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	<title>Comments on: Clearing the Queue (a little)</title>
	<atom:link href="http://www.realtimerendering.com/blog/clearing-the-queue-a-little/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.realtimerendering.com/blog/clearing-the-queue-a-little/</link>
	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>By: pixelmager</title>
		<link>http://www.realtimerendering.com/blog/clearing-the-queue-a-little/comment-page-1/#comment-1733</link>
		<dc:creator>pixelmager</dc:creator>
		<pubDate>Fri, 10 Sep 2010 12:55:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1415#comment-1733</guid>
		<description>&quot;Speaking of Carmack, you must see the Epic Citadel demo for the iPad&quot;

- no question about his being productive, but I&#039;m guessing Epic did their own version of ue3 for ios. Carmack probably stuck to working on getting idtech on there :) http://www.youtube.com/watch?v=keu4GiTGQ6M</description>
		<content:encoded><![CDATA[<p>&#8220;Speaking of Carmack, you must see the Epic Citadel demo for the iPad&#8221;</p>
<p>- no question about his being productive, but I&#8217;m guessing Epic did their own version of ue3 for ios. Carmack probably stuck to working on getting idtech on there <img src='http://www.realtimerendering.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  <a href="http://www.youtube.com/watch?v=keu4GiTGQ6M" rel="nofollow">http://www.youtube.com/watch?v=keu4GiTGQ6M</a></p>
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		<title>By: Lex van der Sluijs</title>
		<link>http://www.realtimerendering.com/blog/clearing-the-queue-a-little/comment-page-1/#comment-1731</link>
		<dc:creator>Lex van der Sluijs</dc:creator>
		<pubDate>Thu, 09 Sep 2010 08:21:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1415#comment-1731</guid>
		<description>Hi Eric,

To start: love your book and blog! 

You wrote &quot;it seems like the eye is quite good at picking up slight irregularities in tessellated spheres when they are rotating&quot;, and I&#039;d have to agree. Immediately this idea came to mind: how about using a sphere with tesselation based on its parametric equation (modified to prevent too many triangles at the poles) with a good level of tesselation around its &#039;equatorial&#039; circumference. Then use a billboard-technique so that we always see this equator on edge, and show the rotation of the balls by rotating the texture-coordinates instead of the geometry?

For rendering reflections the same trick could be applied, although the computation of the correct texture transform would get a bit hairy I think. 

That said: I love the technique employed by Voofoo, especially how it gives them the ability to create exceptional anti-aliasing. I wonder how they handle occlusion by non-ball objects, since those objects are not being raytraced.. Perhaps this is all done in a deffered renderer: render all the normal geometry first and then do a &#039;manual&#039; depth comparison inside the ball-shader?

By the way, we sort of &#039;met by proxy&#039; 16 years ago when you mentioned GUM in Ray Tracing News v7n4, which was a program I wrote as a front-end for POV and Polyray: http://tog.acm.org/resources/RTNews/html/rtnv7n4.html#art14 (with CSG visualisation in wireframe, yay! :-)

In any event, thanks for taking the time to pull all this good stuff together and publishing it here!

Lex</description>
		<content:encoded><![CDATA[<p>Hi Eric,</p>
<p>To start: love your book and blog! </p>
<p>You wrote &#8220;it seems like the eye is quite good at picking up slight irregularities in tessellated spheres when they are rotating&#8221;, and I&#8217;d have to agree. Immediately this idea came to mind: how about using a sphere with tesselation based on its parametric equation (modified to prevent too many triangles at the poles) with a good level of tesselation around its &#8216;equatorial&#8217; circumference. Then use a billboard-technique so that we always see this equator on edge, and show the rotation of the balls by rotating the texture-coordinates instead of the geometry?</p>
<p>For rendering reflections the same trick could be applied, although the computation of the correct texture transform would get a bit hairy I think. </p>
<p>That said: I love the technique employed by Voofoo, especially how it gives them the ability to create exceptional anti-aliasing. I wonder how they handle occlusion by non-ball objects, since those objects are not being raytraced.. Perhaps this is all done in a deffered renderer: render all the normal geometry first and then do a &#8216;manual&#8217; depth comparison inside the ball-shader?</p>
<p>By the way, we sort of &#8216;met by proxy&#8217; 16 years ago when you mentioned GUM in Ray Tracing News v7n4, which was a program I wrote as a front-end for POV and Polyray: <a href="http://tog.acm.org/resources/RTNews/html/rtnv7n4.html#art14" rel="nofollow">http://tog.acm.org/resources/RTNews/html/rtnv7n4.html#art14</a> (with CSG visualisation in wireframe, yay! <img src='http://www.realtimerendering.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>In any event, thanks for taking the time to pull all this good stuff together and publishing it here!</p>
<p>Lex</p>
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