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	<title>Real-Time Rendering &#187; cubemaps</title>
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		<title>Clearing the Queue</title>
		<link>http://www.realtimerendering.com/blog/clearing-the-queue/</link>
		<comments>http://www.realtimerendering.com/blog/clearing-the-queue/#comments</comments>
		<pubDate>Thu, 17 Sep 2009 17:35:02 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[3d displays]]></category>
		<category><![CDATA[3d printing]]></category>
		<category><![CDATA[augmented reality]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[captchas]]></category>
		<category><![CDATA[caustics]]></category>
		<category><![CDATA[compression]]></category>
		<category><![CDATA[cubemaps]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[fractals]]></category>
		<category><![CDATA[Larrabee]]></category>
		<category><![CDATA[photon mapping]]></category>
		<category><![CDATA[procedural modeling]]></category>
		<category><![CDATA[projection]]></category>
		<category><![CDATA[ray tracing]]></category>
		<category><![CDATA[SSAO]]></category>

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