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	<title>Real-Time Rendering &#187; 3d printing</title>
	<atom:link href="http://www.realtimerendering.com/blog/tag/3d-printing/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.realtimerendering.com/blog</link>
	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>Seven things for July 25</title>
		<link>http://www.realtimerendering.com/blog/seven-things-for-july-25/</link>
		<comments>http://www.realtimerendering.com/blog/seven-things-for-july-25/#comments</comments>
		<pubDate>Thu, 26 Jul 2012 03:16:09 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[3d printing]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[dynamic resolution]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[Ouya]]></category>
		<category><![CDATA[Source Filmmaker]]></category>
		<category><![CDATA[SSAO]]></category>
		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=3155</guid>
		<description><![CDATA[Here we go: Beautiful demo of various effects, the realtime hybrid raytracing demo RIGID GEMS. Do note there are controls. The foreground blurs for the depth-of-field are a little unconvincing, but the rest is lovely! (thanks to Steve Worley for the tip) Books to check out at SIGGRAPH, or now (I&#8217;m sure there are more &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p>Here we go:</p>
<ul>
<li>Beautiful demo of various effects, the realtime hybrid raytracing demo <a href="http://www.rigidgems.sakura.ne.jp/index.html">RIGID GEMS</a>. Do note there are controls. The foreground blurs for the depth-of-field are a little unconvincing, but the rest is lovely! <em>(thanks to Steve Worley for the tip)</em></li>
<li>Books to check out at SIGGRAPH, or now (I&#8217;m sure there are more &#8211; let me know): <strong> </strong><strong><a href="http://www.amazon.com/OpenGL-Insights-Patrick-Cozzi/dp/1439893764?tag=realtimerenderin">OpenGL Insights</a> </strong>and <a href="http://www.amazon.com/gp/product/1439880239?tag=realtimerenderin"><strong>Shadow Algorithms Data Miner</strong></a>. Five chapters of <strong>OpenGL Insights</strong> are free to read <a href="http://openglinsights.com/">here</a>. There are quite a few graphics books published since last SIGGRAPH, we have them listed <a href="http://www.realtimerendering.com/books.html">here</a>.</li>
<li><em><a href="http://graphics.cs.williams.edu/papers/SAOHPG12/">Scalable Ambient Obscurance</a> </em>looks worthwhile, and there&#8217;s even a demo and source.</li>
<li>I can&#8217;t say I grok it all yet, but <em><a href="http://gdcvault.com/play/1015331/Bringing-AAA-Graphics-to-Mobile">Bringing AAA Graphics to Mobile Platforms</a></em> (from GDC) has a lot of chewy information on what&#8217;s fast and slow on typical mobile hardware, as well as how it works. <a href="http://www.unrealengine.com/files/downloads/Smedberg_Niklas_Bringing_AAA_Graphics.pdf">PDF version</a> on the Unreal Engine site.</li>
<li>A somewhat older (a whole year or so old) <a href="http://software.intel.com/en-us/articles/dynamic-resolution-rendering-article/">article on changing resolution on the fly</a> to maintain frame rate.<em> (Thanks, Mauricio)</em></li>
<li>3D printing opens up a wide range of legal issues, <a href="http://www.publicknowledge.org/it-will-be-awesome-if-they-dont-screw-it-up"><em>It Will Be Awesome if They Don&#8217;t Screw it Up</em></a> gives an overview of some of these. There are a number of areas where the law hasn&#8217;t had to concern itself yet.</li>
<li>Echo chamber: stuff you should probably know about already, but just in case. 1) <a href="http://www.kickstarter.com/projects/ouya/ouya-a-new-kind-of-video-game-console">Ouya</a>, a monster money-raiser Kickstarter project for an open console. <a href="http://timothylottes.blogspot.com/2012/07/on-ouya-console.html">Tim Lottes comments</a>; my take is &#8220;Android games on a console? Weak.&#8221; but I&#8217;d love to see them succeed. 2) <a href="http://sourcefilmmaker.com/">Source Filmmaker</a>, a free film making system from Valve. <a href="http://nerdreactor.com/2012/07/23/heres-what-you-can-accomplish-with-source-filmmaker/">People are getting busy</a> with it.</li>
</ul>
<p>To conclude, a photo that looks like a rendering bug; read about it <a href="http://boingboing.net/2012/07/11/trees-stained-by-a-toxic-spill.html">here</a>. If you like these sorts of things, see more at the <a href="http://graphics.cs.williams.edu/realartifacts/">&#8220;2 True 2B Good&#8221; collection</a>.</p>
<p><a href="http://boingboing.net/2012/07/11/trees-stained-by-a-toxic-spill.html"><img class="alignnone" title="Trees stained by a toxic spill, with the high-tide line aligned to the horizon" src="http://craphound.com/images/gMdN6.jpg" alt="" width="600" height="400" /></a></p>
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		<title>Bloxing Day</title>
		<link>http://www.realtimerendering.com/blog/bloxing-day/</link>
		<comments>http://www.realtimerendering.com/blog/bloxing-day/#comments</comments>
		<pubDate>Mon, 26 Dec 2011 12:47:54 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[3d printing]]></category>
		<category><![CDATA[Minecraft]]></category>
		<category><![CDATA[Shapeways]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2813</guid>
		<description><![CDATA[My crazy-person project for the month is done. It&#8217;s a little program called Mineways, which is a bridge between Minecraft and Shapeways, the 3D printing service. You can grab a chunk of a Minecraft world for rendering or 3D printing. See the Mineways Flickr group for some results.]]></description>
			<content:encoded><![CDATA[<p>My crazy-person project for the month is done. It&#8217;s a little program called <a href="http://mineways.com">Mineways</a>, which is a bridge between <a href="http://www.minecraft.net/">Minecraft</a> and <a href="http://shapeways.com">Shapeways</a>, the 3D printing service. You can grab a chunk of a Minecraft world for rendering or 3D printing. See the <a href="http://www.flickr.com/groups/mineways/">Mineways Flickr group</a> for some results.</p>
<p><a href="http://www.realtimerendering.com/blog/wp-content/uploads/2011/12/sculp2.jpg"><img class="alignnone size-medium wp-image-2814" title="sculp2" src="http://www.realtimerendering.com/blog/wp-content/uploads/2011/12/sculp2-300x248.jpg" alt="" width="300" height="248" /></a> <a href="http://www.realtimerendering.com/blog/wp-content/uploads/2011/12/sculp3.jpg"><img class="alignnone size-medium wp-image-2815" title="sculp3" src="http://www.realtimerendering.com/blog/wp-content/uploads/2011/12/sculp3-300x248.jpg" alt="" width="300" height="248" /></a></p>
]]></content:encoded>
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		<item>
		<title>Interesting holiday present</title>
		<link>http://www.realtimerendering.com/blog/interesting-holiday-present/</link>
		<comments>http://www.realtimerendering.com/blog/interesting-holiday-present/#comments</comments>
		<pubDate>Tue, 15 Nov 2011 23:13:00 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Miscellaneous]]></category>
		<category><![CDATA[3d printing]]></category>
		<category><![CDATA[gift]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2694</guid>
		<description><![CDATA[Shapeways has an amusing concept: take two headshot photos &#8211; front and side &#8211; and in a few minutes you can make a 3D version that can then be sent to a 3D printer there. The cost in the video was less than $25, plus shipping etc.]]></description>
			<content:encoded><![CDATA[<p>Shapeways has <a href="http://www.shapeways.com/tutorials/shapeme">an amusing concept</a>: take two headshot photos &#8211; front and side &#8211; and in a few minutes you can make a 3D version that can then be sent to a 3D printer there. The cost in <a href="http://www.youtube.com/watch?feature=player_embedded&amp;v=RUu9Fj5gsgE#!">the video</a> was less than $25, plus shipping etc.</p>
<p><a href="http://www.shapeways.com/tutorials/shapeme"><img class="alignnone" title="Shapeways Shape Me heads" src="http://www.shapeways.com/topics/udesign/tutorials/shapeme/shapeme_36b.jpg" alt="" width="800" height="533" /></a></p>
]]></content:encoded>
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		<title>7 Things for May 2</title>
		<link>http://www.realtimerendering.com/blog/7-things-for-may-2/</link>
		<comments>http://www.realtimerendering.com/blog/7-things-for-may-2/#comments</comments>
		<pubDate>Sun, 02 May 2010 17:56:47 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[3d printing]]></category>
		<category><![CDATA[demoscene]]></category>
		<category><![CDATA[Halo]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[voxels]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1332</guid>
		<description><![CDATA[7 things, with images for each as some quick eye candy &#8211; is it worth my adding these images? Here&#8217;s a nice rundown of much of the graphical goodness (and badness, e.g. temporal antialiasing) of the Halo: Reach beta. It&#8217;s worth a skim just to get a sense of the state of the art in [...]]]></description>
			<content:encoded><![CDATA[<p>7 things, with images for each as some quick eye candy &#8211; is it worth my adding these images?</p>
<ul>
<li><a href="http://www.eurogamer.net/articles/digitalfoundry-vs-halo-reach-beta-article">Here&#8217;s a nice rundown</a> of much of the graphical goodness (and badness, e.g. temporal antialiasing) of the Halo: Reach beta. It&#8217;s worth a skim just to get a sense of the state of the art in a wide range of areas. The motion blur video appears to not be available currently. <em>(thanks, Mauricio)</em></li>
<li><a href="http://www.wired.com/gadgetlab/2010/04/unlimited-detail-3-d-graphics">Unlimited Detail Technology</a> is a voxel-based renderer with an interesting history: it was developed by a self-taught hobbyist who once ran a supermarket chain. There&#8217;s been interest in voxels for awhile, e.g. Jon Olick&#8217;s <a href="http://www.youtube.com/watch?v=VpEpAFGplnI&amp;feature=fvw">SIGGRAPH presentation</a> in 2008 (slides <a href="http://s08.idav.ucdavis.edu/olick-current-and-next-generation-parallelism-in-games.pdf">here</a>). Voxel rendering reminds me of the <a href="http://en.wikipedia.org/wiki/Heightmap">CPU-side heightfield renderer</a> used in Novalogic&#8217;s Comanche and Delta Force game series from 1992 on. Novalogic&#8217;s was a 2.5 D system using contour following, while the Unlimited Detail system is full 3D voxels. Looking at <a href="http://unlimiteddetailtechnology.com/videos.html">UD&#8217;s presentations</a>, it seems like a form of 3D clipmapping, where the level of detail of the voxels needed are determined by distance. The look reminds me of <a href="http://www.youtube.com/watch?v=8NGLOkqCJN0">dribble sand castles</a>. The coolest part: no GPU needed, it&#8217;s all CPU. I can imagine 18 limitations to this system: animation/deformation, sharp-edges not possible, shading models have limitations, transparency doesn&#8217;t work, textures are difficult to apply, fuzzy objects can&#8217;t be rendered, etc. Still, fun to see and a fascinating option. <em>(another thanks, Mauricio)</em></li>
<li>The <a href="http://www.geeks3d.com/20100423/ruin-island-opengl-glsl-demo-with-full-source-code/">Ruin Island demo</a> was created by some students in France. Parallax occlusion mapping, depth of field, NPR toon rendering, motion blur, glow and bloom, and more &#8211; it&#8217;s a grab-bag of effects in OpenGL. What&#8217;s nice is that the source code is provided. <em>(Geeks3D)</em></li>
<li><a href="http://nopper.tv/opengl_3_2.html">Norbert Nopper</a> has a small set of standalone OpenGL 3.2 and GLSL 1.5 tutorial programs with code for various effects.<em> (Morgan McGuire)</em></li>
<li>The demoscene demo <a href="http://directtovideo.wordpress.com/2010/04/19/agenda-circling-forth/">agenda circling forth</a> uses particle clouds for a beautiful look. Note that the links for the video and demo are just under the image at the top of the page.</li>
<li>The photorealistic <a href="http://www.geeks3d.com/20100428/octane-render-cuda-accelerated-photorealistic-renderer">Octane Renderer</a> uses CUDA for acceleration. To try it out you&#8217;ll need a fairly up-to-date NVIDIA driver, the <a href="http://www.refractivesoftware.com/downloads.html">demosuite</a>, and the executable. It&#8217;s actually pretty cool to see the frameless rendering in action, it&#8217;s quite interactive for their simple scenes. There&#8217;s golden thread rendering: the longer you sit, the better the image gets. <em>(Geeks3D)</em></li>
<li><a href="http://www.boingboing.net/2010/05/01/3d-printing-with-ice.html">3D printing with ice</a>. <em>(BoingBoing)</em></li>
</ul>
<p>Halo: Reach motion blur:</p>
<p><img class="alignnone" title="Halo: Reach motion blur" src="http://images.eurogamer.net/assets/articles//a/1/0/8/2/6/5/7/velocity2.jpg.jpg" alt="" width="1280" height="720" /></p>
<p>Unlimited Detail voxel image:</p>
<p><img class="alignnone" title="Unlimited Detail demo" src="http://unlimiteddetailtechnology.com/attachments/Image/u2008rwalk02.jpg" alt="" width="640" height="480" /></p>
<p>Ruin Island demo:</p>
<p><img class="alignnone" title="Ruin Island demo" src="http://www.ozone3d.net/public/jegx/201004/ruinisland_opengl_demo.jpg" alt="" width="400" height="310" /></p>
<p>OpenGL 3.2 Nopper demo image:</p>
<p><img class="alignnone" title="OpenGL 3.2 Nopper demo image:" src="http://nopper.tv/images/Example10.png" alt="" width="94" height="100" /></p>
<p>agenda circling forth:</p>
<p><img class="alignnone" title="agenda circling forth" src="http://directtovideo.files.wordpress.com/2010/04/agenda012.jpg" alt="" width="1023" height="575" /></p>
<p>Octane Rendering, after 2 merged frames (interactive update) and after 5685 frames (a few minutes):</p>
<p><a href="http://www.realtimerendering.com/blog/wp-content/uploads/2010/05/octane2.png"><img class="alignleft size-full wp-image-1339" title="Octane Rendering, 2 frames" src="http://www.realtimerendering.com/blog/wp-content/uploads/2010/05/octane2.png" alt="" width="1024" height="512" /></a></p>
<p><a href="http://www.realtimerendering.com/blog/wp-content/uploads/2010/05/octane5685.png"><img class="size-full wp-image-1340 alignnone" title="Octane Rendering, 5685 frames" src="http://www.realtimerendering.com/blog/wp-content/uploads/2010/05/octane5685.png" alt="" width="1024" height="512" /></a></p>
<p>3D ice printing:</p>
<p><img class="alignnone" title="3D ice printing" src="http://craphound.com/images/FAHcoverimage.jpg" alt="" width="640" height="551" /></p>
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		<title>Clearing the Queue</title>
		<link>http://www.realtimerendering.com/blog/clearing-the-queue/</link>
		<comments>http://www.realtimerendering.com/blog/clearing-the-queue/#comments</comments>
		<pubDate>Thu, 17 Sep 2009 17:35:02 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[3d displays]]></category>
		<category><![CDATA[3d printing]]></category>
		<category><![CDATA[augmented reality]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[captchas]]></category>
		<category><![CDATA[caustics]]></category>
		<category><![CDATA[compression]]></category>
		<category><![CDATA[cubemaps]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[fractals]]></category>
		<category><![CDATA[Larrabee]]></category>
		<category><![CDATA[photon mapping]]></category>
		<category><![CDATA[procedural modeling]]></category>
		<category><![CDATA[projection]]></category>
		<category><![CDATA[ray tracing]]></category>
		<category><![CDATA[SSAO]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=297</guid>
		<description><![CDATA[I&#8217;ve have a goal this week (it should be clear by now) of clearing my queue of stored-up RTR links by my birthday, today! (Hint: I want a pony.) So excuse the excessively-long list o&#8217; links. Next task on my list, update the main RTR page itself. StructureSynth. This looks pretty cool, and I love [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve have a goal this week (it should be clear by now) of clearing my queue of stored-up RTR links by my birthday, today! (Hint: I want a pony.) So excuse the excessively-long list o&#8217; links. Next task on my list, update the <a href="http://realtimerendering.com/">main RTR page itself</a>.</p>
<ul>
<li><a href="http://meshula.net/wordpress/?p=349">StructureSynth</a>. This looks pretty cool, and I love procedural models (my ancient <a href="http://tog.acm.org/resources/SPD/">SPD package</a> was all about this, back in the days when downloading models was oppressively slow). I do wish they just provided an executable &#8211; building looks like a pain.</li>
<li>That previous link was on <a href="http://meshula.net/wordpress/">Meshula.net</a>, which also blogs about <a href="http://meshula.net/wordpress/?p=363">Pixel Bender Fractals</a>. Great stuff, sort of steampunk computer graphics: you must <a href="http://www.subblue.com/blog/2009/7/18/artforms_of_nature">click this link</a>, if no other on this page, and look on in awe.</li>
<li><a href="http://www.shapeways.com/blog/">Shapeways has a blog</a>, and it&#8217;s not just dull company announcements. I&#8217;m glad they find <a href="http://www.shapeways.com/blog/archives/287-Arirang-Festival-Mass-Games-Pyongyang,-North-Korea.html#extended">people as pixels</a> as interesting as I do. They also cover <a href="http://www.shapeways.com/blog/archives/282-3D-Printing-your-Spore-characters.html">exporting Spore characters</a> to Collada files (which is a great addition to Spore) and creating physical models from these.</li>
<li>In related news, <em>The Economist</em> has a reasonable <a href="http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299512">summary of some trends in 3D printing</a>. Their <a href="http://www.economist.com/sciencetechnology/tq/">Technology Quarterly</a> also has articles on <a href="http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602">Augmented Reality</a>, <a href="http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299526">3D displays</a>, and <a href="http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299700">CAPTCHAs</a>, among other topics.</li>
<li>This is one more reason the Internet is great: an <a href="http://aras-p.info/texts/CompactNormalStorage.html">in-depth article on normal compression techniques</a>, weighing the pros and cons of each. This sort of article would probably not see the light of day in traditional publications, even <em>Game Developer </em>- too long for them, but all the info presented here is worthwhile for a developer making this decision. <a href="http://aras-p.info/blog/">Aras&#8217; blog</a> has other nice bits such as <a href="http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/">packing a float into RGBA</a> and <a href="http://aras-p.info/blog/2009/09/17/strided-blur-and-other-tips-for-ssao/">SSAO blurring</a>.</li>
<li>I need to add a link to the article itself to the <a href="http://realtimerendering.com/intersections.html">object intersection page</a>, but Morgan McGuire recently verified that he found <a href="http://jgt.akpeters.com/papers/EisemannEtAl07/">this ray/box algorithm</a> super-fast in SIMD. Code&#8217;s downloadable from that page, free version of article is downloadable <a href="http://realtimerendering.com/intersections.html">here</a>. Morgan uses this test in the ray tracer for his <a href="http://graphics.cs.williams.edu/papers/PhotonHPG09/">cool photon mapping paper at HPG 2009</a>; if nothing else, you should at least see <a href="http://graphics.cs.williams.edu/papers/PhotonHPG09/ISPM-HPG09-video.mp4">the video</a>.</li>
<li>In related news, I am happy to see that AK Peters is beginning to put <a href="http://akpeters.metapress.com/content/120927/">past </a><em><a href="http://akpeters.metapress.com/content/120927/">journal of graphics tools</a></em><a href="http://akpeters.metapress.com/content/120927/"> articles online</a>. At $15 each, the price of an article is quite high for individuals (or at least this individual), but current <a href="http://jgt.akpeters.com/"><em>journal of graphics (gpu, &amp; game) tools</em></a> subscribers have full access to this archive for free. The mechanism to get access is a little clunky right now: if you&#8217;re a subscriber, you need to <a href="http://metapress.com/identities/registration/individual">register with Metapress</a>, then <a href="mailto:marketing@akpeters.com">tell AK Peters your userid</a> and they&#8217;ll provide you access.</li>
<li>Related to this, I hope <a href="http://books.google.com/">Google Books</a> conquers the world (or anyone else doing similar work, as long as it isn&#8217;t Apple or Amazon or other overcharging closed-box &#8220;we&#8217;re just protecting the authors, who get 10% or less for a purely digital sale with nil physical cost to us per unit&#8221; retailers &#8211; rant over, and I do understand there are fixed start-up costs for the retailer/publisher/etc., but really&#8230;). Google Books is so darn handy to look for short articles in books at Google&#8217;s repository, such as <a href="http://books.google.com/books?hl=en&amp;lr=&amp;id=87NzFbSROUYC&amp;oi=fnd&amp;pg=PA15&amp;dq=Building+an+Orthonormal+Basis+from+a+Unit+Vector&amp;ots=I933IaLIM5&amp;sig=CdaFNAf2M5neEwf9q7S3UoPxXyU#v=onepage&amp;q=&amp;f=false">this one</a> giving a clean way to build an orthonormal basis given a vector, from <em><a href="http://www.amazon.com/Graphics-Tools-JGT-Editors-Choice/dp/1568812469?tag=realtimerenderin">Graphics Tools: The JGT Editors&#8217; Choice</a></em>.</li>
<li>Humus provides a <a href="http://www.humus.name/index.php?page=Textures">whole slew of new cubemaps</a> he captured, if you&#8217;re getting tired of <a href="http://debevec.org/Probes/">Grace Cathedral</a>.</li>
<li>CUDA itself (vs. others) may or may not be a critical technology, but <a href="http://c0de517e.blogspot.com/2009/05/how-gpu-works-appendix.html">what it shows about the underlying GPU architecture</a> is fascinating.</li>
<li>It should be mentioned: <a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=b66e14b8-8505-4b17-bf80-edb2df5abad4&amp;displaylang=en">August 2009 DirectX SDK</a> is available. Includes the first official release of DirectX 11.</li>
<li><a href="http://www.humus.name/index.php?ID=283">This is hilarious</a>, and possibly even useful!</li>
<li>I love seeing things like this: <a href="http://www.maximumpc.com/article/features/maximum_pc_builds_a_multitouch_surface_computer">build your own multitouch display</a>. Not that I&#8217;ll ever do it, but I hope others will.</li>
<li>You might be sick of Larrabee news (ship one, already!), but I found <a href="http://www.futuregpu.org/2009/04/nvidia-talks-larrabee.html">Phil Taylor&#8217;s article</a> pleasantly hype-free and informative.</li>
<li><a href="http://www.amd.com/us/products/technologies/eyefinity/Pages/eyefinity.aspx">ATI&#8217;s Eyefinity</a> (cute marketing name, I must admit &#8211; now I want to use the word everywhere) seems to me to solve a problem that rarely occurs: too much GPU for too few screens. Still, it&#8217;s nice to have the option. Eyefinity allows up to six monitors to be driven by a single GPU. I guess Eyefinity is useful when running older flight simulator programs on newer GPUs; otherwise, Eyefinity is pretty irrelevant. Eyefinity, eyefinity, eyefinity. At work I find two displays is plenty, one to run, one to debug. Anyway, the sweet spot for the monitor:GPU ratio is 13:1, as can be seen <a href="http://www.cartoonbarry.com/2007/11/weird_geek_pictures_chip_car_f.html">here</a>:<br />
<img class="alignnone size-full wp-image-300" title="Flight Simulator - living the dream" src="http://www.realtimerendering.com/blog/wp-content/uploads/2009/09/1933854057_1007ba91f0.jpg" alt="Flight Simulator - living the dream" width="500" height="380" /></li>
<li>There&#8217;s an <a href="http://www.gamasutra.com/view/feature/4028/sponsored_feature_rendering_grass_.php">article on instancing animated grass using DX10</a> on Gamasutra.</li>
<li><a href="http://www.humus.name/index.php?ID=255">Humus&#8217; summary of z interpolation</a> is a good summary of the topic. He gives some of the key tricks, e.g., if you&#8217;re using floating point, use a near=1.0 and far=0.0 to help preserve precision.</li>
<li>Here&#8217;s a <a href="http://www.significant-bits.com/a-laymans-guide-to-projection-in-video-games">basic tutorial</a> on different projection methods used in videogames, with lots of visual examples (add &#8220;Zaxxon&#8221; and it&#8217;s complete, for me). The one new tidbit I learnt from it was about <a href="http://en.wikipedia.org/wiki/Reverse_perspective">reverse perspective</a>, an effect I&#8217;ve made myself once every now and then when I screw up a projection matrix.</li>
<li>While I&#8217;ve been on break (one of the reasons I&#8217;ve been posting so much &#8211; Autodesk gives wonderful 6 week &#8220;sabbaticals&#8221;, aka &#8220;long vacations&#8221;, to U.S. employees every four years you&#8217;re there; it&#8217;s like being <a href="http://www.timesizing.com/1vacatns.htm">French or Swedish</a> every fourth year), the rest of the company&#8217;s been busy: this new <a href="http://www.youtube.com/watch?v=YwYm5YhA0pQ">sketch application</a> for the iPhone looks pretty cool, at the usual $2.99 &#8220;cup of coffee&#8221; type price.</li>
<li><a href="http://www.reuters.com/article/idUSTRE4BM4HH20081223">Caustics can be dangerous</a>. I can attest to this myself; a goofy award Andrew Glassner gave me long ago sat on my windowsill for years (I moved once, as you should discern from the picture), until I noticed what was happening to the base:<br />
<img class="alignnone size-medium wp-image-301" title="caustics" src="http://www.realtimerendering.com/blog/wp-content/uploads/2009/09/caustics-300x212.png" alt="caustics" width="300" height="212" /></li>
<li>I usually don&#8217;t have time to keep up with <a href="http://slashdot.org/">Slashdot</a>, but <a href="http://seenonslash.com/">SeenOnSlash</a>, the funny bits of SlashDot, is sometimes entertaining. Graphics-related example: <a href="http://seenonslash.com/node/3600">AMD&#8217;s latest chip</a>.</li>
</ul>
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