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	<title>Real-Time Rendering &#187; books</title>
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	<link>http://www.realtimerendering.com/blog</link>
	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>A few new books</title>
		<link>http://www.realtimerendering.com/blog/a-few-new-books/</link>
		<comments>http://www.realtimerendering.com/blog/a-few-new-books/#comments</comments>
		<pubDate>Fri, 27 Jan 2012 03:04:21 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[Alphascript]]></category>
		<category><![CDATA[Betascript]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[GPGPU]]></category>
		<category><![CDATA[VDM]]></category>
		<category><![CDATA[Wikipedia]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2891</guid>
		<description><![CDATA[I&#8217;ve updated our books page a bit, adding the new books I know of at this point, adding links to authors sites and Google Books samples, etc. Please let me know what we&#8217;re missing. A book I know nothing about, but from updating the books page I think I&#8217;ll get, is the OpenGL 4.0 Shading [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve updated <a href="http://realtimerendering.com/books.html">our books page</a> a bit, adding the new books I know of at this point, adding links to authors sites and Google Books samples, etc. Please let me know what we&#8217;re missing.</p>
<p><a href="http://www.amazon.com/OpenGL-4-0-Shading-Language-Cookbook/dp/1849514763?tag=realtimerenderin"><img class="alignnone" title="OpenGL 4.0 Shading Language Cookbook" src="http://realtimerendering.com/AmazonImages/51HdayMiz7L._SL50_.jpg" alt="" width="40" height="50" /></a> A book I know nothing about, but from updating the books page I think I&#8217;ll get, is the <a href="http://www.amazon.com/OpenGL-4-0-Shading-Language-Cookbook/dp/1849514763?tag=realtimerenderin"><strong>OpenGL 4.0 Shading Language Cookbook</strong></a>. A <a href="http://www.gamasutra.com/blogs/AbhishekDey/20111115/8899/Book_Review_OpenGL_40_Shading_Language_Cookbook.php">reviewer on Gamasutra gives it strong praise</a>, as do all the <a href="http://www.amazon.com/OpenGL-4-0-Shading-Language-Cookbook/dp/1849514763?tag=realtimerenderin">Amazon customer reviews</a>.</p>
<p>One I&#8217;ve left off for now is <a href="http://shop.oreilly.com/product/0636920017981.do"><strong>Programming GPUs</strong></a>, which I expect is focused on computing with the GPU (no rendering), judging from the <a href="http://oreilly.com/pub/expert/andrewsheppard">author&#8217;s background as a quant</a> (<a href="http://www.oreillynet.com/pub/au/2416">his bio&#8217;s</a> cute). I also left off <a href="http://www.amazon.com/s/ref=nb_sb_noss_1?url=search-alias%3Daps&amp;field-keywords=unity+3d&amp;x=0&amp;y=0">a heckuva lot of books on using the Unity engine</a>, to keep the list focused on direct programming vs. using higher-level SDKs.</p>
<p><a href="http://www.amazon.com/gp/product/1568817231?tag=realtimerenderin"><img class="alignnone" title="3D Math Primer for Graphics and Game Development, 2nd Edition" src="http://realtimerendering.com/AmazonImages/51DxuLGuJ6L._SL50_.jpg" alt="" width="40" height="50" /></a> Along the way I noticed a nice little blog called <a href="http://gamemath.com/">Video Game Math</a>, by Fletcher Dunn and Ian Parberry, who recently released a second edition of their <a href="http://www.amazon.com/gp/product/1568817231?tag=realtimerenderin"><strong>3D Math Primer for Graphics and Game Development</strong></a>. Which is pretty good, by the way. My mini-review/endorsement: &#8220;With solid theory and references, along with practical advice borne from decades of experience, all presented in an informal and demystifying style, Dunn &amp; Parberry provide an accessible and useful approach to the key mathematical operations needed in 3D computer graphics.&#8221; There&#8217;s an extensive <a href="http://books.google.com/books?id=X3hmuhBoFF0C&amp;printsec=frontcover#v=onepage&amp;q&amp;f=false">Google Books sample</a> of much of the first few chapters.</p>
<p>In the &#8220;old but awesome and free&#8221; category this time is <a href="http://www.scribd.com/doc/77513835/Light-and-Color-A-Golden-Guide"><strong>Light And Color &#8211; A Golden Guide</strong></a>. Check it out before there&#8217;s some takedown notice sent out. Yes, it&#8217;s small, it&#8217;s colorful, and some bits are dated, but there are some pretty good analogies and explanations in there. No kidding. Lots more Golden Guides <a href="http://www.scribd.com/collections/3417969/Golden-Guides">here</a> (including, incredibly, <a href="http://www.scribd.com/doc/77046680/Hallucinogenic-Plants-A-Golden-Guide">this one</a>).</p>
<p>I did find that there&#8217;s <a href="http://books.google.com/books?id=fe-nZwEACAAJ&amp;dq=real+time+rendering&amp;hl=en&amp;sa=X&amp;ei=NtQhT_G-Ko3PiAKXtcX5Bw&amp;ved=0CEUQ6AEwAQ">a new edition of &#8220;<strong>Real Time Rendering</strong>&#8220;</a> out, which was a surprise. The subtitle is the best: &#8220;Aalib, Aces of ANSI Art&#8221;. It&#8217;s even sold by <a href="http://www.barnesandnoble.com/w/real-time-rendering-lambert-m-surhone/1102894845?ean=9786136126968">Barnes &amp; Noble</a> and <a href="http://www.booksamillion.com/product/9786136126968">Books-A-Million</a>. Happily, I couldn&#8217;t find it on Amazon, so maybe they&#8217;re scaling back on carrying these so-called books. This particular book is a paperback, and more expensive than the real thing (I like to think our&#8217;s is real &#8211; it&#8217;s the dash between &#8220;Real&#8221; and &#8220;Time&#8221; that keeps it real for me). Or I should say it&#8217;s more expensive unless you buy ours from <a href="http://www.amazon.com/gp/offer-listing/B003ZTN6G8/ref=dp_olp_used?ie=UTF8&amp;qid=1327621661&amp;sr=1-34&amp;condition=used">these &#8220;double your intelligence or no money back&#8221; sellers</a>. I believe this phenomenon is from computers tracking competitors&#8217; prices and each one jacking up prices in response.</p>
<p>In case you missed my posts on Betascript Publishing, go <a href="http://www.realtimerendering.com/blog/another-introduction-to-ray-tracing/">here</a> &#8211; short version is that they use a computer program to find related articles on Wikipedia, put on a cover (usually the most creative part of the process), and sell it. I&#8217;d be interested to know which book is better, their computer-generated one or my own Wikipedia-derived followup, GGGG:RTRtR (<a href="http://en.wikipedia.org/wiki/User:Erich666/Books/GGGG"><strong>Game GPU Graphics Gems: Real-Time Rendering the Redux</strong></a>), reviewed by me <a href="http://www.realtimerendering.com/blog/two-and-a-half-books/">here</a>. I really should read my own book some day, there look to be some interesting Wikipedia articles in there.</p>
<p><a href="http://www.barnesandnoble.com/w/real-time-rendering-lambert-m-surhone/1102894845?ean=9786136126968"><img class="alignnone" title="Real Time Rendering" src="http://img2.imagesbn.com/images/117770000/117779844.JPG" alt="" width="267" height="400" /></a></p>
<p>Finally, I like the concept of <a href="http://centripetalnotion.com/2007/09/13/13:26:26/#more-550">book autopsies</a>:</p>
<p><a href="http://centripetalnotion.com/2007/09/13/13:26:26/#more-550"><img class="alignnone" title="book autopsy" src="http://centripetalnotion.com/images/briandettmer5.jpg" alt="" width="442" height="521" /></a></p>
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		<title>GPU Pro^3 is available for order</title>
		<link>http://www.realtimerendering.com/blog/gpu-pro3-is-available-for-order/</link>
		<comments>http://www.realtimerendering.com/blog/gpu-pro3-is-available-for-order/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 18:38:18 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[CryEngine]]></category>
		<category><![CDATA[CryEngine 3]]></category>
		<category><![CDATA[GPU Pro]]></category>
		<category><![CDATA[GPU Pro 3]]></category>
		<category><![CDATA[ShaderX]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2845</guid>
		<description><![CDATA[Like the title says, GPU Pro3, the next installment of the GPU Pro series, is now available for order. The publication date is realsoonnow (January 17th). The extended table of contents is a great way to get a sense of what it contains. The GPU Pro series is essentially a continuation of the ShaderX series, [...]]]></description>
			<content:encoded><![CDATA[<p>Like the title says, <em>GPU Pro<sup>3</sup></em>, the next installment of the GPU Pro series, is <a href="http://www.amazon.com/gp/product/1439887829?tag=realtimerenderin">now available for order</a>. The publication date is realsoonnow (January 17th). The <a href="http://gpupro3.blogspot.com/2012/01/extended-table-of-content.html">extended table of contents</a> is a great way to get a sense of what it contains.</p>
<p>The GPU Pro series is essentially a continuation of the <a href="http://tog.acm.org/resources/shaderx/">ShaderX series</a>, just with a different publisher. I was given a look at the draft of this latest volume, and it appears in line with the others: some eminently practical and battle-tested approaches mixed with some pie-in-the-sky out-of-the-box done-with-the-metaphors ideas &#8211; having a mix keeps things lively. Articles such as the one covering the CryENGINE 3 is a fine combination of both, with solid algorithms alongside &#8220;this doesn&#8217;t <em>always </em>work but looks great when it does&#8221; concepts. Some of the material (including a fair bit of the CryENGINE 3 article) can be gleaned from presentations online from GDC and <a href="http://advances.realtimerendering.com/s2011/index.html">SIGGRAPH</a>, but here it&#8217;s all polished and put in one place. Other articles are entirely fresh and new. Priced reasonably for a full-color book, it&#8217;s a volume that most graphics developers will find of interest.</p>
<p><a href="http://www.amazon.com/gp/product/1439887829?tag=realtimerenderin"><img class="alignnone" title="GPU Pro^3" src="http://ecx.images-amazon.com/images/I/51ZzQrZN1jL._SL500_AA300_.jpg" alt="" width="300" height="300" /></a></p>
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		<title>Seven Things for 10/13/2011</title>
		<link>http://www.realtimerendering.com/blog/seven-things-for-10132011/</link>
		<comments>http://www.realtimerendering.com/blog/seven-things-for-10132011/#comments</comments>
		<pubDate>Fri, 14 Oct 2011 01:41:30 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[courses]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[Moore's Law]]></category>
		<category><![CDATA[OnLive]]></category>
		<category><![CDATA[ray tracing]]></category>
		<category><![CDATA[screen capture]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2666</guid>
		<description><![CDATA[Fairly new book: Practical Rendering and Computation with Direct3D 11, by Jason Zink, Matt Pettineo, and Jack Hoxley, A.K.Peters/CRC Press, July 2011 (more info). It&#8217;s meant for people who already know DirectX 10 and want to learn just the new stuff. I found the first half pretty abstract; the second half was more useful, as [...]]]></description>
			<content:encoded><![CDATA[<ul>
<li>Fairly new book: <a href="http://www.amazon.com/gp/product/1568817207?tag=realtimerenderin"><em>Practical Rendering and Computation with Direct3D 11</em></a>, by Jason Zink, Matt Pettineo, and Jack Hoxley, A.K.Peters/CRC Press, July 2011 (<a href="http://www.crcpress.com/product/isbn/9781568817200">more info</a>). It&#8217;s meant for people who already know DirectX 10 and want to learn just the new stuff. I found the first half pretty abstract; the second half was more useful, as it gives in-depth explanation of practical examples that show how the new functionality can be used.</li>
<li>Two nice little Moore&#8217;s Law-related articles appeared recently in <em>The Economist</em>. <a href="http://www.economist.com/node/21526322">This one</a> is about how the law looks to have legs for a number of more years, and presents a graph showing how various breakthroughs have kept the law going over the past decades. Moore himself thought the law might hold for ten years. <a href="http://www.economist.com/blogs/dailychart/2011/10/computing-power">This one</a> talks about how computational energy efficiency is doubling every 18 months, which is great news for mobile devices.</li>
<li>I used to use <a href="http://www.mirekw.com/winfreeware/mwsnap.html">MWSnap</a> for screen captures, but it doesn&#8217;t work well with two monitors and it hangs at times. I finally found a replacement that does all the things I want, with a mostly-good UI: <a href="http://www.faststone.org/FSCaptureDetail.htm">FastStone Capture</a>. The downside is that it actually costs money ($19.95), but I&#8217;m happy to have purchased it.</li>
<li>Ray tracing vs. rasterization, part XIV: <a href="http://altdevblogaday.com/2011/09/19/why-i-still-think-ray-tracing-is-the-future/">Gavan Woolery</a> thinks RT is the future, <a href="http://c0de517e.blogspot.com/2011/09/raytracing-myths.html">DEADC0DE</a> argues both will always have a place, and gives a deeper analysis of the strengths and weaknesses of each (though the PITA that transparency causes rasterization is not called out) &#8211; I mostly agree with his stance. Both posts have lots of followup comments.</li>
<li>This shows exactly how far behind we are in blogging about SIGGRAPH: find the Beyond Programmable Shading course notes <a href="http://bps11.idav.ucdavis.edu/">here</a> &#8211; that&#8217;s just a mere two months overdue.</li>
<li>Tantalizing SIGGRAPH Talk demo: <a href="http://research.microsoft.com/apps/video/default.aspx?id=152815">KinectFusion</a> from Microsoft Research and many others. Watch around 3:11 on for the great reconstruction, and the last minute for fun stuff. Newer demo <a href="http://www.youtube.com/watch?v=wnpUVa_eyCI&amp;feature=share">here</a>.</li>
<li><a href="http://www.onlive.com/">OnLive</a> &#8211; you should check it out, it&#8217;ll take ten minutes. Sign up for a free account and visit the Arena, if nothing else: it&#8217;s like being in a sci-fi movie, with a bunch of games being played by others before your eyes that you can scroll through and click on to watch the player. I admit to <a href="http://www.realtimerendering.com/blog/all-the-pretty-clouds-floating-by/">being skeptical of the whole cloud-gaming idea originally</a>, but in trying it out, it&#8217;s surprisingly fast and the video quality is not bad. Not good enough to satisfy hardcore FPS players &#8211; I&#8217;ve seen my teenage boys pick out targets that cover like two pixels, which would be invisible with OnLive &#8211; but otherwise quite usable. The &#8220;no download, no GPU upgrade, just play immediately&#8221; aspect is brilliant and lends itself extremely well to game trials.</li>
</ul>
<div id="attachment_2669" class="wp-caption alignnone" style="width: 650px"><a href="http://www.realtimerendering.com/blog/wp-content/uploads/2011/10/OnLiveSmall.jpg"><img class="size-full wp-image-2669" title="OnLive Arena" src="http://www.realtimerendering.com/blog/wp-content/uploads/2011/10/OnLiveSmall.jpg" alt="" width="640" height="400" /></a><p class="wp-caption-text">OnLive Arena</p></div>
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		<title>A.K. Peters books at SIGGRAPH and beyond</title>
		<link>http://www.realtimerendering.com/blog/a-k-peters-books-at-siggraph-and-beyond/</link>
		<comments>http://www.realtimerendering.com/blog/a-k-peters-books-at-siggraph-and-beyond/#comments</comments>
		<pubDate>Thu, 04 Aug 2011 01:26:29 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[books]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2610</guid>
		<description><![CDATA[OK, so I like the publisher A.K. Peters, for obvious reasons. They&#8217;re also kind/smart enough to send me review copies of upcoming graphics-related books. I&#8217;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&#8217;s very nicely produced (especially for the [...]]]></description>
			<content:encoded><![CDATA[<p>OK, so I like the publisher A.K. Peters, for <a href="http://www.crcpress.com/product/isbn/9781568814247">obvious</a> <a href="http://jgt.akpeters.com/masthead/">reasons</a>. They&#8217;re also kind/smart enough to send me review copies of upcoming graphics-related books. I&#8217;ve received two recently, with one of particular interest:</p>
<div id="_mcePaste"><a href="http://www.amazon.com/Practical-Rendering-Computation-Direct3D-11/dp/1568817207?tag=realtimerenderin">Practical Rendering and Computation with Direct3D 11</a>, by Jason Zink, Matt Pettineo, and Jack Hoxley</div>
<div><P></div>
<div>This one&#8217;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&#8217;ve seen), neither by Microsoft&#8217;s scattershot documentation nor other sources. Well, in fairness there&#8217;s <a href="http://www.amazon.com/Beginning-DirectX-11-Game-Programming/dp/1435458958?tag=realtimerenderin">Beginning DirectX 11 Game Programming</a>, but that&#8217;s indeed for beginners. I don&#8217;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.</div>
<div><P></div>
<div>Skimming through it, it looks quite good, a book that I want to spend some serious time reading. You might recognize Zink and Hoxley&#8217;s names from the free book that never quite made it to publication, <a href="http://wiki.gamedev.net/index.php/D3DBook:Book_Cover">Programming Vertex, Geometry, and Pixel Shaders</a>, coauthored by Wolfgang Engel (of ShaderX and GPU Pro fame), Ralf Kommann, and Niko Suni.</div>
<div><P></div>
<div>The other book I received was:</div>
<div><P></div>
<div><a href="http://www.amazon.com/Visual-Perception-Computer-Graphics-Perspective/dp/1568814658?tag=realtimerenderin">Visual Perception from a Computer Graphics Perspective</a>, by William Thompson, Roland Fleming, Sarah Creem-Regehr, and Jeanine Kelly Stefanucci</div>
<div><P></div>
<div>This book is a survey of visual perception research and how it relates to computer graphics. If you&#8217;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&#8217;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&#8217;s usefulness to me. There&#8217;s just a brief mention of motion blur on one page, and the computer graphics papers referenced are from the 1980&#8242;s (fine papers, but ancient). I tried another: Fresnel &#8211; 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&#8217;s an extensive survey of the visual perception literature, but don&#8217;t expect much depth nor any serious coverage of the area of interactive computer graphics.</div>
<div><P></div>
<div>Two other books I expect to see at SIGGRAPH are <a href="http://www.amazon.com/Real-Time-Shadows-Elmar-Eisemann/dp/1568814380?tag=realtimerenderin">Real-Time Shadows</a> and <a href="http://www.amazon.com/Math-Primer-Graphics-Game-Development/dp/1568817231?tag=realtimerenderin">3D Math Primer for Graphics and Game Development, 2nd Edition</a>. I got a peek at the latter and it looks to be quite in-depth (and still approachable and informal) &#8211; I&#8217;m not sure how it differs from the first edition at this point. A micro-review on this blog of the first edition is <a href="http://www.realtimerendering.com/blog/7-things-for-february-10/">here</a>, at the end.</div>
<div><P></div>
<div>There are a <em>lot </em>of other upcoming computer graphics books from A.K. Peters that sound intriguing, e.g. <a href="http://www.crcpress.com/product/isbn/9781439880234">Shadow Algorithms Data Miner</a> &#8211; two great tastes now together. Check out the list <a href="http://www.crcpress.com/ecommerce_product/browse_book_categories.jsf;jsessionid=M4estJjPLtd4ZgRU56OWJQ__.37626dd5-d89a-32c1-aef8-5f166039641c">here</a> or ask at the booth at SIGGRAPH.</div>
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		<title>&#8220;OpenGL Insights&#8221; CFP Reminder</title>
		<link>http://www.realtimerendering.com/blog/opengl-insights-cfp-reminder/</link>
		<comments>http://www.realtimerendering.com/blog/opengl-insights-cfp-reminder/#comments</comments>
		<pubDate>Mon, 18 Jul 2011 12:19:57 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Miscellaneous]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2554</guid>
		<description><![CDATA[The call for participation for the &#8220;OpenGL Insights&#8221; book ends in a month. If you have a good tutorial or technique about OpenGL that you&#8217;d like to publish, please send on a proposal to them for consideration.]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://www.openglinsights.com/">call for participation for the &#8220;OpenGL Insights&#8221; book</a> ends in a month. If you have a good tutorial or technique about OpenGL that you&#8217;d like to publish, please send on a proposal to them for consideration.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>I want this to be the best book ever</title>
		<link>http://www.realtimerendering.com/blog/i-want-this-to-be-the-best-book-ever/</link>
		<comments>http://www.realtimerendering.com/blog/i-want-this-to-be-the-best-book-ever/#comments</comments>
		<pubDate>Sun, 08 May 2011 15:30:29 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[introduction]]></category>
		<category><![CDATA[latex]]></category>
		<category><![CDATA[mom]]></category>
		<category><![CDATA[shadows]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2159</guid>
		<description><![CDATA[I just learned of a new book coming out: &#8220;Real-Time Shadows&#8220;, by an excellent group of researchers (a little more info here). I assume this book will be based on the authors&#8217; 148-page &#8220;Casting Shadows in Real Time&#8221; course notes and related publications. This subject deserves its own book. There are enough interesting principles and [...]]]></description>
			<content:encoded><![CDATA[<p>I just learned of a new book coming out: &#8220;<a href="http://www.amazon.com/Real-Time-Shadows-Michael-Wimmer/dp/1568814380?tag=realtimerenderin">Real-Time Shadows</a>&#8220;, by an excellent group of researchers (a little more info <a href="http://www.crcpress.com/product/isbn/9781568814384">here</a>). I assume this book will be based on the authors&#8217; 148-page &#8220;<a href="http://www.mpi-inf.mpg.de/resources/ShadowCourse/">Casting Shadows in Real Time</a>&#8221; course notes and related publications. This subject deserves its own book. There are enough interesting principles and so many variants and subtleties that I&#8217;m happy to hear this topic will get thorough coverage. Our <a href="http://realtimerendering.com/books.html">book page</a> is updated.</p>
<p>Looking around at other book-related resources, I noticed some interesting bits. John Vince&#8217;s &#8220;<a href="http://www.amazon.com/Geometry-Computer-Graphics-Formulae-Examples/dp/1849969337?tag=realtimerenderin">Geometry for Computer Graphics: Formulae, Examples and Proofs</a>&#8220;, from 2005, has been reissued in a softcover edition. It&#8217;s pricey, as Springer books can be, and weighs in at just 364 pages, but it&#8217;s an information-packed volume. It&#8217;s a kind of book you rarely see now, one with a dense collection of formulae, like CRC Press used to specialize in. Google Books sample <a href="http://books.google.com/books?id=NOtBXjspcfwC&amp;pg=PA350&amp;lpg=PA350&amp;dq=Geometry+for+Computer+Graphics+vince&amp;source=bl&amp;ots=OHcTtGIy_f&amp;sig=i5B_wmusQAhBT2mhhfuFVtiRRrI&amp;hl=en&amp;ei=Y6bGTbfPEfPr0QH7kIyRCA&amp;sa=X&amp;oi=book_result&amp;ct=result&amp;resnum=3&amp;ved=0CFoQ6AEwAg#v=onepage&amp;q&amp;f=false">here</a>. Some of it&#8217;s pretty tangential to computer graphics &#8211; normally I don&#8217;t need proofs about things like the opposite angles of a parallelogram being equal &#8211; but it&#8217;s fun to page through: &#8220;Someday I&#8217;d love to find a use for that coiled ring equation&#8221;. Whether you&#8217;ll ever need 1/100th of the information in this book depends on you. It seems like a good fit for demoscene programmers who want procedural functions and model generation, for example. Anyway, something to see if your university library has, just to page through and know it exists.</p>
<p>Speaking of geometric resources, I was sad to see the site <a href="http://geometryalgorithms.com">geometryalgorithms.com</a> appears to be defunct. What&#8217;s key to remember in such cases is that there&#8217;s the <a href="http://web.archive.org/">Wayback Machine</a>. Just put in a dead URL and more times than not this site will have a copy. So the <a href="http://replay.web.archive.org/20080920220936/http://geometryalgorithms.com/algorithm_archive.htm">Geometry Algorithms site lives on here</a>! Luckily, math doesn&#8217;t really rot, so the articles are still worthwhile. The bad news is that a few of the figures are missing.</p>
<p>For technical book authors, I ran across this interesting little tool: <a href="http://detexify.kirelabs.org/classify.html">Detexify<sup>2</sup></a>. Draw the symbol you need, it will show you likely matches and what LaTeX you need. I&#8217;ve found it&#8217;s pretty accurate, though seemed to have problems with &#8220;not equals&#8221; half the time I drew that symbol as a test. Anyway, it&#8217;s probably no more efficient than just looking it up <a href="http://web.ift.uib.no/Teori/KURS/WRK/TeX/symALL.html">here</a> or <a href="http://ftp.math.purdue.edu/mirrors/ctan.org/info/symbols/comprehensive/symbols-a4.pdf">here</a>, but is more fun.</p>
<p>Last resource for the (mothers&#8217;) day: so you want to explain the basics of computer graphics to your mom. <a href="http://people.csail.mit.edu/fredo/ArtAndScienceOfDepiction/1_Introduction/reviewGraphics.pdf">Frédo Durand&#8217;s six page introduction</a> is not a bad place to start. At the least, you can use the figures at the end to explain ideas.</p>
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		<title>Emerald, Jade, and ummm, Diopside?</title>
		<link>http://www.realtimerendering.com/blog/emerald-jade-and-ummm-diopside/</link>
		<comments>http://www.realtimerendering.com/blog/emerald-jade-and-ummm-diopside/#comments</comments>
		<pubDate>Fri, 06 May 2011 00:29:12 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[books]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2153</guid>
		<description><![CDATA[Many moons ago when the world was young(er), Jim Arvo asked a few other graphics guys what we thought the next volume of &#8220;Graphics Gems&#8221; should be. After batting around &#8220;More Graphics Gems&#8221;, &#8220;Son of Graphics Gems&#8221;, &#8220;Revenge of the Graphics Gems&#8221; and other alternatives, he finally went with the consensus: number them, even though [...]]]></description>
			<content:encoded><![CDATA[<p>Many moons ago when the world was young(er), Jim Arvo asked a few other graphics guys what we thought the next volume of &#8220;Graphics Gems&#8221; should be. After batting around &#8220;More Graphics Gems&#8221;, &#8220;Son of Graphics Gems&#8221;, &#8220;Revenge of the Graphics Gems&#8221; and other alternatives, he finally went with the consensus: number them, even though the first one is not numbered &#8220;1&#8243;. This is now the norm: GPU Gems, Game Programming Gems, Game Development Tools have all gone this route. The ShaderX/GPU Pro series(es) have gone with pushing the numeral up top, e.g., ShaderX<sup>3</sup>. Which I guess is officially read as &#8220;ShaderX cubed,&#8221; but of course everyone calls it &#8220;ShaderX Three.&#8221; Some have gone a different route, like the &#8220;Jim Blinn&#8217;s Corner&#8221; books were differentiated by the subtitles and by strikingly different cover colors.</p>
<p>Along the way there has been the occasional rough patch with book titles. For example, <a href="http://tog.acm.org/resources/shaderx/">ShaderX<sup>2</sup></a> is actually two very different books, &#8220;Introductions and Tutorials&#8221; and &#8220;Tips and Tricks.&#8221; The &#8220;<a href="http://www.amazon.com/Best-Game-Programming-Gems-DeLoura/dp/1584505710?tag=realtimerenderin">Best of Game Programming Gems</a>&#8221; book is excerpted from the first six books, leaving the seventh and eighth in a funny state &#8211; &#8220;what am I, chopped liver?&#8221; There seems to be a tiny hint that there will be a <a href="http://theharbourfamily.com/jonathan/forum/index.php?PHPSESSID=bc4bacc1b4ca54d571ac97022c2bfe1d&amp;topic=1302.0">ninth volume</a>, but there&#8217;s not a whiff of any call for participation elsewhere, e.g. not on <a href="http://www.gameprogramminggems.com/">the official series page</a>.</p>
<p>I bring up this topic of naming because there&#8217;s now a new axis being developed: gem names. I noticed this a few months ago, and in updating the <a href="http://www.realtimerendering.com/books.html">book page</a> today, it&#8217;s official: the new <a href="http://mkp.com/gpu-computing-gems">GPU Computing Gems</a> series truly is going with calling their <a href="http://www.amazon.com/dp/0123849888?tag=realtimerenderin">first volume Emerald</a>, the <a href="http://www.amazon.com/gp/product/0123859638?tag=realtimerenderin">second volume Jade</a>. Or is it vice versa? I honestly had to check.</p>
<p>I have to question this naming concept a bit, especially given the gems&#8217; colors, but I guess the damage is done. &#8220;You know, the GPU Computing Gems book edited by Hwu, the one named after a green gem, with the green molecular structure on the cover, came out in 2011?&#8221; That accurately describes both volumes. When I first ran across this pair of books, I thought it was a bug or misprint, that there was only one book but with two slightly-different entries, sort of like &#8220;Harry Potter and the Philosopher&#8217;s/Sorceror&#8217;s Stone&#8221;. I&#8217;m not a marketing genius, but this naming scheme so far is not working for me. Which is a pity, as it does a disservice to the contributors by confusing the message. So, yes, there really are two different volumes, with Emerald out now and Jade coming out in August.</p>
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		<title>CFP: Game Development Tools 2</title>
		<link>http://www.realtimerendering.com/blog/cfp-gdt2/</link>
		<comments>http://www.realtimerendering.com/blog/cfp-gdt2/#comments</comments>
		<pubDate>Thu, 21 Apr 2011 01:42:09 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[CFP]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2110</guid>
		<description><![CDATA[Passing this along, from Marwan Ansari. &#8220;Real&#8221; blogging again soon&#8230; Now that the first volume of Game Development Tools has gone to the printers and will be available shortly, we invite you to submit a proposal for an  innovative article to be included in a forthcoming book, Game Development Tools 2, which will be edited by [...]]]></description>
			<content:encoded><![CDATA[<p>Passing this along, from Marwan Ansari. &#8220;Real&#8221; blogging again soon&#8230;</p>
<p>Now that the first volume of <a href="http://www.amazon.com/Game-Development-Tools-Marwan-Ansari/dp/1568814321?tag=realtimerenderin">Game Development Tools</a> has gone to the printers and will be available shortly, we invite you to submit a proposal for an  innovative article to be included in a forthcoming book, <em>Game Development Tools 2</em>, which will be edited by Marwan Y. Ansari and published by CRC Press/A. K. Peters. We expect to publish the volume in time for GDC 2012.</p>
<p>We are open to any tools articles that you feel would make a valuable contribution to this book.</p>
<p>Some topics that would be of interest include:</p>
<p>· Content Pipeline tools (creation, streamlining, management)</p>
<p>· Graphics/Rendering tools</p>
<p>· Profiling tools</p>
<p>· Collada import/export/inspection tools</p>
<p>· Sound tools</p>
<p>· In-Game debugging tools</p>
<p>· Memory management &amp; analysis tools</p>
<p>· Console tools (single and cross platform)</p>
<p>· Mobile Device (phone/tablet) tools</p>
<p>This list is not meant to be exclusive and other topics are welcome.</p>
<p>The schedule for the book is as follows:</p>
<p>July 1         &#8211; All proposals in.</p>
<p>July 18th   &#8211; Authors are informed and begin writing articles.</p>
<p>Aug 19th   &#8211; First draft in to editor</p>
<p>Sept 16th   &#8211; Drafts sent back authors with notes for final draft.</p>
<p>Oct  15th   &#8211; Final articles in to editor</p>
<p>Dec 1st      - Final articles to publisher (A K Peters)</p>
<p>GDC 2012 &#8211; Book is released</p>
<p>Please send proposals using <a href="http://gamedevelopmenttools.com/GameDevelopmentTools_ExampleProposal.docx">this form</a> to: marwan at gamedevelopmenttools dot com.</p>
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		<title>Books at GDC</title>
		<link>http://www.realtimerendering.com/blog/books-at-gdc/</link>
		<comments>http://www.realtimerendering.com/blog/books-at-gdc/#comments</comments>
		<pubDate>Tue, 01 Mar 2011 07:23:43 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[books]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2004</guid>
		<description><![CDATA[I haven&#8217;t listed out new(ish) books for awhile, so here are a bunch. If you&#8217;re at GDC, you can take a look at most of them in the exhibitors hall. There&#8217;s also a high-quality volume free for download (or pay $81.38, if you prefer), so read on. Three that are hot off the press: GPU [...]]]></description>
			<content:encoded><![CDATA[<p>I haven&#8217;t listed out new(ish) books for awhile, so here are a bunch. If you&#8217;re at GDC, you can take a look at most of them in the exhibitors hall. There&#8217;s also a high-quality volume free for download (or pay $81.38, if you prefer), so read on.</p>
<p>Three that are hot off the press:</p>
<p><a href="http://www.amazon.com/GPU-Pro-2-Wolfgang-Engel/dp/1568817185?tag=realtimerenderin">GPU Pro 2</a>, Wolfgang Engel ed., AK Peters - The next in the series (which continues the ShaderX series), and it looks like there&#8217;s a fair bit of chew in there. See the approximate table of contents <a href="http://gpupro2.blogspot.com/">here</a>. Me, I&#8217;m particularly interested in the MLAA article; there&#8217;s a preview, moview, and more <a href="http://www.iryoku.com/mlaa/">here</a>.</p>
<p><a href="http://www.amazon.com/GPU-Computing-Gems-Emerald-Applications/dp/0123849888?tag=realtimerenderin">GPU Computing Gems, Emerald Edition</a>, Wen-Mei W. Hwu ed., Morgan Kaufmann &#8211; the GPGPU topics covered are all over the map, and unfortunately the two reviews on Amazon are not positive, but I&#8217;d like to page through it nonetheless and see what it&#8217;s like. Table of contents and sample chapters <a href="http://mkp.com/news/gpu-computing-gems-emerald-edition">here</a>.</p>
<p><a href="http://www.amazon.com/gp/product/1568814372?tag=realtimerenderin">Game Engine Gems 2</a>, Eric Lengyel ed., AK Peters - More nuts and bolts and about game engines in general, take a look at the table of contents <a href="http://www.gameenginegems.net/geg2.php">here</a>.</p>
<p>There are also a few other graphics-related books that have come out in the past year that we haven&#8217;t mentioned here yet:</p>
<p><a href="http://www.amazon.com/Game-Physics-Pearls-Gino-Bergen/dp/1568814747?tag=realtimerenderin">Game Physics Pearls</a>, Gino van den Bergen and Dirk Gregorius ed., AK Peters &#8211; I&#8217;m not a user of game physics so can&#8217;t really judge this one, but thought it nice that the book has a progression to it: there&#8217;s an introductory chapter about the field, then practical articles about collision detection and simulation of various types of physical phenomena.</p>
<p><a href="http://www.amazon.com/Polygon-Mesh-Processing-Mario-Botsch/dp/1568814267?tag=realtimerenderin">Polygon Mesh Processing</a>, Mario Botsch, Leif Kobbelt, Mark Pauly, Pierre Alliez, Bruno Levy, AK Peters &#8211; This is a serious overview of research done on mesh-related algorithms, starting with data structures and covering such topics as smoothing, simplification, mesh repair, and deformations.</p>
<p>The rest are not directly related to interactive rendering, but are books I&#8217;ve wanted to page through. They&#8217;re all from Springer, who doesn&#8217;t appear to be exhibiting at GDC this year, so I guess they&#8217;re mostly be for sampling online:</p>
<p><a href="http://www.amazon.com/Computer-Vision-Algorithms-Applications-Science/dp/1848829345?tag=realtimerenderin">Computer Vision</a>, Richard Szeliski, Springer &#8211; Written by an expert in the field, I&#8217;ve heard this is a good guide to the subject. Super cool thing: the final draft of this book is <a href="http://szeliski.org/Book/">free for download</a> on his website. Much of Chapter 3 looks like a good read for interactive rendering programmers.</p>
<p><a href="http://www.amazon.com/Mathematics-Computer-Graphics-Undergraduate-Science/dp/1849960224?tag=realtimerenderin">Mathematics for Computer Graphics</a>, John Vince, Springer &#8211; I like to see such books, and have heard this one&#8217;s pretty good. It certainly starts out from the basics, though some topics covered seem unrelated (at least to me) to graphics.</p>
<p><a href="http://www.amazon.com/gp/product/1849969299?tag=realtimerenderin">Production Rendering</a>, Ian Stephenson ed., Springer &#8211; definitely not interactive rendering, but it sounded like an interesting collection of articles from seven experts in the field. The last chapter in particular, &#8220;Rendering Gems&#8221;, looks pretty chewy. Perversely, Amazon&#8217;s &#8220;Look Inside&#8221; does not show you all of the Table of Contents, but <a href="http://books.google.com/books?id=krTfLA5b940C&amp;printsec=frontcover&amp;dq=%22production+rendering%22+stephenson&amp;source=bl&amp;ots=a4SKnLBakm&amp;sig=UDlhLG0TpGS0MqYvfLIaFJKmT6Q&amp;hl=en&amp;ei=AZlsTbynJYy4sAOD9JSvBQ&amp;sa=X&amp;oi=book_result&amp;ct=result&amp;resnum=1&amp;ved=0CBgQ6AEwAA#v=onepage&amp;q&amp;f=false">Google&#8217;s excerpt</a> does. <em>Update:</em> this turns out to be an old volume from 2004 I hadn&#8217;t noticed before (Springer books are usually too expensive for me, so I don&#8217;t tend to track them), one that Amazon mistakenly lists as having come out in November 2010 &#8211; see the comments below.</p>
<p>I&#8217;m betting I&#8217;ve missed other new books, so let us know by adding a comment.</p>
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		<title>How to Make an Ebook</title>
		<link>http://www.realtimerendering.com/blog/how-to-make-an-ebook/</link>
		<comments>http://www.realtimerendering.com/blog/how-to-make-an-ebook/#comments</comments>
		<pubDate>Sun, 16 Jan 2011 23:07:44 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Reports]]></category>
		<category><![CDATA[Resources]]></category>
		<category><![CDATA[Acrobat]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[ebook]]></category>
		<category><![CDATA[PDF]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1920</guid>
		<description><![CDATA[Here&#8217;s a short guide on creating decent ebooks from scans using Adobe Acrobat. This will not be of interest to 98% of you, but I want to record it somewhere for those of you who may do this in the future. It is written by Iliyan Georgiev, who made the recent PoDIS ebook. Comments are welcome, as [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a short guide on creating decent ebooks from scans using Adobe Acrobat. This will not be of interest to 98% of you, but I want to record it somewhere for those of you who may do this in the future. It is written by Iliyan Georgiev, who made <a href="http://www.realtimerendering.com/blog/thanks-iliyan/">the recent PoDIS ebook</a>. Comments are welcome, as usual.</p>
<p>The one piece of software you&#8217;ll need that can&#8217;t be downloaded for free is <a href="http://www.adobe.com/products/acrobat.html">Adobe Acrobat</a>, though even this application has a 30-day free trial.</p>
<p>1. Scan the pages of the book using a scanner (a digital camera is a good alternative).</p>
<p>2. Crop the scanned images (and split the pages, if you scanned two pages at once). It&#8217;s better for an ebook to have smaller page margins. Also, cropping removes black areas and other artifacts resulting from scanning. An excellent (JPEG-only) batch cropping tool for Windows is <a href="http://ekot.dk/programmer/jpegcrops/download.html">JPEGCrops</a>. It has some disadvantages, however, so in practice it&#8217;s best to use JPEGCrops to estimate approximate cropping parameters (width, height, x-offset, y-offset) and <a href="http://www.xnview.com/en/download.html">XnView</a>&#8216;s batch processing mode for the actual cropping. Both applications are free and have portable versions.</p>
<p>3. Assemble all images into a PDF file. Adobe Acrobat has an option to combine multiple files into a single PDF. Use the highest quality settings for the creation.</p>
<p>4. (OPTIONAL) Rearrange/merge/delete pages. Acrobat has excellent tools to achieve these. This can be useful for books that are published in two volumes or for extending the book with additional information, such as errata listings, images, high quality cover pages, etc.</p>
<p>5. Manage blank pages. It might be tempting to delete blank pages inside the book. Such pages are always intentionally left blank by the publishers, as they are important for the printing order. This is particularly important for the first few pages, as well as for the chapters. Many books are created in such a way that all chapters start on an even/odd page, and the large majority have the inner pages typeset for being printed on a specific side (left/right). If you want to optimize the page count anyway, keep in mind how the book would appear when printed out (also using &#8220;2 pages per sheet&#8221; printing).</p>
<p>6. Number the pages. This is an often-overlooked, but very useful, option. Apart from the default page numbering, the PDF format supports logical page numbering. This can be used to synchronize the PDF page numbers with the actual book page numbers. This is very easy to do in Acrobat and should always be done. To do this, select the necessary pages, right click on them and choose &#8220;Number Pages&#8230;&#8221;.</p>
<p>7. Run OCR (optical character recognition) on the PDF. This is an extremely easy way to make your scanned pages searchable and the text copy/paste-able. Acrobat has a good and easy to use built-in OCR tool. You will find it in the Document menu (Tools pane in Acrobat X). Be sure to disable image resampling, as by default OCR will resample the images, which can easily increase the file size by a huge amount! Keep in mind that OCR is a compute-intensive process and can easily take a couple of hours for a larger book.</p>
<p>8. Optimize document. Acrobat has an option to optimize scanned documents. This runs some image-processing algorithms on the scanned images and compresses them aggressively when it detects text. This is a vital step to keep the size of the document low. It can reduce the file size by a factor of 20! It will also make the antialiasing to look better when pages are minified, if the resolution of the original scans is high enough. This process is also compute-intensive and can easily take an hour for a larger book.</p>
<p>9. (OPTIONAL) Reduce the file size further by using Acrobat&#8217;s other optimization options, from which the image downsampling is the most important.</p>
<p>At this point the most important steps are done and you can end here and go to sleep if you see the sunrise through the window. Go on if it&#8217;s only 4 AM.</p>
<p>10. (OPTIONAL) Setting the initial view. Open the document properties on the Initial View tab. Here, you can set the initial page, zoom level and which panes (e.g. the bookmarks pane, see below) should be active when the document is opened.</p>
<p>11. (OPTIONAL) Create a PDF table of contents (TOC). The PDF format has a useful (hierarchical) bookmarking feature with a dedicated Bookmarks pane which exists also in Adobe Reader. This feature can be used to reconstruct the book&#8217;s TOC for easy document navigation. One simple way to achieve this is the following:<br />
11.a Go to the book&#8217;s Contents page, select the chapter title&#8217;s text and hit CTRL+B (or right click and choose to add a bookmark from the context menu). Repeat this for each chapter.<br />
11.b Structure the created bookmarks. Rearrange the bookmarks to follow the order and structure of the book&#8217;s TOC.<br />
11.c Link the bookmarks to pages. To do this, go over all pages of the book sequentially and every time a new chapter starts, right click on the corresponding bookmark and set the destination to the current page.</p>
<p>12. (OPTIONAL) Create hyperlinks inside the document. The PDF format also supports hyperlinks which can perform actions (e.g. jump to a page or a web site) when clicked. Links can be either rectangles (drawn with a corresponding tool) or text. To create text links, select the text, right click on it and choose to crate a link. There are options to set the link&#8217;s appearance and behavior.</p>
<p>You&#8217;re done! You have the perfect ebook and you&#8217;re late for work!</p>
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