Comments for Real-Time Rendering http://www.realtimerendering.com/blog Tracking the latest developments in interactive rendering techniques Thu, 22 Dec 2016 02:17:51 +0000 hourly 1 https://wordpress.org/?v=4.7.6 Comment on Real-World Sampling “Artifact” by Eric http://www.realtimerendering.com/blog/real-world-sampling-artifact/comment-page-1/#comment-2871 Thu, 22 Dec 2016 02:17:51 +0000 http://www.realtimerendering.com/blog/?p=4467#comment-2871 For people who want to live in virtual reality all the time! Here’s another project you might enjoy: http://skrekkogle.com/still-file/

The gallery at http://graphics.cs.williams.edu/realartifacts/ is not mine, it’s Morgan McGuire’s, so I’ll let him know.

]]>
Comment on Real-World Sampling “Artifact” by qu1j0t3 http://www.realtimerendering.com/blog/real-world-sampling-artifact/comment-page-1/#comment-2870 Wed, 21 Dec 2016 23:08:37 +0000 http://www.realtimerendering.com/blog/?p=4467#comment-2870 Hi,
I have an entry in your “real or render?” gallery. I was sitting in this foyer and noticed how many tropes it had from CGI:
– blocky objects in primitive forms, as if the modeller were lazy;
– many specular surfaces
– cheesy logo
– flat colour
– unconvincing textures
– contrived lighting

http://imgur.com/a/QfGVe

It really looks as if the architect’s visualisation had come to life. I hope you’ll consider including it in your gallery.

]]>
Comment on Moving Graphics Research into Development by Eric http://www.realtimerendering.com/blog/4472-2/comment-page-1/#comment-2868 Fri, 16 Dec 2016 03:01:59 +0000 http://www.realtimerendering.com/blog/?p=4472#comment-2868 Yes, there’s a whole bootstrapping process, in a sense: you need to know what you need to learn. How far back along the chain do you have to go? Happily, there are plenty of sources of information, even free good ones such as some of the titles here – those cover the basics. Learning some of the deeper areas of math are still a challenge, and I don’t have any great advice there, other than ask around. For example, Eric Lengyel’s recent book covers Grassman algebra at the end, a topic that up to this point has been pretty poorly covered for the general reader (i.e., other books and articles lose me immediately, while Eric’s loses me after awhile, but I feel I could work through his chapter carefully and eventually understand it).

]]>
Comment on Moving Graphics Research into Development by TheGoozer http://www.realtimerendering.com/blog/4472-2/comment-page-1/#comment-2867 Thu, 15 Dec 2016 23:26:29 +0000 http://www.realtimerendering.com/blog/?p=4472#comment-2867 I wonder how one gets over the lack of mathematical knowledge when reading papers. I guess it is quite common for a “novice” in a certain topic to be unable to effectively read and implement a paper. Also mathematical topics in a paper are closely linked to other math topics which again point to other fundamental math topics…

]]>
Comment on WebGL Browser Editors by Eric http://www.realtimerendering.com/blog/webgl-browser-editors/comment-page-1/#comment-2865 Mon, 14 Nov 2016 14:04:17 +0000 http://www.realtimerendering.com/blog/?p=3223#comment-2865 I’ve heard of PlayCanvas, I’ve seen the website before. It was already included on our WebGL resources page, http://www.realtimerendering.com/webgl.html, which I should add a link to from this blog entry. Done! I hadn’t heard of WebGLStudio; thanks, and added.

Best of luck with your product PlayCanvas.

]]>
Comment on WebGL Browser Editors by MonkeyMayor http://www.realtimerendering.com/blog/webgl-browser-editors/comment-page-1/#comment-2864 Sun, 13 Nov 2016 00:45:24 +0000 http://www.realtimerendering.com/blog/?p=3223#comment-2864 Over 4 years on, the landscape has changed considerably. Maybe time for an updated article? Perhaps the best known WebGL Editor today is PlayCanvas – https://playcanvas.com – which is built on an open source engine – https://github.com/playcanvas/engine A few others have sprung up too like WebGLStudio. Things certainly have advanced a long way since 2012!

]]>
Comment on Seven Things for April 4, 2016 by Eric http://www.realtimerendering.com/blog/seven-things-for-april-4-2016/comment-page-1/#comment-2863 Thu, 02 Jun 2016 12:43:24 +0000 http://www.realtimerendering.com/blog/?p=4308#comment-2863 Ah, it’s some Facebook permission thing. I’ve saved the screenshot and put it here: http://s26.postimg.org/72ktw82e1/12694536_10154076467657223_7452106790955514515_o.jpg and fixed the link in the blog entry. Sorry, the author, Jaakko Lehtinen, never made a github of the code, so either email him or start typing…

]]>
Comment on Seven Things for April 4, 2016 by alexgg http://www.realtimerendering.com/blog/seven-things-for-april-4-2016/comment-page-1/#comment-2862 Wed, 01 Jun 2016 14:27:44 +0000 http://www.realtimerendering.com/blog/?p=4308#comment-2862 Hi Eric,

I am interested in the code of the ink trees but the link is broken, do you have any backup link?

Thanks!

]]>
Comment on Benchmarking tweets by Eric http://www.realtimerendering.com/blog/benchmarking-tweets/comment-page-1/#comment-2861 Mon, 09 May 2016 13:56:07 +0000 http://www.realtimerendering.com/blog/?p=4391#comment-2861 I think we should make a FAQ post about this question, since we get it every month. Here’s my current view: “Vulkan/Metal/DirectX 12 avoids some overhead, so that’s worth a page or two, but the focus of “Real-Time Rendering” is algorithms, not APIs per se. So these new interfaces don’t get my typing fingers itching. I do wish we had the time to revise RTR3 and put out a fourth edition (and of course our publisher would love it), but we’re all too busy. There are definitely bits I’d want to rewrite and expand. However, whatever we add means something else must disappear – the book’s at its size limit. SMAA, EVSM and the other SMs, SAO and the other AOs, weighted product transparency and other transparency algorithms and knowledge, those are the big ones that come to mind. Some further DOF and motion blur coverage. Tessellation is getting a bit of traction, but hasn’t taken the world by storm. What’s funny is that I think mobile and VR have slowed “practical” bleeding-edge graphics research down, in that slower machines (mobile) and faster frame rates (VR) means more expensive algorithms are not where much of the thrust is currently.”

]]>
Comment on Benchmarking tweets by Nekketsu http://www.realtimerendering.com/blog/benchmarking-tweets/comment-page-1/#comment-2860 Mon, 09 May 2016 11:39:08 +0000 http://www.realtimerendering.com/blog/?p=4391#comment-2860 Nice articles and blogs, as always.

One offtopic question: is it planned a 4th edition of the book? With the release of DirectX 12, and the new console generation, isn’t it time to get an update of the 8 years all book?

]]>