books

You are currently browsing articles tagged books.

Amazon sent an auto-recommended of this book to me. Unlike last time, which was humorous but unrelated, I actually appreciate this one: “Temporal Coherence in Real-Time Rendering: Practical Approaches for Capitalizing on Temporal Coherence in the Domain of Real-Time Rendering,” by Daniel Scherzer.

At $81 for a 132 page book, I suspected it was a thesis reprint. Indeed it is: you can download the thesis from here. The thesis is 130 pages long, so my guess is the book form adds nothing (and subtracts $81).

So, you can download it for free now, but should you read it? Well, it is a thesis, which means it collects various papers and presents each in turn. This thesis focuses on using temporal coherence, i.e. use previous frames’ computations in various ways. It includes Daniel’s hard shadow (history buffer), soft shadow, and discrete LOD blending work, as listed here. Since it’s a thesis, the author can stretch out a bit more and cover various areas in depth. The focus is on improving image quality: hard shadows are higher resolution, soft shadows look smoother. There are limitations to his approaches, e.g., the lights are fixed in place, and objects generally should be static.

As with most theses, it also includes an extensive “previous work” section at the beginning. There is a 23 page overview of a number of shadow techniques and LOD work, explaining strengths and weaknesses. From my skim, this looks quite good; not quite all-encompassing (which is good: there are way too many shadow papers), but hitting most of the major areas of research. Let’s put it this way: if and when we write a fourth edition, I’ll certainly carefully read his categorization of various problems and think about how to integrate it into our section on shadows. His is the best recent overview of the subject that I’ve seen. He’s also the coauthor of an upcoming survey on hard shadows, not yet available for download but which I suspect is similar to his thesis’ overview.

Update: I asked Daniel about this post, he said it’s about right (and the long subtitle is indeed a Verlag decision). The book version contains an index, and different (non-copyright-protected) images. Also of interest, their upcoming STAR survey on hard shadows will be more theoretical and detailed, similar to the hard shadow section in the SIGGRAPH Asia 2009 course Casting Shadows in Real Time (which has a solid 90 pages on shadow algorithms).

Tags: , ,

Eric Preisz has a book coming out in time for GDC, “Video Game Optimization.” I haven’t seen it yet, but judging by his article on optimization on Gamasutra, it should be pretty good—he knows what he’s talking about.

By the way, assuming you’re using Google Chrome for browsing (it’s what the cool kids use), I found AutoPager Chrome to be a nice little extension. Instead of needing to click at the end of every page of an article, it glues page after page into one long scroll.

Tags: ,

Made me laugh

I noticed Kirk & Hwu’s “Programming Massively Parallel Processors” book is back in stock at Amazon (and now with 2 mixed reviews), after being unavailable for a number of days. The part that made me laugh is Amazon’s ranking listing:

#1 in  BooksComputers & InternetHardwareMainframes & Minicomputers


If GPU computing isn’t the antithesis of mainframes and minicomputers, I’m not sure what is…

Tags: ,

7 Things for February 10

  • The first three are from Geeks3D, which is a worthwhile site I frequently reference. First: some noise textures, in case you don’t feel like making some yourself.
  • Next, a night-vision filter in GLSL, developed with their GeeXLab tool for prototyping shaders.
  • Finally, PyOpenGL_Lab, which calls OpenGL from Python. Interpreted languages like Python are lovely in that there’s no compilation step, making experimentation much more rapid. If you’re a Perl person, there’s this module.
  • Daniel Rákos has an article about how to perform instance culling using the GPU, using OpenGL 3.2. The basic idea is to run the bounding volumes through the geometry shader for frustum culling and pipe out results as transform feedback, which is then used in a second pass for which instances to actually render. This type of technique has been done using DirectX (e.g., Froblins), Daniel shows how to do it in OpenGL and provides source.
  • Aras Pranckevičius has a worthwhile post on deferred rendering and mipmap bugs, along with some good follow-up comments.
  • John Ratcliff’s Code Suppository has lots of little handy graphics code tidbits and chunks. It’s moving here and here on Google Code, but the original page is much easier to skim.
  • Wolfgang Engel provides a nice little page of books and resources he recommends for upcoming graphics programmers, with some good follow-up comments. I hadn’t heard of the 3D Math Primer before. It gets high ratings on Amazon, and you can use Look Inside. Skimming it over, it does look like a good book, covering many topics with the space they deserve (vs. our sometimes quick zoom through them in our own book). Code snippets are also given throughout. The book mentions “The First Law of Computer Graphics,” but unfortunately the pages explaining it are blocked. Happily, I found it on Google Books: “If it looks right, it is right”. Whew, good, I honestly was concerned there was some law I had been breaking all these years.

… and I’m all caught up, my queue is empty! Well, there will be a special post tomorrow.

Tags: , , , , , ,

We’ve been reworking our books page to take longer to download, I mean, to be more visually interesting and readable. Honestly, the old one was a dense, hard to view pile of book titles. Just adding whitespace between titles is a plus. We’ve also added one book to the recommended list, Eric Lengyel’s math book. Anyway, go check it out. On our main resources page we’ve put all the free books online into one section.

There are some new books coming out that look interesting. For those of you going to GDC, there should be some worthwhile offerings to check out on the floor.

The Programming Massively Parallel Processors book by Kirk (Chief Scientist at NVIDIA) and Hwu (professor at U. of Illinois) is out by now, as of 3 days ago, and is currently sold out on Amazon. It’s undoubtedly derived from the course they co-taught at Illinois. CUDA and Tesla are the keywords here. Hwu’s current course lectures are here and here; I don’t know how they compare to the book, but these newer (non-Kirk) lectures seem more general. I look forward to learning more about this volume—if you have it, please do leave a comment (or better yet, a review on Amazon).

Wolfgang Engel and all have a new book out, GPU Pro. He’s using a new publisher, so it does not have the ShaderX name, but effectively is ShaderX 8. Finally, the book is color throughout vs. previous ShaderX’s. I’ve skimmed some of the articles, and it’s in the same vein as others in the series: a range from practical advice to wild ideas. I can just about guarantee that professional interactive graphics programmers will find something of interest—I found about 5 articles off the bat I want to read through, and plenty of others I should at least skim. More info at the blog for this book.

Game Programming Gems 8 adds to this long-lived series. I haven’t seen it yet, so no comments; Adam Lake’s blog may give updates on status, contents, etc. This series has slowly drifted to including much more non-graphical material over the years. Understandable, but Adam’s someone I think as a graphics guy, so I’m selfishly hoping for more graphics and less the other stuff. My view on collection books like ShaderX and this is simple: an hour of a programmer’s time is about the same as the cost of a book, so if the book saves an hour, it’s paid for itself. Of course, there’s the time cost of reading the articles of interest, but still…

Second editions have been announced for Physically Based Rendering Techniques and High Dynamic Range Imaging. PBRT is more offline rendering oriented, but is a great book because it takes a stand; the authors say what they do for a real system and why they made that choice, vs. listing all possible techniques. It also presents about the longest literate programming presentation published. I have a short review of the first edition. The HDRI book is nice in that it pulls together the various research articles out there into one place, with a coherent thread to it all. The second edition’s new material is described on its Amazon page.

Tags: , ,

First day of work, so here are a few from coworkers and others:

  • Naty passed on this blog post about RGBD, a compact way of storing HDR environment map colors.
  • Gamasutra has an excerpt from Game Engine Architecture, a book we’ve mentioned before. Added bonus info on the author, Jason Gregory: he was a lead programmer on Uncharted 2 (which my older son loves, as do many others).
  • Manny Ko mentioned the free program Mendeley, which he swears by for organizing his PDF collection of graphics papers. I’ll look into it once I’ve reloaded everything after my Windows 7 upgrade.
  • Physics in graphics? Here’s one person’s extensive collection of abstracts through 2005.
  • From Nicholas Wilt, interesting to hear how one brokerage firm is now using GPUs to run complex simulations for bond prices. That GPU Gems chapter on options pricing was prescient.
  • Speaking of brokers and lots of GPUs, there’s this article. I’m a little skeptical of a GPU cloud for graphics (vs. running OpenCL), since graphics cards are not quite interchangeable parts at this point. Also, CPUs don’t normally need driver updates, GPUs do. OTOY I’m super-skeptical about, I have to admit, though I’d love to see them pull it off. Anyway, fun to think about situations where network bandwidth > graphics compute power and cloud cost < local cost.
  • One more from the demoscene, Farbrausch’s The Cube – interesting effects, what looks like procedural clips and procedural surfaces using interior mapping. At least, that’s my guess. I wish they would spend a little time explaining what they did, though maybe that would ruin the magic.

Tags: , , , , , ,

Some great bits have accumulated. Here they are:

  • I3D 2010 paper titles are up! Most “how would that work?!” type of title: “Stochastic Transparency”.
  • Eurographics 2010 paper titles are up! Most intriguing title: “Printed Patterns for Enhanced Shape Perception of Papercraft Models”.
  • An article in The Economist discusses how consumer technologies are being used by military forces. There are minor examples, like Xbox controllers being used to control robotic reconnaissance vehicles. I was interested to see that BAE Systems (a company that isn’t NVIDIA) talk about how using GPUs can replace other computing equipment for simulation at 1/100th the price. Of course, Iraq knew this 9 years ago.
  • I wish I had noticed this page a week ago, in time for Xmas (where X equals, nevermind): Christer Ericson’s recommended book page. I know of many of the titles, but hadn’t heard of The New Turing Omnibus before – this sounds like the perfect holiday gift for any budding computer science nerd, and something I think I’d enjoy, too. Aha, hmmm, wait, Amazon has two-day shipping… done!
  • A problem with the z-buffer, when used with a perspective view, is that the z-depths do not linearly correspond to actual world distances along the camera’s view direction. This article and this one (oh, and this is related) give ways to get back to this linear space. Why get the linear view-space depth? Two reasons immediately come to mind: proper computation of atmospheric effects, and edge detection due to z-depth changes for non-photorealistic rendering.
  • Wolfgang Engel (along with comments by others) has a great summary of order-independent transparency algorithms to date. I wonder when the day will come that we can store some number of layers per pixel without any concern about memory costs and access methods. Transparency is what kills algorithms like deferred shading, because all the layers are not there at the time when shading is resolved. Larrabee could have handled that… ah, well, someday.
  • Morgan McGuire has a paper on Ambient Occlusion Volumes (motto: shadow volumes for ambient light). I’ll be interested to see how this compares with Volumetric Obscurance in I3D 2010 (not up yet for download).

Amazon Stock Market update: one nice thing about having an Amazon Associates account is that prices at various dates are visible. The random walk that is Amazon’s pricing structure becomes apparent for our book: December 1st: $71.20, December 11-14: $75.65, December 18-22: $61.68. Discounted for the holidays? If so, Amazon’s marketing is aiming at a much different family demographic than I’m used to. “Oh, daddy, Principia Mathematica? How did you know? I’ve been wanting it for ever so long!”

Tags: , , , , , , , , , ,

Clearing the Queue

I’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’ links. Next task on my list, update the main RTR page itself.

  • StructureSynth. This looks pretty cool, and I love procedural models (my ancient SPD package was all about this, back in the days when downloading models was oppressively slow). I do wish they just provided an executable – building looks like a pain.
  • That previous link was on Meshula.net, which also blogs about Pixel Bender Fractals. Great stuff, sort of steampunk computer graphics: you must click this link, if no other on this page, and look on in awe.
  • Shapeways has a blog, and it’s not just dull company announcements. I’m glad they find people as pixels as interesting as I do. They also cover exporting Spore characters to Collada files (which is a great addition to Spore) and creating physical models from these.
  • In related news, The Economist has a reasonable summary of some trends in 3D printing. Their Technology Quarterly also has articles on Augmented Reality, 3D displays, and CAPTCHAs, among other topics.
  • This is one more reason the Internet is great: an in-depth article on normal compression techniques, weighing the pros and cons of each. This sort of article would probably not see the light of day in traditional publications, even Game Developer - too long for them, but all the info presented here is worthwhile for a developer making this decision. Aras’ blog has other nice bits such as packing a float into RGBA and SSAO blurring.
  • I need to add a link to the article itself to the object intersection page, but Morgan McGuire recently verified that he found this ray/box algorithm super-fast in SIMD. Code’s downloadable from that page, free version of article is downloadable here. Morgan uses this test in the ray tracer for his cool photon mapping paper at HPG 2009; if nothing else, you should at least see the video.
  • In related news, I am happy to see that AK Peters is beginning to put past journal of graphics tools articles online. At $15 each, the price of an article is quite high for individuals (or at least this individual), but current journal of graphics (gpu, & game) tools subscribers have full access to this archive for free. The mechanism to get access is a little clunky right now: if you’re a subscriber, you need to register with Metapress, then tell AK Peters your userid and they’ll provide you access.
  • Related to this, I hope Google Books conquers the world (or anyone else doing similar work, as long as it isn’t Apple or Amazon or other overcharging closed-box “we’re just protecting the authors, who get 10% or less for a purely digital sale with nil physical cost to us per unit” retailers – rant over, and I do understand there are fixed start-up costs for the retailer/publisher/etc., but really…). Google Books is so darn handy to look for short articles in books at Google’s repository, such as this one giving a clean way to build an orthonormal basis given a vector, from Graphics Tools: The JGT Editors’ Choice.
  • Humus provides a whole slew of new cubemaps he captured, if you’re getting tired of Grace Cathedral.
  • CUDA itself (vs. others) may or may not be a critical technology, but what it shows about the underlying GPU architecture is fascinating.
  • It should be mentioned: August 2009 DirectX SDK is available. Includes the first official release of DirectX 11.
  • This is hilarious, and possibly even useful!
  • I love seeing things like this: build your own multitouch display. Not that I’ll ever do it, but I hope others will.
  • You might be sick of Larrabee news (ship one, already!), but I found Phil Taylor’s article pleasantly hype-free and informative.
  • ATI’s Eyefinity (cute marketing name, I must admit – 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’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 here:
    Flight Simulator - living the dream
  • There’s an article on instancing animated grass using DX10 on Gamasutra.
  • Humus’ summary of z interpolation is a good summary of the topic. He gives some of the key tricks, e.g., if you’re using floating point, use a near=1.0 and far=0.0 to help preserve precision.
  • Here’s a basic tutorial on different projection methods used in videogames, with lots of visual examples (add “Zaxxon” and it’s complete, for me). The one new tidbit I learnt from it was about reverse perspective, an effect I’ve made myself once every now and then when I screw up a projection matrix.
  • While I’ve been on break (one of the reasons I’ve been posting so much – Autodesk gives wonderful 6 week “sabbaticals”, aka “long vacations”, to U.S. employees every four years you’re there; it’s like being French or Swedish every fourth year), the rest of the company’s been busy: this new sketch application for the iPhone looks pretty cool, at the usual $2.99 “cup of coffee” type price.
  • Caustics can be dangerous. 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:
    caustics
  • I usually don’t have time to keep up with Slashdot, but SeenOnSlash, the funny bits of SlashDot, is sometimes entertaining. Graphics-related example: AMD’s latest chip.

Tags: , , , , , , , , , , , , , , ,

  • RapidMind is now a part of Intel. Which I think is a good fit; RapidMind does some interesting multicore techniques. Anything that makes multicore programming easier for a larger group of people is all to the good.
  • I3D 2010 Call for Participation. October 23rd for papers, December 18th for posters – submit! I3D will be in Washington, DC, February 19-21.
  • Dirty Coding Tricks in Gamasutra. A reprint of a Game Developer article, I’m glad to see it online – it’s pretty amusing in places. The hack at the top of page 2 is my favorite.
  • Carmack on the iPhone 3GS. Now the iPhone begins to face the same problem PC developers have to deal with: different levels of GPU support. At least there will be only one line of Apple phones, vs. multiple IHVs with a wide range of offerings at different price points, etc.
  • Mendeley Bibliographic Database. Manny Ko mentioned this one to me, and it looks interesting: a number of tools to pull in PDFs, get their references, let you annotate them, etc.
  • O’Reilly’s author guide. A surprisingly open and honest guide to how you as an author deal with publishers, specifically O’Reilly. Many publishers consider their contracts and royalty terms to be trade secrets, so it’s refreshing to see this information given in a straightforward manner.
  • aM Laboratory ToneMatrix. Pretty fun, and it reminds me of an experimental device seen at SIGGRAPH a few years ago. To see the most elaborate (and beautiful) web app ever, click on the AudioTool link, Start AudioTool, then pick DrumNBass. Scroll around. Click the menu in the lower left corner. Amazing.

Tags: , ,

coversmallOne bit of deja vu for me at SIGGRAPH this year was another book signing at the A K Peters booth.  Last year’s SIGGRAPH had the signing for Real-Time Rendering; this year I was at the book signing for the third edition of Fundamentals of Computer Graphics.  My presence at the signing was due to the fact that I wrote a chapter on graphics for games (this edition also has new chapters on implicit modeling, color, and visualization, as well as updates to the existing chapters).  As in the case of Real-Time Rendering, I was interested in contributing to this book as a fan of the previous editions.  Fundamentals is targeted as a “first graphics book” so it has a slightly different audience than Real-Time Rendering, which is meant to be the reader’s second book on the subject.

At the A K Peters booth I also got to try out the Kindle edition of Fundamentals (the illustrations in Real-Time Rendering rely on color to convey information, so a Kindle edition will have to wait for color devices).  I haven’t jumped on the Kindle bandwagon personally (the DRM bothers me; when I buy something I like to own it), but I know people who are quite pleased with their Kindle (or iPhone Kindle application).

Tags:

« Older entries § Newer entries »