Re: XSI Triangulation to CDH

Date : Thu, 08 Feb 2007 13:37:01 +0100
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: XSI Triangulation to CDH
Not really, our CDH is not supposed to draw the whole scene but individual objects, and we can't identify individual objects or clusters from the stream data passed from XSI to the RTS viewport, the very problem why we don't get render passes to work right inside the RTS viewport.

Is there something we simply have overlooked?

Thanks so far, cheers!

   -André


Wessam Bahnassi wrote:
That's good, now all you have to do is communicate the tessellated geometry
that's passed to your RT shader by XSI to your CDH plug-in, and now your CDH
shares the same geometry as in the RT shader.

Wessam Bahnassi
Microsoft DirectX MVP,
Programmer
Electronic Arts
--
'Talk is cheap because supply exceeds demand'


-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf Of André Adam
Sent: Thursday, February 08, 2007 12:35 AM
To: XSI(at)Softimage.COM
Subject: Re: XSI Triangulation to CDH

Thanks François, Wessam, really appreciated, but we don't have any
problems to write a triangulation, the problems is that we need to
precisely mimic the XSI algorithm in the CDH. This is about the
generation of normal maps, where distortions in the Texture Projection
are compensated relative to the XSI triangulation.

We already have an OGL Realtime Shader which does a, say, 90 percent
job
of showing even rather complex materials. Where it fails are render
passes for transparencies, since XSI does not allow for defining the
point in time when something is supposed to be drawn in the viewport.
To
circumnavigate this and other minor issues (environment mapping just
does not work out between OGL and DX) we have our DX engine running in
a
CDH, basically allowing the artists to work in the OGL RT View and,
from
time to time, get a perfectly correct preview from the CDH - except for
the triangulation issue...

Anyone from Soft who would like to give a hint at the actual
triangulation algorithm used?

Cheers!

    -André


François Painchaud wrote:
Some good links about triangulation algorithms and libraries to keep
you busy:
www.cs.cmu.edu/~quake/triangle.html
www.cs.berkeley.edu/~flab/cs294-5/project2/mesh.html
http://gts.sourceforge.net
www.andrew.cmu.edu/user/sowen/software/triangle.html
www.cs.berkeley.edu/~jrs/mesh/

François

Le 2007-02-07 21:45, Wessam Bahnassi a écrit :
A pretty easy triangulation algorithm (it might be the one XSI is
using, but
I'm just guessing) is the GLUtesselator. For the matter of CDH, I
had to
code DSK|ShaderBass for a while, and that was basically another
real-time
rendering engine for XSI. It used CDH though, and what we did was to
attach
a custom RT shader node to the material, and in our plug-in, we ask
the
GraphicsSequencer to render all objects using materials with that
shader
attached. This way, you get your triangulation automatically done by
XSI the
way it does it for all other RT shaders.

I hope this helps,
Wessam Bahnassi
Microsoft DirectX MVP,
Programmer
Electronic Arts
--
'Talk is cheap because supply exceeds demand'

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf Of Alan Jones
Sent: Wednesday, February 07, 2007 6:47 AM
To: XSI(at)Softimage.COM
Subject: Re: XSI Triangulation to CDH

Hi André,

Unfortunately we can't access this - though I did request the
ability
to access the underlying representation of any set of components.

i.e. from a selection of polies get the polygons which make the
subdivided version, for edges get the edges which represent the
subdivided version of those edges.

It would allow things like what you're suggsted as well as building
proper wireframe rendering solutions (pushing the sudivided mesh as
curves to the renderer etc).

Anyone else who wants to add their name to that box would be great
for
getting Soft to push it up the priority ladder :-)

Cheers,

Alan.

On 2/7/07, André Adam <a_adam(at)49games.de> wrote:

Hello alltogether,

does anybody familiar with the C++ SDK know if it is possible to
reference the triangles resulting from XSI's internal
triangulation
of

polygon meshes from a given facet?
We are currently trying to get the triangle structure of selected
objects into our Custom Display Host, and since we have to draw
the
objects through their polygon clusters (holding the material), we

can't

simply access the triangles using GetTriangles() from the Geometry
class, since this is only available for the whole object.

Another approach would be to mimic XSI's triangulation inside of
the
CDH, any chance of gettung access to the internal algorithm?

Thanks for any hint, cheers!

    -André


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