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	<title>Real-Time Rendering &#187; benchmarking</title>
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		<title>Seven Things for June 6th</title>
		<link>http://www.realtimerendering.com/blog/seven-things-for-june-6th/</link>
		<comments>http://www.realtimerendering.com/blog/seven-things-for-june-6th/#comments</comments>
		<pubDate>Thu, 07 Jun 2012 02:14:08 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[benchmarking]]></category>
		<category><![CDATA[profiling]]></category>
		<category><![CDATA[terrain]]></category>
		<category><![CDATA[text]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=3094</guid>
		<description><![CDATA[It&#8217;s D-Day and it&#8217;s been awhile, so let&#8217;s get going. This is a LIFO of the 486 backlogged links I&#8217;ve collected for this blog: GPUView looks like an interesting profiling tool from some students at Stanford (done as interns at Microsoft, which has a more official page), though I&#8217;ve heard it&#8217;s a bit of work [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s D-Day and it&#8217;s been awhile, so let&#8217;s get going. This is a LIFO of the <a href="http://delicious.com/erich666/rtrblog">486 backlogged links</a> I&#8217;ve collected for this blog:</p>
<ul>
<li><a href="http://graphics.stanford.edu/~mdfisher/GPUView.html">GPUView</a> looks like an interesting profiling tool from some students at Stanford (done as interns at Microsoft, which has <a href="http://msdn.microsoft.com/en-us/library/windows/hardware/ff570133(v=vs.85).aspx">a more official page</a>), though I&#8217;ve heard it&#8217;s a bit of work to set up. If you&#8217;ve used it, how did you find it?</li>
<li>Open source code for a fast and scalable GLSL GPU implementation of the <a href="https://github.com/ashima/webgl-noise">Perlin noise with functions</a>, not textures.</li>
<li><a href="http://developer.nvidia.com/nv-path-rendering">NV Path Rendering</a> is not what you might think, it&#8217;s about rendering text and 2D paths with quite a bit of elaboration available (think SVG or other 2D vector descriptions). GTC presentation <a href="http://nvidia.fullviewmedia.com/gtc2012/0515-A3-S0024.html">here</a>.</li>
<li>The book &#8220;Physically Based Rendering&#8221; is <a href="http://store.elsevier.com/product.jsp?isbn=9780123785800&amp;pagename=search">now in eBook form</a>, including PDF (so I assume no DRM?). Annoyingly, it costs considerably more than <a href="http://www.amazon.com/gp/product/0123750792?tag=realtimerenderin">the physical book on Amazon</a>, but that&#8217;s the publisher&#8217;s doing.</li>
<li><a href="http://proland.inrialpes.fr/">Proland</a> looked intriguing, a procedural terrain generator that creates based on view. Appears fairly elaborate, and a quick way to get some plausible-looking terrain data.</li>
<li><a href="http://www.primatelabs.com/geekbench/">Geekbench</a> is a cross-platform benchmarking system; from what I&#8217;ve heard, mobile platforms kind of set the clock back a fair number of year in terms of performance. Still, 3D is doable (it certainly was in 2002); here&#8217;s <a href="http://www.shapeways.com/blog/archives/1351-3D-Modeling,-Sculpting,-Viewing-Apps-for-your-Smartphone..there-will-never-again-be-a-wasted-minute-of-your-day.html">a starter list of 3D CAD apps</a> for Android (many are on the iPad, too). I need to search out more, I&#8217;m interested in what&#8217;s out there.</li>
<li>Finally, in the category &#8220;this looks like a painting but is reality&#8221;, a <a href="http://photography.nationalgeographic.com/photography/photo-of-the-day/camel-thorn-trees-namibia/">photo taken in Namibia</a>:</li>
</ul>
<p><img class="alignnone" title="Camel Thorn Trees, Namibia" src="http://images.nationalgeographic.com/wpf/media-live/photos/000/352/cache/camel-thorn-trees-namibia_35259_990x742.jpg" alt="" width="990" height="742" /></p>
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		<item>
		<title>Odds and Ends</title>
		<link>http://www.realtimerendering.com/blog/odds-and-ends/</link>
		<comments>http://www.realtimerendering.com/blog/odds-and-ends/#comments</comments>
		<pubDate>Fri, 08 May 2009 01:32:03 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[benchmarking]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[demo scene]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[illusions]]></category>
		<category><![CDATA[libraries]]></category>
		<category><![CDATA[O3D]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=97</guid>
		<description><![CDATA[It&#8217;s 5/7/09, a nice odd sequence, so time for a few odds and ends I&#8217;ve collected. OK, this is worth a few minutes of your life: the elevated demo is awe-inspiring. Terrain generation (be patient when you start it), fly-by&#8217;s, and music, all in less than 4096 bytes. By way of comparison, an empty MS [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s 5/7/09, a nice odd sequence, so time for a few odds and ends I&#8217;ve collected.</p>
<p>OK, this is worth a few minutes of your life: the <a href="http://pouet.net/prod.php?which=52938">elevated</a> demo is awe-inspiring. Terrain generation (be patient when you start it), fly-by&#8217;s, and music, all in less than 4096 bytes. By way of comparison, an empty MS Word document is 9834 bytes. <em>(thanks to Steve Worley)</em></p>
<p>Google has put out a browser-based low-level 3D graphics API called <a href="http://o3d.blogspot.com/2009/04/toward-open-web-standard-for-3d.html">O3D</a>. API <a href="http://code.google.com/apis/o3d/">here</a>. Demos <a href="http://code.google.com/apis/o3d/docs/samplesdirectory.html">here</a>. Some initial impressions <a href="http://www.geeks3d.com/?p=3917">here</a>. It will be interesting to see if they succeed where so many others have failed.</p>
<p>There is a call for participation out for a new book series called &#8220;<a href="http://gameenginegems.com/">Game Engine Gems</a>&#8220;, edited by Eric Lengyel. <em>(thanks to Marwan Ansari)</em></p>
<p>The main thing I look at on the SIGGRAPH exhibition floor are the book booths. Good books are such a ridiculous bargain: if a book like <a href="http://www.amazon.com/exec/obidos/tg/detail/-/1558605940?tag=realtimerenderin"><strong>Geometric Tools</strong></a> saves a programmer 2 hours of time, it&#8217;s paid for itself. One new book that I want to see is <a href="http://www.amazon.com/Real-Time-Cameras-Kaufmann-Interactive-Technology/dp/0123116341?tag=realtimerenderin"><strong>Real-Time Cameras</strong></a>, by Mark Haigh-Hutchinson, which came out this April. Looking around for more info, I noticed <a href="http://realtimecameras.com/">this sad note</a>. I never met Mark, but we corresponded a few times. He came up with a clever idea to avoid performing division when doing a point in polygon test; I folded this into the CrossingsMultiplyTest Graphics Gems code <a href="http://tog.acm.org/GraphicsGems/gemsiv/ptpoly_haines/ptinpoly.c">here</a>, crediting him.</p>
<p>I&#8217;ve been looking at GPU capabilities and benchmarking information lately. Some nice resources:</p>
<ul>
<li>You probably know about the benchmarking group <a href="http://www.futuremark.com/">Futuremark</a>. Me, I hadn&#8217;t realized they had useful stats at their site: see the Futuremark ORB links at the bottom of the page and start clicking.</li>
<li>Two applications that tell you a ton about your card&#8217;s capabilities: <a href="http://www.techpowerup.com/gpuz/">GPU-Z</a>, with a ton of information and a <a href="http://www.techpowerup.com/gpuz/stats.php">statistics page</a> &amp; cute <a href="http://www.techpowerup.com/gpuz/world_large.jpg">map of downloads</a> at their site, and <a href="http://www.geeks3d.com/?p=3786">GPU Caps</a>, which also includes CUDA-related information and some nice little OpenGL benchmarks.</li>
<li>Chris Dragan has <a href="http://zp.amsnet.pl/cdragan/wizard.php">a web database</a> that provides a fair amount of data on card support for DirectX capabilities and OpenGL extensions.</li>
<li>The <a href="http://www.notebookcheck.net/Comparison-of-Graphic-Cards.130.0.html">Notebook Check site</a> had way too much information about many laptop graphics accelerators.</li>
<li><a href="http://www.geeks3d.com/?p=3970">nHancer</a> is a utility for NVIDIA cards. It lets you get at all sorts of different capabilities on your GPU, on a per-game basis. There are also interesting <a href="http://www.nhancer.com/help/AASamples.htm">antialiasing</a> and <a href="http://www.nhancer.com/help/AFSamples.htm">anisotropic filtering</a> comparison pages (click on the radio buttons). <em>(thanks to Mauricio Vives)</em></li>
</ul>
<div>Some interesting libraries I ran across lately:</div>
<div>
<ul>
<li><a href="http://gts.sourceforge.net/">GTS</a> is an open-source mesh manipulation package.</li>
<li><a href="http://www.box2d.org/">Box2D</a> is a 2D physics engine.</li>
<li><a href="http://www.nuigroup.com/touchlib/">Touchlib</a> is a multitouch development kit. <em>(thanks to Morgan McGuire)</em></li>
</ul>
</div>
<p>Coincidental world: it turns out there&#8217;s a different &#8220;Eric Haines&#8221; out there that made a well-received 3D graphics game for the iPhone, <strong><a href="http://toucharcade.com/2009/04/02/upcoming-realmaze-3d-is-a-real-3d-maze-game/"><span style="font-weight: normal;">Realmaze 3D</span></a><span style="font-weight: normal;">. I&#8217;m not sure how it compares to his <a href="http://starscenesoftware.com/tmfppg.html">The Magical Flying Pink Pony Game</a>, which looks awesome. <em>(thanks to Nikolai Sander)</em></span></strong></p>
<p>I&#8217;ve seen similar real-world illusions, but still thought <a href="http://www.dailymail.co.uk/news/article-1176328/Artists-turns-old-Skoda-Fabia-invisible-car.html">this one</a> was pretty great. (Addendum: Morgan McGuire found this <a href="http://news.bbc.co.uk/2/hi/uk_news/england/lancashire/8030766.stm">even-better video</a> of the effect.)</p>
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