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PostPosted: Tue, 04-09-07, 18:29 GMT 
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Here you will find announcements of new releases and the actual archives for download. We shall also collect in this thread the links to the scientific imaging archives that will form the input raw data for the tools!

Bye Fridger

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PostPosted: Sat, 08-09-07, 11:55 GMT 
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Hi all,

very soon you will find here

1) a major update of my nmtools package for download & testing. It has a number of improvements:
  • significantly faster performance, due to profiling help by Christophe Teyssier.

  • the VT-tiles generation tool now directly produces PNG formatted tiles (instead of PPM format)!

  • This allows their immediate use in Celestia or further packing into the high-quality DXT5nm
    formatted tiles by means of the new OpenSource nvidia-texture-tools.

  • renaming of the individual tools to match the naming systematics of my forthcoming F-TexTools for making the remaining Celestia textures in highest quality.
2) Sources and binary, ready-to-use versions of the latest nvidia-texture-tools for Windows and Linux.


3) I will make available in this thread all links to the original, scientific imaging data that will be needed as input for making the greatest Celestia textures by means of my tools!

4) Finally, I will start soon to make the first preliminary version of my F-TexTools available for testing (Windows and Linux)!

Bye Fridger

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PostPosted: Sat, 08-09-07, 19:20 GMT 
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Links to the required 85k BMNG & srtm_ramp2 Earth textures

Note: Links below are now updated!

When downloading these VERY large scientific imaging data files, using Firefox and a fast DSL/ADSL/... line, I strongly recommend to install the Firefox add-on: DownThemAll and configure it with Max contempory downloads = 10. This way you download these files with the maximum speed that your line sustains. When downloading, you click on dTaOneClick instead of the usual Save.

nmtools (for normal maps):
=================

F-TexTools (for remaining textures!)
=======================

README

a) 12 base textures, January - December, 2004 :
------------------------------------------------------------

b) 85k Specular texture:
-----------------------------
One of my new F-TexTools (=> specmap) specializes on generating a much improved specular map by combining the official 85k watermask with the precise ocean boundaries determined from the condition elevation=0 as applied to the 85k elevation map!


Very recently, Stephen (aka cartrite) pioneered a new 85k watermap, featuring a major improvement step in many ways. I highly recommend using this one instead of the official watermap, world.watermask.86400x43200.bin.gz, above. The new watermask has been made to be compatible with my specmap and tx2rgba tools. So everywhere, just replace the file (name).

You find the new map at CM. Here is the download link:

Please visit cartrite's CelestialMatters Website for further informations

Another tool in my forthcoming F-TexTools package (=> tx2rgba) will serve to mount the resulting specular graymap as alpha channel on top of the RGB base texture, leading to a 4-channel RGBA texture. This strongly increases the performance and economizes on graphics card memory!!


Bye Fridger


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PostPosted: Tue, 11-09-07, 3:57 GMT 
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t00fri wrote:
[*]Dirkpitt hopefully will help to produce the binaries for MAC-OS.


No problem - feel free to mail or PM me at any time.


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PostPosted: Tue, 11-09-07, 17:53 GMT 
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dirkpitt wrote:
t00fri wrote:
[*]Dirkpitt hopefully will help to produce the binaries for MAC-OS.


No problem - feel free to mail or PM me at any time.


Many thanks DW, I sure will get back to you. Didn't you also do some OSX adaptations concerning the nvidia-texture-tools? It would be great to discuss that here as well...

-Fridger

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PostPosted: Thu, 13-09-07, 13:39 GMT 
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Please note: For clarity, the ongoing discussion about (cross-platform) development aspects has been moved over to the appropriate thread:

Development and Cross-Platform Issues

The present thread is mainly reserved for announcements, relevant links and downloads of new releases.

MonaLisa


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PostPosted: Fri, 14-09-07, 19:36 GMT 
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Hi Celestial friends,

I am happy to announce the first prerelease of my new

F-TexTools

You may download the archive right HERE (3 MB):

++++++++++++++++++++++++++++++++++++++++++
http://www.celestialmatters.org/users/t ... .0pre1.zip
++++++++++++++++++++++++++++++++++++++++++

Besides the C++ source code, the archive contains ready to use binaries both for Windows and for Linux. I am confident that dirkpitt will very soon make the MAC-OS binaries available as well at the same location. I would also be very happy if DW could generate a suitable Makefile for building the tools on both MAC varieties (PPC and Intel).

In our new Texture Tools forum I prepared various threads for you to leave your comments, experiences, scripts and further feature suggestions!

Please study the README file in the archive! It contains a brief description of the functionalities of the tools as well as some representative non-trivial examples. During the testing phase I have taken out the ISS Installer as well as various scripts that eventually will allow to do the full texture set with just a couple of commands. Everyone is welcome to help writing even better scripts for the various operating systems! I hope you will understand that during the testing phase pedagogical aspects will have somewhat less priority...

As to the basic manner of operation of the F-TexTools, please study my nmtools tutorial. The F-TexTools perfectly complement the nmtools and are designed along VERY similar lines.

Directly from scientific imaging data, the F-TexTools will let you generate huge
texture maps in the best quality possible - just like the (strongly reduced) example you can see here:

Image

Enjoy,
Fridger

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PostPosted: Fri, 14-09-07, 19:46 GMT 
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In order to provide some insight into what my new F-TexTools are up to before downloading, I have displayed the README file of the above archive below:


---------------------------- README: F-TexTools-1.0pre1 ----------------------------

This distribution contains a set of 6 custom command-line tools for generating huge textures or optimized texture tiles of highest quality for the 3D space simulation Celestia, http://www.shatters.net/celestia/ or similar environments. No image manipulation expertise is required.

These tools perfectly complement our nmtools package for generating highly optimized normal maps or tiles thereof on standard home computers.

Special attention has been paid to allow for very big textures (>= 64k x 32k) to be handled even by average sized home computers. The tools work directly with the original scientific imaging data for Earth, Mars etc. The execution speed is high due to optimized custom algorithms.

Highlights are

  • sources compile cleanly for Windows and Linux PC's,
    as well as both PPC and Intel MACs;
  • executables are included for Win32, Linux, OSX-universal;
  • throughout, the tools work between STDIN and STDOUT,
    and therefore may be piped together in a module fashion as needed;
  • a brief help text is printed, if the tools are executed without any
    parameters;
  • the 6 texture tools are designed quite similarly to the nmtools package
    for normal maps by F. Schrempp and R. Skuridin.
  • My new F-TexTools AND the updated nmtools now output PNG format in order
    to be able to directly compress them into high-quality DXT and DXT5nm format, respectively, by means of the new OpenSource & cross-platform NVIDIA-texture tools!


Specifically:
Code:
   
1) tx2pow2   
==========

Usage: tx2pow2 <channels> <width> [<height>  [<#headerlines>]]

---------------------------------------------------------------
The program reads textures in unsigned 8 bit integer raw format
from STDIN. It outputs to STDOUT a texture of width reduced to     
the nearest power of 2 in the same format.
---------------------------------------------------------------
Assume  : Interleaved RGB ordering (RGB RGB RGB RGB...) for RGB color textures.
Defaults: Inputwidth : inputheight = 2 : 1.
          No header (#headerlines = 0).           
For 3 x 8 bit RGB colored textures enter channels = 3.     
For 1 x 8 bit  grayscale  textures enter channels = 1.
For different aspect ratios enter <height> in pixels.
For PDS .img, .edr,...format enter #headerlines = 2,....

   
2) tx2half
==========

Usage: tx2half <channels> <width> [<height> [<#headerlines>]]

----------------------------------------------------------------
The program reads textures of even size in unsigned 8 bit
integer raw format from STDIN. It outputs to STDOUT a texture
of size reduced by a factor of two in the same 8 bit raw format.
----------------------------------------------------------------

Assume  : Interleaved RGB(A) storage mode ie. RGB(A)RGB(A)RGB(A)..
          for RGB (+ alpha) textures
Defaults: Inputwidth : inputheight = 2 : 1.
          No header (#headerlines = 0).

For 4 x 8 bit RGB + alpha textures enter channels = 4.
For 3 x 8 bit RGB colored textures enter channels = 3.
For 1 x 8 bit  grayscale  textures enter channels = 1.
For different aspect ratio, enter <height> in pixels.
For PDS .img, .edr,...format enter  #headerlines  = 2,....

3) tx2rgba
==========

Usage: tx2rgba <width> <specmap name> [<height>]

------------------------------------------------------------------------
The program reads a RGB map in 3 x 8 bit integer raw format from STDIN
and a specular graymap of same dimensions in 1 x 8 bit raw format.
The specmap is mounted as the alpha channel of the resulting RGBA map
The latter is output at STDOUT in 4 x 8 bit unsigned integer raw format.
------------------------------------------------------------------------
Default : height = width / 2.

4) specmap
==========

Usage: specmap <width> <watermask name> [<light> [<byteswap>]]

------------------------------------------------------------------------
The program reads an elevation map in signed 16 bit integer raw format
from STDIN and the BMNG watermask of same width in 8 bit unsigned
integer raw format via the command line. In the heightmap, oceans are
found from 'elevation == 0'. The result is bitwise OR-ed with (the
complement of) the watermask to improve the precision of the ocean
boundaries of the latter. The resulting specmap is output at STDOUT
as a graymap in 8 bit unsigned integer raw format.
------------------------------------------------------------------------

Assume : height = width / 2.

Default: Byte ordering of input heightmap and computer are equal,
         else specify <byteswap> = 1.
         The light fraction of the land defaults to 0.0 (black),
         and may be increased by specifying  <light> (< 1).
         A recommended value is light = 0.12.

5) bin2png
==========
      
Usage: bin2png <channels> <width> [<height> [<#headerlines>]]

----------------------------------------------------------------------
The program reads textures in unsigned bpp x 8 bit integer raw format
from STDIN and converts them to PNG format at STDOUT.
----------------------------------------------------------------------

Assume :  Interleaved RGB(A) ordering (RGB(A)RGB(A)RGB(A)...).
       :  PNG_compression = 6; (0..9(slow!))

Defaults: Inputwidth : inputheight = 2 : 1.
          No header (#headerlines = 0).

For 4 x 8 bit RGB + alpha textures enter channels = 4.
For 3 x 8 bit RGB colored textures enter channels = 3.
For 1 x 8 bit  grayscale  textures enter channels = 1.
For different aspect ratios enter <height> in pixels.
For PDS .img, .edr,...format  enter #headerlines  = 2,....

6) txtiles
==========

Usage: txtiles <channels> <width> <level> [<PNG_compression>]

--------------------------------------------------------------------
The program reads textures in unsigned bpp x 8 bit integer raw format
from STDIN. It outputs VT tiles with many optimizations in PNG format.
--------------------------------------------------------------------

Units    : tilesize[pixel] = width/2^(level+1).

Input    : Interleaved RGB(A) storage mode ie. RGB(A)RGB(A)RGB(A)...
           for RGB (+ alpha) textures
           Inputwidth : inputheight = 2 : 1, power-of-two size.
           No header.
Default  : PNG_compression = Z_BEST_SPEED = 1
         : best choice for subsequent DXT compression!

For VT tiles in PNG format, enter PNG_compression = 6..9 (slow!)

For 4 x 8 bit RGB + alpha textures enter channels = 4.
For 3 x 8 bit  colored    textures enter channels = 3.
For 1 x 8 bit grayscale   textures enter channels = 1.



+++++++++
Examples:
+++++++++

We assume that the compression tool gzip has been installed on the local computer.

Gzip for Windows may be downloaded from here:
http://gnuwin32.sourceforge.net/packages/gzip.htm

For Linux and MAC-OS gzip is part of the system installation.

Assumptions:
^^^^^^^^^^^

<RGB>.bin.gz =>
-- is gzipped (<=> gz file ending)
-- has width = 86400 pixels (!)
-- aspect ratio = 2:1
-- is a RGB (base) texture (bpp=3) in 3 x 8 bit raw format

<outfile>.png =>
-- is output file in PNG format;

<watermask>.bin =>
-- has width = 86400 pixels (!)
-- aspect ratio = 2:1
-- is a watermask graymap texture (bpp=1) in 1x8 bit raw format

<elevation_map>.bin.gz =>
-- is gzipped (<=> gz file ending)
-- has width = 86400 pixels (!)
-- aspect ratio 2:1
-- is an elevation graymap in signed 1x16 bit raw format
-- endedness of stored elevation file = endedness of computer

Tasks:
^^^^^
1) Reduce the binary input file of width = 86400 pixels to the nearest power-of-two dimension (65536 x 32768); then reduce it to only 16384 pixels and convert it to PNG output format (PNG_compression = 6).
Code:
gzip -dc < <RGB-infile>.bin.gz | tx2pow2 3 86400 | tx2half 3 65536 | tx2half 3 32768 | bin2png 3 16384  >  <outfile>.png

Linux: 11.5 min on my 3.2 GHz P4 / 3 GB RAM machine

2) Generate a much improved specmap in 1 x 8 bit raw format of width = 65536 pixels from the official BMNG watermask and the 16 bit elevation graymap with recommended residual light level = 0.12 for the land areas.
Code:
gzip -dc < <elevation_map>.bin.gz | specmap 86400 <watermask>.bin 0.12 | tx2pow2 1 86400 > <specmap>.bin

Linux: 4.1 min on my 3.2 GHz P4 / 3 GB RAM machine

3) Read a 3x8 bit gzipped RGB base texture of width = 86400 pixels from STDIN and mount the improved specmap texture of the same width as alpha channel of the resulting RGBA map. Subsequently, generate a set of 2048 optimized RGBA VT tiles of level 5 in PNG format.
Code:
   
gzip -dc < <RGB-infile>.bin.gz | tx2rgba 86400 <specmap>.bin | tx2pow2 4 86400 | txtiles 4 65536 5

Linux: 16.6 min on my 3.2 GHz P4 /3 GB RAM machine

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

I cordially thank

Da Woon Jung <dirkpitt2050@users.sf.net>

for his active help to make the code run on MACS. He compiled the tools as "OSX-universal", meaning they contain both PPC and Intel code and run natively on both PPC and Intel MACs.

Enjoy,

Fridger Schrempp

----------------------------
Copyright: Dr.Fridger Schrempp, <fridger.schrempp@desy.de>

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PostPosted: Sun, 16-09-07, 21:14 GMT 
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Hi all,

please find below the first minor update of the F-TexTools archive for download:

F-TexTools-1.0pre2

and a separate installer-based binary version for Windows users.

F-TexTools-1.0pre2.bin (Windows)

Nothing has changed in the code. These are the changes in detail:
  • Created a ChangeLog file and started logging the changes
  • Created a separate binary Windows version with an Installer, README.doc and ChangeLog.doc for greater convenience of inexperienced Windows users. The installer includes a registry entry such that all tools are known by name in any Windows directory after installation!
  • README/README.doc:
    • Modified example 2) to eliminate a possible cause for misunderstandings (width of generated file specmap.bin)
    • Added benchmark times for my 2.0 GHz Core 2 Duo/ 2GB RAM DELL Latitude notebook besides the times for my Desktop machine (Linux)
  • tx2pow2:
    Completed the help text to include bpp = 4
  • F-texTools.iss/F-TexTools-1.0pre2.bin.exe
    Added installer for a binary version in Windows


---------------------------------------------
It would be VERY important, to get some feedback from Windows users about the performance of Examples 1) -3) etc. with different computers ( please specify)!
---------------------------------------------


Let me display the slightly modified three examples specialized for the 85k BMNG 'monster' textures:

+++++++++++++++++++++++++++++++
Code:
 
1) gzip -dc < world.200406.3x86400x43200.bin.gz | tx2pow2 3 86400 | tx2half 3 65536 | tx2half 3 32768 | bin2png 3 16384  >  outfile16k.png

Linux:        13.1 min on my 3.2 GHz P4/ 3 GB RAM  Desktop machine
Windows XP:   11.1 min on my 2.0 GHz Core 2 Duo/ 2 GB RAM DELL Latitude D620 notebook
MAC OS X:    ~60   min on a  1.33GHz / 1G RAM notebook (dirkpitt)

2) gzip -dc < srtm_ramp2.world.86400x43200.bin.gz | specmap 86400 world.watermask.86400x43200.bin 0.12 1 > specmap.bin

Here I used byteswap=1 in 'specmap' corresponding to my 'little-endian' PC. 'Big-endian' MAC users need no byteswap flag!

Linux:         4.4 min on my 3.2 GHz P4 / 3 GB RAM machine
Windows XP:    8.2 min on my 2.0 GHz Core 2 Duo/ 2 GB RAM DELL Latitude D620 notebook
MAC OS X:     26.2 min on a  1.33GHz / 1G RAM notebook (dirkpitt)

3) gzip -dc < world.200406.3x86400x43200.bin.gz | tx2rgba 86400 specmap.bin | tx2pow2 4 86400 | txtiles 4 65536 5 

Linux:        19.9 min on my 3.2 GHz P4 /3 GB RAM machine
Windows XP:   22.6 min on my 2.0 GHz Core 2 Duo/ 2 GB RAM DELL Latitude D620 notebook
MAC OS X:     88.5 min on a  1.33GHz / 1G RAM notebook (dirkpitt)


+++++++++++++++++++++++++++

Enjoy,
Fridger

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PostPosted: Tue, 18-09-07, 5:57 GMT 
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Just a quick addendum to Fridger's post above..

Quote:
Code:
Here I used byteswap=1 in 'specmap' corresponding to my 'little-endian' PC. 'Big-endian' MAC users need no byteswap flag!


"Big-endian MAC" = older, non-Intel (PowerPC) Macs
Intel Mac ("little-endian") users need to use the byteswap flag with the example data.


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PostPosted: Tue, 18-09-07, 14:47 GMT 
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Hi all,

for testing/benchmarking, please find below a binary version of the F-TexTools-1.0pre2.MAC.bin for MAC users, as kindly compiled by dirkpitt = DW! The binaries are MAC universal type, i.e. they work BOTH for
  • "Big-endian MACs" = older, PowerPC Macs and
  • "Little-endian" = newer, Intel MACs.


F-TexTools-1.0pre2.bin (MAC universal)

Note, in our test example 2), PPC MACs need NO byteswap flag in 'specmap', while Intel MAC users need byteswap=1 like normal PC users. Specifically:

PPC MACs:
------------
Code:
2) gzip -dc < srtm_ramp2.world.86400x43200.bin.gz | specmap 86400 world.watermask.86400x43200.bin 0.12  > specmap.bin


Intel MACs
------------
Code:
2) gzip -dc < srtm_ramp2.world.86400x43200.bin.gz | specmap 86400 world.watermask.86400x43200.bin 0.12 1 > specmap.bin


Installation (Last edited Sept 20, 2007)

The simplest procedure is to download and unzip the binary OSX F-TexTools package in your HOME directory. After opening the console, you go there by just typing

> cd ~

at your console prompt. Unpack the downloaded package with the command

> unzip F-TexTools-1.0pre2.MAC.bin.zip

At this point there should be 2 new directories in your HOME directory:

OSX_universal_MAC.bin
__MACOSX

Next you need to tell your computer, in which directory the F-TexTools are located. In more technical tems, you have to add their location to the execution path. This you do with this command:

export PATH=${PATH}:${HOME}/OSX_universal_MAC.bin

In principle this statement should be permanently added to your shell profile, so you don't have to type it each time you reopen the console!

If you did this simple step correctly, the F-TexTools now can be executed in ANY directory just by typing their name at the console prompt! Try it, type e.g.

> tx2rgba

If you see the help text printed, you are fine and you can go to work!

Note 1:The commandlines of examples 1) - 3) should be entered in the same directory, where the downloaded scientific data files are located!
Note 2: The commandlines of our examples 1) -3) assume that you downloaded the JUNE 2004 BMNG base texture. Hence the downloaded filename must be

world.200406.3x5400x2700.bin.gz


------------------------------------------------
Any benchtests of examples 1) - 3) by further MAC (and Windows & Linux!!) users would be very valuable together with a specification of the machine used (clock speed, RAM size, machine type)
------------------------------------------------

Good luck,
Bye Fridger

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PostPosted: Tue, 18-09-07, 20:25 GMT 
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Hi all,

I prepared this highly reduced 5400x2700 scientific BMNG data archive to stimulate QUICK practising with typical F-TexTools console commands and the respective binary scientific data files!

5400x2700 'dwarf'-testfiles for F-TexTools

The following three command-line examples for my new F-TexTools are identical to the original ones in the archive's README, except that they are specialized to "tiny" 5400x2700 file sizes that can be VERY quickly downloaded and worked upon!

Once you know how to use the tools with these small files, you will have accumulated enough curiosity, self-confidence and patience to go for the really BIG 85k stuff ;-). I promise the results are worth trying!

The Three Examples
==============
Code:
 
1) gzip -dc < world.200406.3x5400x2700.bin.gz | tx2pow2 3 5400 | tx2half 3 4096 | tx2half 3 2048 | bin2png 3 1024  >  outfile1k.png

2) gzip -dc < srtm_ramp2.world.5400x2700.bin.gz | specmap 5400 world.watermask.5400x2700.bin 0.12 1 > specmap.bin

3) gzip -dc < world.200406.3x5400x2700.bin.gz | tx2rgba 5400 specmap.bin | tx2pow2 4 5400 | txtiles 4 4096 1


Like the 16 times (!) wider 85k original, the 5400x2700 'dwarf'-sized textures are NOT a power-of-two size. That's why 'tx2pow2' is called for to reduce them to standard 4096x2048 size. In exercise 3) we generate only 8 RGBA tiles (1k x 1k, level 1), instead of 2048 RGBA tiles with the 85k original texture! If you display the tiles with xnview, you can toggle the alpha channel mask <=> specular texture by hitting the M key! Check it...

All these exercises now only take SECONDS, so it's really worth trying for yourself!

------------------------------------------------------
The 16bit 'dwarf'-elevation map is stored in 'big-endian' mode, just like it's "big brother". So with usual 'little-endian' PC's, you need to apply the byteswap=1 option in example 2) as shown above. For 'big-endian' computers, like PowerPC MAC's NO byteswap is needed, however!
-------------------------------------------------------

Enjoy and let me know about your experiences,

Fridger

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PostPosted: Mon, 24-09-07, 20:12 GMT 
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Let me inform people that on the NVIDIA developer site, there is now a new Forum about the new NVIDIA texture tools (moderated by Ignacio Castano). Here is the link:

http://developer.nvidia.com/forums/index.php

Bye Fridger

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PostPosted: Sun, 30-09-07, 15:42 GMT 
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Hi all,

I am pleased to announce the second update of the nmtools, for making the greatest monster normalmaps for Celestia directly from the scientific imaging data:

NmTools-1.5pre1

along with a binary installer version for Windows users:

NmTools-1.5pre1.bin.exe

which --as usual-- can be just installed by double-clicking the archive. Again, a registry entry is made such that the tools can be executed from every directory by just calling their names from the console. You may have to reboot after installation for this to work. Also don't forget to deinstall the previous version (1.0.1) of the nmtools!

The first, above archive contains besides the sources, Makefiles and VS-2003.net project files all the binaries for Windows, MAC-OSX-Universal (PPC and Intel) and Linux!

Here are the release highlights from the ChangeLog file
  • created a ChangeLog file and started logging the changes
  • created .doc versions of README and Changelog for Windows users
  • replaced the 16 bit IO by considerably faster code
  • renaming of the individual tools to match the naming systematics of the
    F-TexTools. The latter serve to making the remaining Celestia textures
    in highest quality on normal home computers.
  • replaced standard floor() and nint() rounding routines by much faster ones,
    using "magic numbers" based on Sree Kotay's xs_RoundToInt() and
    xs_FloorToInt(), http://www.stereopsis.com/sree/fpu2006.html
  • made it work also for Linux, using the fix from
    http://www.wrcad.com/linux_numerics.txt
  • replaced the original single pass resize_to_power_of_two algorithm with a
    faster double pass one.
  • the overall speedup amounts to about a factor of TWO!
  • In all cases the tool nvimgdiff from the new nvidia-texture tools was
    instrumental to assert that the generated images were /identical/ to the
    original ones after implementation of the speed-up code.
  • the VT-tiles generation tool now directly produces PNG formatted tiles
    (instead of PPM format)
    ! This allows their immediate use in Celestia or
    further packing into the high-quality DXT5nm formatted tiles by means of
    the new OpenSource nvidia-texture-tools.
  • overhauled considerably the output logging during operation of the tools.
For new users I STRONGLY recommend my detailed tutorial, where all pecularities about installation, endedness and command-line syntax are explained step-by-step with many examples. Don't forget the renaming of the tools in this release, however.

Let me know about
  • how it goes...
  • your individual speed increase, please!


Throughout, I want to cordially acknowledge active help and good ideas by

Da Woon Jung <dirkpitt2050@users.sf.net> aka dirkpitt aka DW
Christophe Teyssier <chris@teyssier.org>

Enjoy,
Fridger

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PostPosted: Sun, 30-09-07, 16:29 GMT 
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Joined: Fri, 31-08-07, 7:01 GMT
Posts: 4496
Location: Hamburg, Germany
Hi all,

here is a couple of quickstart examples for testing the new NmTools-update above, using the 'dwarf' data set which I have uploaded recently,

5400x2700 'dwarf'-testfiles for the F-TexTools

It is precisely for quick testing and "warming up"!

Download the data and change to that data directory, using the console (or e.g. a cygwin terminal):
Type (for a little-endian Intel-PC or Intel-MAC):

Code:
gzip -cd < srtm_ramp2.world.5400x2700.bin.gz| nm2pow2 5400 1 | nms 6378.140 4096 5.0 > nm4k.png

For Big-endian PPC-MAC's type instead (see my tutorial!)
Code:
gzip -cd < srtm_ramp2.world.5400x2700.bin.gz| nm2pow2 5400 | nms 6378.140 4096 5.0 > nm4k.png

Inspect the resulting exaggerated 4k normalmap (nm4k.png) with your favorite image viewer!
On my 3.2 GHz Desktop, this just took 5 seconds and the output looks like so

Code:
> time bash -c 'gzip -cd < srtm_ramp2.world.5400x2700.bin.gz| nm2pow2 5400 1 | nms 6378.140 4096 5.0 > nm4k.png'

[nm2pow2]: Reducing to nearest power-of-two size:  4096 x  2048
[nms    ]: Input file is a  16 bit elevation map:  4096 x  2048

           Generating a normalmap for spherical geometry in PNG format

pow2[  1024 rows of 2048 ->   0.11 s]
nms [  1024 rows of 2048 ->   1.66 s]
pow2[  2048 rows of 2048 ->   0.23 s]
nms [  2048 rows of 2048 ->   3.08 s]

bash -c   3.50s user 0.16s system 72% cpu 5.024 total


Note, the additional embedding

Code:
time bash -c '<commandline>'


works for MAC's, Linux and CYGWIN/Windows, and is a precise way of timing the commandline execution!


Here is another example (specialized) for little-endian users:

Code:
> time bash -c 'gzip -cd < srtm_ramp2.world.5400x2700.bin.gz| nm2pow2 5400 1 | nmtiles 1 6378.140 4096 5.0'

[nm2pow2]: Reducing to nearest power-of-two size:  4096 x  2048
[nmtiles]: Input file is a  16 bit elevation map:  4096 x  2048

           Generating  8 optimized normalmap tiles for level 1
           in PNG format, with sizes from 1024 x 1024 to 1024 x 1024

pow2[  1024 rows of 2048 ->   0.16 s]
tile[    4 VT's of     8 ->   1.27 s]
pow2[  2048 rows of 2048 ->   0.27 s]
tile[    8 VT's of     8 ->   2.35 s]

bash -c   2.82s user 0.12s system 99% cpu 2.963 total


In just 2.9 secs, 8 (1024x1024)-normalmap tiles in PNG format are generated!

Enjoy,
Bye Fridger

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