by Fenerit » 10.11.2007, 17:13

Just for FYI. At exposure -31:

Image

at exposure -32:

Image
Never at rest.
Massimo

ElChristou
Developer
Posts: 3776
Joined: 04.02.2005
With us: 19 years 9 months

Post #92by ElChristou » 10.11.2007, 17:25

Vincent wrote:Image


I don't have such a bright specularity... in my mail, by washed out I mean the bloom react even on material with subbtle spec giving the impression of general overexposed picture... Now perhaps we will have to change again our texturing habits...
Image

T. C.
Posts: 5
Joined: 27.06.2004
With us: 20 years 4 months

Post #93by T. C. » 10.11.2007, 18:00

A secret tip for all of you (after enjoying and discovering):-
Try out the "Mira-Addon" now with Dirpitt's work 8O

I want to throw two nice feature suggestions in the thread according this project:-

1. What about the revival of the "Sun Flare" like in the other (older) Celestia-Versions?

2. In conjunction of 1. (or independ of 1.) what about a nice lens-flare effect?

This would made Celestia's Sunlight High-End :D
Kind regards,

T. C.

ElChristou
Developer
Posts: 3776
Joined: 04.02.2005
With us: 19 years 9 months

Post #94by ElChristou » 10.11.2007, 20:46

DW, you should have a look at comets; despite pure white of the tip of the cone, almost no bloom and no HDR with stars.
Image

Avatar
dirkpitt
Developer
Posts: 674
Joined: 24.10.2004
With us: 20 years

Post #95by dirkpitt » 11.11.2007, 01:07

T. C. wrote:1. Stars are shining bright (e. g. ATLAS) in far destination somewhere in space, when getting closer they turn first into a single dot until to become bright again when being very close to it

2. In the new atmosphere code made by Chris the horizon at the surface of any atmosphered planet (e. g. Earth, Mars) turns into a bright searing layer


Thanks for the feedback and screenshots T.C.!
#1 is related to the issue of nearby stars looking overly bright. I'm already working on this bug.

#2 I'm also aware of. I'm not applying the same tone mapping to atmospheres yet so atmospheres are ending up with 2x brightness. I'll fix this.

Also the sun fades out quicker (almost just a point at Jupiter distances) with my version. Not sure if this is realistic or not - are there any photographic references that I can compare with?

Avatar
dirkpitt
Developer
Posts: 674
Joined: 24.10.2004
With us: 20 years

Post #96by dirkpitt » 11.11.2007, 01:17

Fenerit wrote:at exposure -32:

Image


Exposure -32?? The scene is so bright at this point that I'm not surprised you're getting a "negative" image. (I also get this effect) I may end up capping the exposure adjustment to sensible values.

BobHegwood
Posts: 1803
Joined: 12.10.2007
With us: 17 years 1 month

Post #97by BobHegwood » 11.11.2007, 01:24

Can I interject a stupid question here? Thanks...

I'm just curious to know why all that "brightness" occurs on an
image that's supposed to be black? I simply do NOT understand why
brightness shows up as color. Does that make sense?

This is directly related to my Celestia and Nvidia troubles of late.
Although I am now seeing Celestia as I wish to, I still do NOT
understand why this phenomenon occurs. Can you explain it in
simple English to the Brain-Dead?

Thanks very much, 'Ol Brain-Dead himself.
Brain-Dead Geezer Bob is now using...
Windows Vista Home Premium, 64-bit on a
Gateway Pentium Dual-Core CPU E5200, 2.5GHz
7 GB RAM, 500 GB hard disk, Nvidia GeForce 7100
Nvidia nForce 630i, 1680x1050 screen, Latest SVN

Avatar
dirkpitt
Developer
Posts: 674
Joined: 24.10.2004
With us: 20 years

Post #98by dirkpitt » 11.11.2007, 01:36

Bob, if you're talking about Fenerit's exposure -32 screenshot, it's actually supposed to look almost completely white (negative = bright). I think however that either due to a precision problem or a math error at this extreme exposure level, pixel values are going negative instead. It's not a driver problem.

BobHegwood
Posts: 1803
Joined: 12.10.2007
With us: 17 years 1 month

Post #99by BobHegwood » 11.11.2007, 03:29

dirkpitt wrote:Bob, if you're talking about Fenerit's exposure -32 screenshot, it's actually supposed to look almost completely white (negative = bright). I think however that either due to a precision problem or a math error at this extreme exposure level, pixel values are going negative instead. It's not a driver problem.


No, I understood that, but the white "brightness" (for lack of better
terminology) behaves exactly as my screen was behaving. Where
I was looking at deep black space, I kept seeing white, fuzzy
"brightness."

I'm just trying to understand how this can happen in a place where
there IS no color. You understand?

Sorry. I'm just stubborn when it comes to understanding
something that's over my head, so I keep plugging away at
it until I understand it.

Many thanks for the reply though. I'll leave you alone for a while.
:roll:
Brain-Dead Geezer Bob is now using...
Windows Vista Home Premium, 64-bit on a
Gateway Pentium Dual-Core CPU E5200, 2.5GHz
7 GB RAM, 500 GB hard disk, Nvidia GeForce 7100
Nvidia nForce 630i, 1680x1050 screen, Latest SVN

T. C.
Posts: 5
Joined: 27.06.2004
With us: 20 years 4 months

Post #100by T. C. » 11.11.2007, 05:38

Fenerit,

no, the 12 images aren't on my local machine, they are on the officially German "WEB.DE"-Server.
Just click on my link, type in "celestia" in the gap with the requested "Kennwort" (password) and you'll see my 12 images
(Dirkpitt has already gained access to it)

Dirkpitt,

no problem, it was a pleasure for me :D
I am sure that the Sun is more than a bright dot (only as bright as the other planets surrounding :?: :wink: ) in Jupiter's distance :wink: although I have no reference-photos

At this point, I want to remember again the sunflare-effect as well as the lens-flare effect.
Both will give suns a realistic appearance in more far destination
(e. g. in our solar system the sun looks really realistic now at Mars + Earth, at Venus and especially at Mercury I can almost feel the searing radiation :D )
But at Jupiter the Sun becomes a piece of Swiss Cheese :D to fix this problem, the sunflare-effect will fix this IMHO in any case - the thing here is to emphasize a sun at more far distances in a solar system so that the observer gets still the feeling "OK - that bright light scource is the sun (not any planet nor any other star)"
The lensflare-effect will IMHO even strengthen this effect

T. C.


Return to “Development”