Andrew Woo and Pierre Poulin will be signing their new book “Shadow Algorithms Data Miner” at the CRC Press/AK Peters booth, #929, at SIGGRAPH, Wednesday, 3-4 pm.
You are currently browsing articles tagged books.
- The editors and some contributors will be signing their book at SIGGRAPH at the CRC booth (#929) at Tuesday, 2 pm. This is a great chance to meet a bunch of OpenGL experts and chat.
- Five free chapters, which can be found here. In particular, “Performance Tuning for Tile-Based Architectures” is of use to anyone doing 3D on mobile devices. Most of these devices are tile-based, so have a number of significant differences from normal PC GPUs. Reading this chapter and the (previously-mentioned) slideset Bringing AAA Graphics to Mobile Platforms (PDF version) should give you a good sense of the pitfalls and opportunities of mobile tile-based architectures.
- The book’s website has an OpenGL pipeline map page (direct link to PDF here). Knowing what happens when can clarify some mysteries and solve some bugs.
- The website also has a tips page, pointing out some of the subtleties of the API and the shading language.
While I’m at it, here are some other worthwhile OpenGL resource links I’ve been collecting:
- ApiTrace: a simple set of wrapper DLLs that capture graphics API calls (also works for DirectX). You can replay and examine just about everything – think “PIX for OpenGL”, only better. For example, you can edit a shader in a captured run and immediately see the effect. Also, it’s open-source and as of this writing is actively being developed.
- ANGLE: software to translate OpenGL ES 2.0 calls to DirectX 9 calls. This package is what both Chrome and Firefox use to run WebGL programs on Windows. Open source, of course. Actually, just assume everything here is open-source unless I say different (which I won’t).
- Microsoft Internet Explorer won’t support WebGL, so someone else did as a plug-in.
- Equalizer: a framework for coarse-parallel OpenGL rendering (think multi-display and multi-machine).
- Oolong and dEngine: OpenGL ES rendering engines for the iPhone and iPad. Good for learning how things work. Oolong is 90% C++, dEngine is pure C. Each has its own features, e.g. dEngine supports bump mapping and shadow mapping.
- A bit dated (OpenGL ES 1.1), but might be of interest: a readable rundown of the ancient Wolf3D engine and how it was ported to the iPhone.
- gl2mark: benchmarking software for OpenGL ES 2.0
- Matrix libraries: GLM is a full-blown matrix library based on OpenGL naming conventions, libmatrix is a template library for vector and matrix transformations for OpenGL, VMSL is a tiny library for providing modern OpenGL with the modelview/projection matrix functionality in OpenGL 1.0.
- G3D: well, it’s more a user of OpenGL, but worth a mention. It’s a pretty nice C++ rendering engine that includes deferred shading, as well as ray tracing. I use it a lot for OBJ file display.
- OpenGL works with cairo, a 2D vector-based drawing engine. Funky.
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’m sure there are more – let me know): OpenGL Insights and Shadow Algorithms Data Miner. Five chapters of OpenGL Insights are free to read here. There are quite a few graphics books published since last SIGGRAPH, we have them listed here.
- Scalable Ambient Obscurance looks worthwhile, and there’s even a demo and source.
- I can’t say I grok it all yet, but Bringing AAA Graphics to Mobile Platforms (from GDC) has a lot of chewy information on what’s fast and slow on typical mobile hardware, as well as how it works. PDF version on the Unreal Engine site.
- A somewhat older (a whole year or so old) article on changing resolution on the fly to maintain frame rate. (Thanks, Mauricio)
- 3D printing opens up a wide range of legal issues, It Will Be Awesome if They Don’t Screw it Up gives an overview of some of these. There are a number of areas where the law hasn’t had to concern itself yet.
- Echo chamber: stuff you should probably know about already, but just in case. 1) Ouya, a monster money-raiser Kickstarter project for an open console. Tim Lottes comments; my take is “Android games on a console? Weak.” but I’d love to see them succeed. 2) Source Filmmaker, a free film making system from Valve. People are getting busy with it.
If you’re a member of ACM, you have access to about 1200 books online through Safari and Books24x7. Safari’s catalog is here, Books24x7 is here. Just login using your ACM ID & password. I can’t say the book selection is that exciting, some are half a decade old or older (bad for books about APIs), though there are few that might be of interest. If nothing else, there are some guides to popular packages and languages that might help you out.
Worth a reminder: if you’re an ACM SIGGRAPH member, you also get access to essentially all computer graphics papers in the ACM’s Digital Library. I took a peek today to see if the I3D 2012 papers were up yet (the conference runs this weekend) – no joy there, though 2011’s are available. At least, I’m pretty sure 2012’s are not up. Personally, I find their searcher kind of poor if you want to search through proceedings, but is otherwise serviceable for individual articles. As usual, Ke Sen Huang’s page is the place to go to get most of the latest articles (with no membership needed).
Oh, just to reel off some other free books that might be of interest: Autodesk’s “Imagine Design Create” book, a free PDF. More for designers but full of pretty pictures and there’s stuff on game graphic design, along with films and much else. If you’d rather have the coffee-table version, get it on Amazon.
Me, I just finished the crowd-sourced sci-fi “Machine of Death” compilation, which has nothing to do with computer graphics but was an interesting bedtime read. Free as an ebook or audiobook, or again in physical form from Amazon.
I’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’re missing.
A book I know nothing about, but from updating the books page I think I’ll get, is the OpenGL 4.0 Shading Language Cookbook. A reviewer on Gamasutra gives it strong praise, as do all the Amazon customer reviews.
One I’ve left off for now is Programming GPUs, which I expect is focused on computing with the GPU (no rendering), judging from the author’s background as a quant (his bio’s cute). I also left off a heckuva lot of books on using the Unity engine, to keep the list focused on direct programming vs. using higher-level SDKs.
Along the way I noticed a nice little blog called Video Game Math, by Fletcher Dunn and Ian Parberry, who recently released a second edition of their 3D Math Primer for Graphics and Game Development. Which is pretty good, by the way. My mini-review/endorsement: “With solid theory and references, along with practical advice borne from decades of experience, all presented in an informal and demystifying style, Dunn & Parberry provide an accessible and useful approach to the key mathematical operations needed in 3D computer graphics.” There’s an extensive Google Books sample of much of the first few chapters.
In the “old but awesome and free” category this time is Light And Color – A Golden Guide. Check it out before there’s some takedown notice sent out. Yes, it’s small, it’s colorful, and some bits are dated, but there are some pretty good analogies and explanations in there. No kidding. Lots more Golden Guides here (including, incredibly, this one).
I did find that there’s a new edition of “Real Time Rendering“ out, which was a surprise. The subtitle is the best: “Aalib, Aces of ANSI Art”. It’s even sold by Barnes & Noble and Books-A-Million. Happily, I couldn’t find it on Amazon, so maybe they’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’s is real – it’s the dash between “Real” and “Time” that keeps it real for me). Or I should say it’s more expensive unless you buy ours from these “double your intelligence or no money back” sellers. I believe this phenomenon is from computers tracking competitors’ prices and each one jacking up prices in response.
In case you missed my posts on Betascript Publishing, go here – 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’d be interested to know which book is better, their computer-generated one or my own Wikipedia-derived followup, GGGG:RTRtR (Game GPU Graphics Gems: Real-Time Rendering the Redux), reviewed by me here. I really should read my own book some day, there look to be some interesting Wikipedia articles in there.
Finally, I like the concept of book autopsies:
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, 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 – 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 “this doesn’t always work but looks great when it does” concepts. Some of the material (including a fair bit of the CryENGINE 3 article) can be gleaned from presentations online from GDC and SIGGRAPH, but here it’s all polished and put in one place. Other articles are entirely fresh and new. Priced reasonably for a full-color book, it’s a volume that most graphics developers will find of interest.
- 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’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.
- Two nice little Moore’s Law-related articles appeared recently in The Economist. This one 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. This one talks about how computational energy efficiency is doubling every 18 months, which is great news for mobile devices.
- I used to use MWSnap for screen captures, but it doesn’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: FastStone Capture. The downside is that it actually costs money ($19.95), but I’m happy to have purchased it.
- Ray tracing vs. rasterization, part XIV: Gavan Woolery thinks RT is the future, DEADC0DE 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) – I mostly agree with his stance. Both posts have lots of followup comments.
- This shows exactly how far behind we are in blogging about SIGGRAPH: find the Beyond Programmable Shading course notes here – that’s just a mere two months overdue.
- Tantalizing SIGGRAPH Talk demo: KinectFusion from Microsoft Research and many others. Watch around 3:11 on for the great reconstruction, and the last minute for fun stuff. Newer demo here.
- OnLive – you should check it out, it’ll take ten minutes. Sign up for a free account and visit the Arena, if nothing else: it’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 being skeptical of the whole cloud-gaming idea originally, but in trying it out, it’s surprisingly fast and the video quality is not bad. Not good enough to satisfy hardcore FPS players – I’ve seen my teenage boys pick out targets that cover like two pixels, which would be invisible with OnLive – but otherwise quite usable. The “no download, no GPU upgrade, just play immediately” aspect is brilliant and lends itself extremely well to game trials.
OK, so I like the publisher A.K. Peters, for obvious reasons. They’re also kind/smart enough to send me review copies of upcoming graphics-related books. I’ve received two recently, with one of particular interest:
The call for participation for the “OpenGL Insights” book ends in a month. If you have a good tutorial or technique about OpenGL that you’d like to publish, please send on a proposal to them for consideration.
I just learned of a new book coming out: “Real-Time Shadows“, by an excellent group of researchers (a little more info here). I assume this book will be based on the authors’ 148-page “Casting Shadows in Real Time” course notes and related publications. This subject deserves its own book. There are enough interesting principles and so many variants and subtleties that I’m happy to hear this topic will get thorough coverage. Our book page is updated.
Looking around at other book-related resources, I noticed some interesting bits. John Vince’s “Geometry for Computer Graphics: Formulae, Examples and Proofs“, from 2005, has been reissued in a softcover edition. It’s pricey, as Springer books can be, and weighs in at just 364 pages, but it’s an information-packed volume. It’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 here. Some of it’s pretty tangential to computer graphics – normally I don’t need proofs about things like the opposite angles of a parallelogram being equal – but it’s fun to page through: “Someday I’d love to find a use for that coiled ring equation”. Whether you’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.
Speaking of geometric resources, I was sad to see the site geometryalgorithms.com appears to be defunct. What’s key to remember in such cases is that there’s the Wayback Machine. Just put in a dead URL and more times than not this site will have a copy. So the Geometry Algorithms site lives on here! Luckily, math doesn’t really rot, so the articles are still worthwhile. The bad news is that a few of the figures are missing.
For technical book authors, I ran across this interesting little tool: Detexify2. Draw the symbol you need, it will show you likely matches and what LaTeX you need. I’ve found it’s pretty accurate, though seemed to have problems with “not equals” half the time I drew that symbol as a test. Anyway, it’s probably no more efficient than just looking it up here or here, but is more fun.
Last resource for the (mothers’) day: so you want to explain the basics of computer graphics to your mom. Frédo Durand’s six page introduction is not a bad place to start. At the least, you can use the figures at the end to explain ideas.