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PostPosted: Mon, 10-09-07, 0:02 GMT 
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t00fri wrote:
richard10 wrote:
I wouldn't say I feel as though people here wish to help me as much as help themselves look good and promote their interests. If genuine help had been on offer this thread would have ended long ago.


Yesterday you alleged in public that I was dishonest and did not print out that command line you wanted to see, because I knew that my tools would not work. Today -- after I spent /hours/ to sort out the problems related to your computer's inadequate memory situation-- you express your "gratitude" by stating that

"people here wish to help you as much as help themselves look good and promote their interests."

---------------------------------------------
How about saying Good Bye NOW!?
---------------------------------------------


My friend. You never intended to help. That's obvious to anyone who reads the exchange beginning on the other site.

This has been an exercise in damage control more than anything else.

I would have been grateful if you simply answered my questions without the histrionics and posturing, and condescending.

You come across here as you do in your tutorials as arrogant and deluded. I'm not saying this to harm you. It's genuinely what I felt, especially when I noticed your aversion to Windows users. You're too elitist to be professional.

You've got to be almost -- unobjectionable -- to do something like this. No one must know or catch wind of your predjudices. Your underlings also must observe this rule. You never know who is reading.

Now, I am going to leave. This is because I've never felt welcome here and it's because people here assume themselves to be of superior aptitude. Answers had to be basically teased out. It's not the way and for all I know that 667MB PPM is indeed flawed. I've never seen a skewed normal map before. I'm still not convinced that it's right.

But that doesn't matter. I've learned from this experience.

So. Please.

Accept my sincere apologies for upsetting you and I wish you luck with your enterprise in the future.


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PostPosted: Mon, 10-09-07, 0:09 GMT 
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richard10 wrote:
You've got to be almost -- unobjectionable -- to do something like this. No one must know or catch wind of your predjudices. Your underlings also must observe this rule. You never know who is reading.

Luckily i don´t need to post what i think about this nonsense. After all, i am very predictable, so that should be unneccecary.

Have a good night, richard10. I ask Mona Lisa to lock this thread, as it is quickly becoming useless.

- rthorvald

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 Post subject:
PostPosted: Mon, 10-09-07, 0:19 GMT 
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richard10 wrote:
...You're too elitist to be professional...


Euhh... I think I like this one! :D

Monnnaa!


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 Post subject:
PostPosted: Mon, 10-09-07, 22:14 GMT 
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Hi all,

after the extensive previous discussions about the full-sized 21600x10800 normal map derived with the nmtools, some of you might be curious how the results will look like, if visualized with Celestia!?

So here is precisely what I did tonight in this direction:

  • First of all, I generated a full-sized normalmap with the nms tool from the 21k scientific bathymetry input data, gebco_bathy.21601x10801.bin.gz.
    Code:
    gzip -dc < gebco_bathy.21601x10801.bin.gz | nms 6378.140 21601 3.0 1 > gebco_bathy.21602x10801.nm.ppm 


    Note that I finally used in nms the same width as in the binary input file after a first inspection of the result. Obviously one has to experiment a bit here, in order to circumvent the fact that the aspect ratio of the input elevation map is not exactly 2:1 as the nms tool requires.
  • To be on the safe side, I loaded the resulting PPM normal map with 21601x10800 pixels into GIMP, and used asymmetrical cubic scaling to arrive at an exact 2:1 ratio, and a pixel size of 20000x10000. Any larger size would not render anymore in Celestia, despite my NVIDIA GPU with 256 MB and 3GB of RAM... But anyhow, it's very close to full-size.
  • That file I saved as a high-quality colored JPG, using the performance settings quality=85, subsampling=1x1,1x1,1x1 and DCT method=floating point.
  • The final step was to use the resulting RGB normal map as the ONLY texture to be rendered in Celestia along with some specular lighting! This then leads to a VERY detailed bathymetric display of Earth without Oceans! Let me close by showing you a few strongly reduced but nevertheless very instructive and beautiful shots:

Image
Image
Image
Image

Enjoy,
Bye Fridger

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 Post subject:
PostPosted: Wed, 12-09-07, 20:43 GMT 
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Hi all,

today there was another VERY strong quake off the coast of Sumatra around 8.4 on the Richter scale! It's still unclear how many people got killed this time in this most active region along the "ring of fire"!.

So I thought it might be instructive to exaggerate the 21k bathymetry normal map by a factor of 10 and display that region by means of Celestia. In the lower figure you see another infamous quake area along the "ring of fire" (Chile, Peru,...) on the opposite side of the globe:

Image
Image

Bye Fridger

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 Post subject:
PostPosted: Fri, 28-09-07, 20:59 GMT 
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Hi Fridger :!:,

Thanks for your F-tool , I generated base texture and spec (RGBA) and the result is very impressive with the normal map (nmtool) :!:

I think your are the man of the year (and probably more one year :wink:):

Here a screenshot:

Image

With my config (under Vista Business):
- Intel Core2 E6700 (2.66 Ghz)
- 2 GB DDR2 PC-6400(800Mhz) in Dual Channel



I get 404.71 s. (6 min 44.71 s.) for generating a specmap
Code:
gzip -dc < srtm_ramp2.world.86400x43200.bin.gz | specmap 86400 world.watermask.86400x43200.bin 0.12 1 > specmap.bin

and I get 984.81 s (16 min 24.81 s.) for generating 2048 tiles 1024x1024
Code:
gzip -dc < world.200406.3x86400x43200.bin.gz | tx2rgba 86400 specmap.bin | tx2pow2 4 86400 | txtiles 4 65536 5


Here the details of my log:
Code:
Microsoft Windows [version 6.0.6000]
Copyright (c) 2006 Microsoft Corporation. Tous droits réservés.

C:\Users\Fightspit>cd Desktop\textool

C:\Users\Fightspit\Desktop\textool>gzip -dc < srtm_ramp2.world.86400x43200.bin.gz
 | specmap 86400 world.watermask.86400x43200.bin 0.12 1 > specmap.bin


Residual light fraction of landmap: 0.12

spec[  1024 ->  15.24 s]
spec[  2048 ->  22.54 s]
spec[  3072 ->  31.18 s]
spec[  4096 ->  41.00 s]
spec[  5120 ->  52.91 s]
spec[  6144 ->  68.11 s]
spec[  7168 ->  82.45 s]
spec[  8192 ->  95.09 s]
spec[  9216 -> 112.31 s]
spec[ 10240 -> 124.73 s]
spec[ 11264 -> 137.11 s]
spec[ 12288 -> 150.56 s]
spec[ 13312 -> 162.56 s]
spec[ 14336 -> 176.71 s]
spec[ 15360 -> 189.16 s]
spec[ 16384 -> 200.01 s]
spec[ 17408 -> 211.20 s]
spec[ 18432 -> 220.98 s]
spec[ 19456 -> 228.81 s]
spec[ 20480 -> 237.63 s]
spec[ 21504 -> 245.72 s]
spec[ 22528 -> 261.52 s]
spec[ 23552 -> 269.54 s]
spec[ 24576 -> 278.55 s]
spec[ 25600 -> 287.73 s]
spec[ 26624 -> 297.05 s]
spec[ 27648 -> 305.44 s]
spec[ 28672 -> 312.30 s]
spec[ 29696 -> 318.83 s]
spec[ 30720 -> 324.33 s]
spec[ 31744 -> 329.23 s]
spec[ 32768 -> 334.01 s]
spec[ 33792 -> 338.59 s]
spec[ 34816 -> 342.73 s]
spec[ 35840 -> 346.63 s]
spec[ 36864 -> 350.60 s]
spec[ 37888 -> 355.92 s]
spec[ 38912 -> 375.13 s]
spec[ 39936 -> 383.17 s]
spec[ 40960 -> 390.74 s]
spec[ 41984 -> 398.64 s]
spec[ 43008 -> 404.71 s]

C:\Users\DUPESSEY\Desktop\textool>gzip -dc < world.200406.3x86400x43200.bin.gz |
 tx2rgba 86400 specmap.bin | tx2pow2 4 86400 | txtiles 4 65536 5

Reducing to nearest power-of-two width: 65536


Original size of RGBA file in 4 x 8 bit integer raw format: 65536 x 32768

Generating  2048 resolution-optimized VT tiles for level 5
of size from 128 x 1024 to 1024 x 1024 in PNG format

PNG_compression level = 1 (range: 0..9)

rgba[  1024 ->  14.17 s]
pow2[  1024 ->  18.28 s]
rgba[  2048 ->  31.00 s]
pow2[  2048 ->  40.61 s]
rgba[  3072 ->  48.49 s]
pow2[  3072 ->  65.24 s]
rgba[  4096 ->  72.71 s]
rgba[  5120 ->  92.52 s]
pow2[  4096 ->  97.38 s]
rgba[  6144 -> 119.58 s]
pow2[  5120 -> 129.93 s]
rgba[  7168 -> 146.90 s]
pow2[  6144 -> 163.36 s]
rgba[  8192 -> 179.54 s]
rgba[  9216 -> 196.67 s]
pow2[  7168 -> 200.14 s]
rgba[ 10240 -> 233.16 s]
pow2[  8192 -> 241.72 s]
rgba[ 11264 -> 262.27 s]
pow2[  9216 -> 279.56 s]
rgba[ 12288 -> 295.22 s]
rgba[ 13312 -> 311.39 s]
pow2[ 10240 -> 313.94 s]
rgba[ 14336 -> 339.43 s]
pow2[ 11264 -> 346.97 s]
rgba[ 15360 -> 366.50 s]
pow2[ 12288 -> 379.62 s]
rgba[ 16384 -> 393.24 s]
rgba[ 17408 -> 409.34 s]
pow2[ 13312 -> 411.34 s]
rgba[ 18432 -> 435.35 s]
pow2[ 14336 -> 442.35 s]
rgba[ 19456 -> 460.34 s]
pow2[ 15360 -> 473.33 s]
rgba[ 20480 -> 486.67 s]
rgba[ 21504 -> 502.40 s]
pow2[ 16384 -> 503.52 s]
rgba[ 22528 -> 527.10 s]
pow2[ 17408 -> 533.64 s]
rgba[ 23552 -> 552.79 s]
pow2[ 18432 -> 563.58 s]
rgba[ 24576 -> 630.75 s]
rgba[ 25600 -> 652.88 s]
pow2[ 19456 -> 653.49 s]
rgba[ 26624 -> 679.68 s]
pow2[ 20480 -> 684.85 s]
rgba[ 27648 -> 703.21 s]
pow2[ 21504 -> 713.07 s]
rgba[ 28672 -> 726.46 s]
rgba[ 29696 -> 741.06 s]
pow2[ 22528 -> 740.82 s]
rgba[ 30720 -> 763.50 s]
pow2[ 23552 -> 767.85 s]
rgba[ 31744 -> 784.54 s]
pow2[ 24576 -> 793.45 s]
rgba[ 32768 -> 806.27 s]
pow2[ 25600 -> 819.75 s]
rgba[ 33792 -> 826.59 s]
rgba[ 34816 -> 840.82 s]
pow2[ 26624 -> 844.40 s]
rgba[ 35840 -> 860.61 s]
pow2[ 27648 -> 868.65 s]
rgba[ 36864 -> 880.15 s]
pow2[ 28672 -> 892.86 s]
rgba[ 37888 -> 897.66 s]
rgba[ 38912 -> 912.30 s]
pow2[ 29696 -> 915.40 s]
rgba[ 39936 -> 931.40 s]
pow2[ 30720 -> 939.09 s]
rgba[ 40960 -> 950.73 s]
pow2[ 31744 -> 963.07 s]
rgba[ 41984 -> 968.06 s]
rgba[ 43008 -> 982.47 s]
pow2[ 32768 -> 984.81 s]

C:\Users\Fightspit\Desktop\textool>


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 Post subject:
PostPosted: Fri, 28-09-07, 21:09 GMT 
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Fightspit,

many thanks, thats nice like this!

I am very impressed about the speed of your computer. During the weekend, I will release F-TexTools-1.0pre3 that are about a factor of 2 faster, due to some tricky optimization work that dirkpitt has been leading (with me helping)!

Also there will be a much faster version of the nmtools VERY soon....

Bye Fridger

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 Post subject:
PostPosted: Fri, 28-09-07, 22:11 GMT 
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t00fri wrote:
....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

Hello Fridger, happy to show the results I obtained with your nmtool and F-Textools linked together.
Here is the same location shown in your image, as was with Jmii's 64k VT and JestrEarthSpecular 64k VT, and normal map generated with nmtools , all in png format and with 1.4.1:

Image

and here is the same location, but with your F-Textools 64k VT (including spec and baty) and your 64k normal map (from nmtools):

Image

Very nice, IMHO.
BTW, it was not so easy to find that location, at least for me, so now I'll joke the same way...
Where is this dune field?

Image

OK, just a little help, it's in Asia.
Thanks a lot, Fridger :wink:

Bye

Andrea :D

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Core 2 Quad Q6600 G0 3.6 GHz- 4 GB DDR2- DELL 2709W 1920x1200-WinXP 32 SP3- VISTA 64- ASUS P5K-E- 8800 GTX 768MB- SATA II 320-300 GB-IDE 1 TB- 169.21- Celestia1.4.1_patch3- 1.5.1-LUA Edu Tools


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 Post subject:
PostPosted: Fri, 28-09-07, 22:15 GMT 
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t00fri wrote:
Andrea wrote:
BTW, it was not so easy to find that location, at least for me, so now I'll joke the same way...
Where is this dune field?
OK, just a little help, it's in Asia.
Thanks a lot, Fridger :wink:
Bye. Andrea :D

Andrea, sorry but this one I know "by heart" ;-) : Tibetian altiplano.
Cheers, Fridger

Well, it's in the Eastern part of the Takla Makan Desert, in the Sinkiang Uighur China region, just south of the Turfan depression (that in the new textures looks like a lake, but it's not!), soit's not exactly in the Tibetian altipiano, but to its North, IMO. :wink:
The coordinates are: Lat 39.76, Long 87.68, here:

Image

Bye

Andrea :D

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Core 2 Quad Q6600 G0 3.6 GHz- 4 GB DDR2- DELL 2709W 1920x1200-WinXP 32 SP3- VISTA 64- ASUS P5K-E- 8800 GTX 768MB- SATA II 320-300 GB-IDE 1 TB- 169.21- Celestia1.4.1_patch3- 1.5.1-LUA Edu Tools


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PostPosted: Fri, 28-09-07, 22:17 GMT 
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Andrea wrote:
BTW, it was not so easy to find that location, at least for me, so now I'll joke the same way...
Where is this dune field?

Image

OK, just a little help, it's in Asia.
Thanks a lot, Fridger :wink:

Bye

Andrea :D


Andrea,

sorry but this one I know "by heart" ;-) : Tibetian altiplano.

Cheers,
Fridger

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 Post subject:
PostPosted: Fri, 28-09-07, 22:18 GMT 
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Yeah! Andrea, that's it!!

Congratulations!

Cheers,
Fridger

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 Post subject:
PostPosted: Fri, 28-09-07, 22:22 GMT 
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So this is nice now. The transfer virtually went perfectly. I erased all unnecessay posts in the old thread, such that there is room now for further announcements ;-)

Many Thanks for your "swift" actions!

Bye Fridger

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 Post subject:
PostPosted: Fri, 28-09-07, 22:24 GMT 
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t00fri wrote:
So this is nice now. The transfer virtually went perfectly. I erased all unnecessay posts in the old thread, such that there is room now for further announcements ;-)
Many Thanks for your "swift" actions!
Bye Fridger

You are very welcome!
Bye

Andrea :D

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 Post subject:
PostPosted: Sat, 29-09-07, 8:37 GMT 
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The topic "announcement" is clean now 8)
You can lock and unlock it if you want to announce something to avoid unnecessary posts by users.


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 Post subject: Succeeded!
PostPosted: Sat, 29-09-07, 22:06 GMT 
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Dear Fridger,

let me first of all thank you for providing these fabulous tools that have been awaited for so long.
After some little problems (the downloaded raw texture files were corrupt; then I encountered the very same "missing dll" problem like Tech2000, that could be solved by replacing the tx2rgba.exe file) I finally succeeded in building the base VT with specular map in the alpha channel. Combined with the normal VT, created some months ago by your nmtools, breathtaking views in Celestia are the result!
I put some screenshots to ImageShack:
image1
image2
image3
It is the earth of July 2004. I used PNG tiles. For better performance within Celestia I shall try dds next.

My system:
Intel Pentium D, 3 GHz
Memory 1 GByte DDR2
Graphics NVIDIA GeForce 6700 XL (128 MByte)
Win XP (Home) SP2

About the performance of the tools:
creating specmap (example 2): ~ 16 min
merging specmap with base texture alpha channel and creating level5 tiles (example 3): ~ 27 min

This is fun! :D

Bye
Andy


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