Resources

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  • If you can get WebGL running properly on your browser, check out Shader Toy. Coolest thing is that you can edit any shader and immediately try it out.
  • Another odd little WebGL application is a random spaceship maker, with a direct tie-in to Shapeways to buy a 3D version of any model you make.
  • Speaking of Shapeways, I liked their “one coffee cup a day project“. The low-resolution cup is particularly good for computer graphics people, though I’m told that in real life it’s a fair bit more rounded off, due to the way the ceramic sets. Ironic. Also, note that these cups are actually quite small in real life (smaller than even espresso cups), which is too bad. Still, clever.
  • Source code for iOS versions of Castle Wolfenstein and the original DOOM is now available.
  • Patrick Cozzi has a nice rundown of his days at SIGGRAPH this August, with a particular emphasis on OpenGL and mobile. The links for each day are at the bottom of the entry.
  • Nice fractal video generated in near-real time (300 ms/frame) running a GLSL shader using this code. Reddit thread here, about an earlier video now pulled back online.
  • This site gives a darn long list of educational institutions offering videogame design degrees. It’s at least a place to start, if you’re looking for such things. That said, I’ve heard counterarguments from game company professionals to such specialized degrees, “just learn to program well and we’ll teach you the videogames business”.

Bonus thing: Draw a curve of your data for a number of years and see what it most closely correlates. Peculiar.

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UPDATE 9/1/2011: ignotion has put the source up on Google Code.

For a long time, I’ve found ATI’s (now AMD’s) CubeMapGen library to be an indispensable tool for creating prefiltered environment maps (important for physically based shading). Many older GPUs (all the ones in current consoles) do not filter across cube faces. CubeMapGen solves this problem and others – details can be found in a GDC presentation and a SIGGRAPH sketch, both from 2005.

Support for CubeMapGen has been spotty for the last few years, and a while ago AMD officially declared its end of life. Since then I’ve been wondering when AMD would open-source this important tool – there is a good precedent in NVIDIA texture tools, which has been open source for several years now.

Speaking of NVIDIA texture tools, a comment on its Google Code website just let me know that AMD has released source to CubeMapGen. A link to the source for version 1.4 can be found on the bottom of the CubeMapGen page. Note that this does not include the DXT compression part of the edge fixup (which was a pretty nifty feature – hopefully someone will reimplement it now that the library is open source).

Looking at the license doc in the zip file, the license appears to be a modified BSD license. This is excellent news – tools like this are far more useful when source is available. Perhaps someone should host the code on Google Code or github, to make it easier to add future improvements – or maybe it could be folded into the nvidia_texture_tools code base (if the license allows).

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I’m finally back from a nice post-SIGGRAPH vacation in the Vancouver area. Both our computers broke early on in the trip, so it was a true vacation.

I hope to post on a bunch of stuff soon, but wanted to first mention something now available: the slides and videos presented in the popular SIGGRAPH course “Advances in Real-Time Rendering in 3D Graphics”. Find them here, and the page for previous years (well, currently just 2010) here. Hats off to Natalya Tatarchuk and all the speakers for quickly making this year’s presentations available.

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OK, so I like the publisher A.K. Peters, for obvious reasons. They’re also kind/smart enough to send me review copies of upcoming graphics-related books. I’ve received two recently, with one of particular interest:

Practical Rendering and Computation with Direct3D 11, by Jason Zink, Matt Pettineo, and Jack Hoxley

This one’s very nicely produced (especially for the price): hardcover, color throughout, with paper a bit better than the GPU Gems volumes; basically, that level of quality. More important, it covers a topic that is not very well covered at all (from what I’ve seen), neither by Microsoft’s scattershot documentation nor other sources. Well, in fairness there’s Beginning DirectX 11 Game Programming, but that’s indeed for beginners. I don’t see anything about compute shaders, tessellation, or even stream output in the table of contents. These topics and many more are covered in the new book.

Skimming through it, it looks quite good, a book that I want to spend some serious time reading. You might recognize Zink and Hoxley’s names from the free book that never quite made it to publication, Programming Vertex, Geometry, and Pixel Shaders, coauthored by Wolfgang Engel (of ShaderX and GPU Pro fame), Ralf Kommann, and Niko Suni.

The other book I received was:

Visual Perception from a Computer Graphics Perspective, by William Thompson, Roland Fleming, Sarah Creem-Regehr, and Jeanine Kelly Stefanucci

This book is a survey of visual perception research and how it relates to computer graphics. If you’re a researcher and expect to delve into the field of visual perception, this looks like the place to start. With 68 pages of references, it clearly attempts to give you relevant research in a huge variety of areas. To be honest, I’m not all that interested in reading a whole book on the topic. I picked one topic, motion blur, as a quick test of the book’s usefulness to me. There’s just a brief mention of motion blur on one page, and the computer graphics papers referenced are from the 1980′s (fine papers, but ancient). I tried another: Fresnel – no index entry, half a page, no references. Depth of field: a page and a half, a fair number of references (newest being 2005), none about interactive graphics. So, it’s an extensive survey of the visual perception literature, but don’t expect much depth nor any serious coverage of the area of interactive computer graphics.

Two other books I expect to see at SIGGRAPH are Real-Time Shadows and 3D Math Primer for Graphics and Game Development, 2nd Edition. I got a peek at the latter and it looks to be quite in-depth (and still approachable and informal) – I’m not sure how it differs from the first edition at this point. A micro-review on this blog of the first edition is here, at the end.

There are a lot of other upcoming computer graphics books from A.K. Peters that sound intriguing, e.g. Shadow Algorithms Data Miner – two great tastes now together. Check out the list here or ask at the booth at SIGGRAPH.

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Mauricio Vives pointed out that the Autodesk program I mentioned yesterday, where students and educators can get Autodesk products and training for free, also applies to veterans and “displaced professionals.” See this page for the logic. The fine print on the registration page is:

An Autodesk Assistance Program participant is either a veteran or unemployed individual who has (a) previously worked in the architecture, engineering, design or manufacturing industries, has completed the online registration for the Autodesk Assistance Program, and upon request by Autodesk is able to provide proof of eligibility for that program.

This is a nice thing.

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I think I need to pop my head out of my gopher-hole more often and see what my company’s doing. It turns out Autodesk software – including Maya, 3DS Max, Mudbox, AutoCAD, and everything else – is now free to students and educators. Just register and you’re good to go. Wow, this is a big change from the old system, and is definitely great to see.

There are also a number of betas from Autodesk free to anyone: one is 123D, a modeler that is aimed to help out the Maker crowd and 3d printing. I’ve installed this but haven’t played with it yet.

Another project is Photofly 2.0, where you upload a number of images and it makes a 3D model from the data (i.e., photogrammetry). This is similar to My3dScanner. I tried these two out on a set of photos of a bunch of bananas, some taken with a flash and some without, a hard test case. I definitely didn’t follow the guidelines. My3dScanner threw up its hands, Photosynth’s point cloud was incomprehensible, Photofly gave it a sporting chance, getting a cloud and making a mesh – no magic bullet yet, but fun to try. I’m now even tempted to RTFM, as results were better than I thought.

Photosynth (examine set of photos here):

Photofly’s cubist rendering – it did output an interesting Wavefront OBJ model:

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The SIGGRAPH 2011 papers were recently made available in the ACM Digital Library (see here). Although I recommend using Ke-Sen’s excellent papers links page when possible (it links to the freely accessible author copies and often to additional information provided by the authors), not all authors have chosen to make their papers available in this way. The Digital Library itself is pretty expensive (unless you’re a full-time student – see below), but if all you want is the SIGGRAPH stuff (including other conferences sponsored by SIGGRAPH), then a SIGGRAPH membership can get you access. SIGGRAPH memberships are only $42 ($30 for students, but students can get full Digital Library access with an ACM student membership for $42, which looks like a better deal).

In addition, for the first time ACM has published a document which includes the first page of each paper – kind of a paper version of the SIGGRAPH Papers Fast-Forward. This document is freely accessible here, and should be useful for people who just want to skim the papers program and see which papers to read in full. Be warned that the document is a bit large though (184MB). The video preview of the papers program might also be of interest (note that it only covers a few of the papers).

[Eric chiming in: here's the link for how to access the Digital Library if you're a SIGGRAPH member. Note that you can access all issues of ACM TOG as well as all SIGGRAPH-sponsored conference material and journals, not just SIGGRAPH, which is just about everything you'd want for graphics conferences: I3D, HPG, EGSR, NPAR, etc. Also, remember that the cool kids say SIG-GRAPH, not SEE-GRAPH.]

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The harddrive on my main computer died, which has the odd effect of making me have more time for blogging (and less for screwing around on random stuff). So, seven things:
  • First, if you’re going to HPG 2011, I’ll save you five minutes of searching for where it is: it’s at the Goldcorp Centre for the Arts, Google map here. Note also that things don’t start until 1:30 on Friday.
  • SIGGRAPH parties? I know nothing, except that the official SIGGRAPH reception is 9 to 11 PM Monday at the convention center, and the ACM SIGGRAPH Chapters Party is 8:30 PM to 2 AM on, oh, Monday again. Odd scheduling.
  • Timothy Lottes cannot be stopped: FXAA 3.11 is out (with improvements for thin lines), and 3.12 will soon appear. Note that the shader has a signature change, so your calling shader code will have to change, too.
  • At the Motorola developer site there’s a quick summary of various image compression types used for mobile phones and PCs.
  • Sebastien Hillaire implement the God Rays effect from GPU Gems 3, showing results and problems. Code and executable available for download.
  • I’ve been enjoying some worthwhile articles on patents and copyrights lately, both new and old. Worth a mention: Myrhvold madnessa comic (a bit old but useful) on copyright – a good overview; The Public Domain, a free book by a law professor who helped establish Creative Commons; the July 2011 CACM (behind the paywall, though) had a nice article on why the U.S. dropped “opt-in” copyright back in 1989 (blame Europe). Best idea gleaned, from The Public Domain: the length of copyright is meant to motivate people to create works for payment, so a retroactive increase in the length of copyright  (e.g., to protect Mickey Mouse) makes no sense – it creates no motivation for works already created.
  • Polygon Pictures’ office corridor would be a bad place to be if you worked way too many hours. Otherwise, nice!

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Eric has done these until now, but I now find myself with a few small things that fit well into such a post.

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FXAA Rules, OK?

So there are those people out there that punch other people’s punchlines. Someone’s three quarters of the way through telling a joke, and a listener says, “oh, right, this one ends ‘to get to the other side’”. You don’t want to be that guy, but that’s a little bit how I feel writing about FXAA, given that there’s a whole course at SIGGRAPH next month about these sorts of antialiasing techniques. I blame Morgan McGuire’s Twitter feed, as he (and 17 others) retweeted Timothy Lottes’ posting that he had released shader code for FXAA. I’d seen FXAA mentioned before, NVIDIA put it in their DirectX 11 SDK. Which, frankly, is sadly misleading – the implication is that it works only on GTX 200-level hardware and above, when in fact it works on DirectX 9 shader model 3.0 hardware, GLSL 1.20, XBox 360, and Playstation 3, to name a few, and is optimized in various ways for newer GPUs. Anyway, seeing this shader code available, I was interested to try it out. Morgan mentioning that he liked it a lot got me a lot more interested. A few hours later…

So what the heck am I blathering about? To start, there are a number of these ??AA methods that are based on post-processing a color (and sometimes, also normal and depth) buffer. MLAA, morphological antialiasing, was the first used for 3D images, back in 2009. The basic idea is “find edges and smooth them”. The devil’s in the details, which is what the SIGGRAPH course will delve into (and I’ll certainly attend): how wide an area do you search to try to find a straight edge? how do you deal with curves and corners? how do you avoid oversmoothing thin edges, blurring them twice? how does it look frame to frame? and, most important if you want to use it interactively, how do you do this efficiently?

I’ve wanted an MLAA-like solution for two years, since before HPG 2009 when I noticed the MLAA paper on Ke-Sen’s pages and talked to Alexander Reshetov about it (who was very helpful and forthcoming). I even got a junior programmer to attempt to implement it in a shader, but the implementation was quite slow (due to a very wide search area) and ultimately flawed, and we didn’t have time to get back to it. Last year at SIGGRAPH there was a talk by a group in France, led by Venceslas Biri and Adrien Herubel, about implementing MLAA on the GPU, and they released source code. I spent a bit of time with their code, but it was developed on Linux and I had some problems getting it to work on Windows properly. My “I’ll just take a few hours and see where I get” time was gone, and still no easy solution. There were some other interesting bits out there, like the article in GPU Pro 2, Practical Morphological Anti-Aliasing, with even a github project, but there were different versions for DX9 and 10 (and not OpenGL), lots of files involved, and I didn’t want to get involved. Even Humus had a code sample, but I was still a bit shy to committing more time. (Also, his needs geometric information, and I wanted to antialias NPR edges formed by dilation, i.e., image processing, which have no underlying geometry).

Then the FXAA shader code was released: well-commented, with clear integration instructions, just needs a color buffer, and all in one shader file. FXAA is not the solution to all of life’s problems (or is it?), but for me, it’s wonderful. It took me all of an hour to fold into our system as a shader (and then another three debugging why the heck it wasn’t registering properly – our shader system turns out to be very particular about path names). The code runs on just about everything and has extensive comments. There are control knobs for the fiddlers out there, but I haven’t messed with these – it looks great out of the box to me.

So, after all that breathless buildup, here’s the punchline:

On the left is your typical jaggy image, on the right is FXAA. Sure, it’s not perfect – nearly-vertical lines can look considerably better with a wider edge search area (as seen in MLAA), dropouts could be picked up by supersampling or MSAA, thin lines can have problems – but this shader gives a huge improvement with no extra samples, and just one pretty-quick pass (plus – full disclosure – a preprocess of computing the luminance/luma (grayscale) and shoving it in the alpha channel). Less than 1 millisecond cost per frame on a GTX 480? Works on sRGB and linear? Code’s in the public domain? Sign me up!

See lots more examples on Timoty Lottes’ page. Read his whitepaper for algorithm details and his newer posts for tweaks and improvements. An easy-to-use demo of an earlier version of his shader can be downloaded here - just hit the space bar to toggle FXAA on and off. Enjoy!

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