Conversation
bagnell
commented
Oct 30, 2015
- Tweak fade distance and density
- Change tile SSE when in fog
- Use preprocessor instead of conditional when enabled.
- Swap shader when a tile is or is not in fog
- Performance
- Tests
- Reference doc including advice on the performance / visual quality trade-off
- Update CHANGES.md
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Consider using the same views we used for OBBs: http://cesiumjs.org/2015/06/24/Oriented-Bounding-Boxes/
Instead of commenting them out, they could be in a drop down for future testing.
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Added a few items to the tasklist
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Let's move the fog equation to a @private helper function. Keeping it in this file is probably fine for now.
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How hard is it to use the ground atmosphere if the ray hits the ellipsoid, but the sky atmosphere if the ray doesn't? |
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What are your stats for the default view in the fog Sandcastle example. With ~3K resolution: No fog:
Fog:
Not great. |
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For the night ground atmosphere, we might want to use the negative sun vector or something. For example: No fog: Fog: Note that for this view, fog is pretty useful. No fog:
Fog:
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Overall, I am not impressed with the number of tile reduced. I expected a lot more. Perhaps we can increase the start of the step function and decrease the completely-in-fog distance. I also imagine the VMSSE-style SSE based on fog will be somewhat effective; however, it's effectiveness will depend on how many tiles are partially in fog. Above, I am suggesting to put more tiles completely in fog, but fewer partially in fog... |
…e atmosphere color, always align the position and sun vectors.
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When this is done, it would also be interesting to see numbers for when As an aside, is the minimum value for |
Any value You can also think of it as a range. If your |
I'll write up an issue to clarify the doc. We might also want to consider adding a get/set property to enforce non-zero values. |
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Default density and SSE factor seem sensible. Increasing the SSE factor can result in significant savings (like another 33%), but, of course, hurts visual quality and makes popping more obvious when the camera moves. |
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@bagnell can you do a quick sanity check for when the camera is really low or has a negative altitude? For a horizon view in the dead see, without fog:
With fog:
That seems too aggressive. |
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Wow, check out these stats for a horizon view near the ground in FL: No fog:
Fog:
No difference in visual quality. |
Also follow the ISS or GeoEye satellite in the CZML Sandcastle example to see this a bit. |
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@pjcozzi I addressed all of your comments. This is ready for another look. |
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2D is fixed. Looks like fog is also disabled in Columbus view. Does it need to be? It appeared to work when I tested it last. |
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Since we removed the We could just leave this or not draw the atmosphere until the globe renders something. I can't come up with a reason that drawing the atmosphere without the globe is useful. |
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Also, for the blog post, can you include FPS (if you can get useful data) in addition to the number of tiles? |
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Just those comments and this is ready! |
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@pjcozzi This is ready. |
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Tests look good now.
Good idea.
Also, a good idea.
This is OK with me. The less aggressive we make it, the less performance will improve. This was already tweaked quite a bit, and is a reasonable default. We can change it later if needed. Let me know when this is ready. |
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@pjcozzi This is ready. |












