7 things, with images for each as some quick eye candy – is it worth my adding these images?
- Here’s a nice rundown of much of the graphical goodness (and badness, e.g. temporal antialiasing) of the Halo: Reach beta. It’s worth a skim just to get a sense of the state of the art in a wide range of areas. The motion blur video appears to not be available currently. (thanks, Mauricio)
- Unlimited Detail Technology is a voxel-based renderer with an interesting history: it was developed by a self-taught hobbyist who once ran a supermarket chain. There’s been interest in voxels for awhile, e.g. Jon Olick’s SIGGRAPH presentation in 2008 (slides here). Voxel rendering reminds me of the CPU-side heightfield renderer used in Novalogic’s Comanche and Delta Force game series from 1992 on. Novalogic’s was a 2.5 D system using contour following, while the Unlimited Detail system is full 3D voxels. Looking at UD’s presentations, it seems like a form of 3D clipmapping, where the level of detail of the voxels needed are determined by distance. The look reminds me of dribble sand castles. The coolest part: no GPU needed, it’s all CPU. I can imagine 18 limitations to this system: animation/deformation, sharp-edges not possible, shading models have limitations, transparency doesn’t work, textures are difficult to apply, fuzzy objects can’t be rendered, etc. Still, fun to see and a fascinating option. (another thanks, Mauricio)
- The Ruin Island demo was created by some students in France. Parallax occlusion mapping, depth of field, NPR toon rendering, motion blur, glow and bloom, and more – it’s a grab-bag of effects in OpenGL. What’s nice is that the source code is provided. (Geeks3D)
- Norbert Nopper has a small set of standalone OpenGL 3.2 and GLSL 1.5 tutorial programs with code for various effects. (Morgan McGuire)
- The demoscene demo agenda circling forth uses particle clouds for a beautiful look. Note that the links for the video and demo are just under the image at the top of the page.
- The photorealistic Octane Renderer uses CUDA for acceleration. To try it out you’ll need a fairly up-to-date NVIDIA driver, the demosuite, and the executable. It’s actually pretty cool to see the frameless rendering in action, it’s quite interactive for their simple scenes. There’s golden thread rendering: the longer you sit, the better the image gets. (Geeks3D)
- 3D printing with ice. (BoingBoing)
Halo: Reach motion blur:

Unlimited Detail voxel image:

Ruin Island demo:

OpenGL 3.2 Nopper demo image:

agenda circling forth:

Octane Rendering, after 2 merged frames (interactive update) and after 5685 frames (a few minutes):


3D ice printing:

Tags: 3d printing, demoscene, Halo, OpenGL, voxels
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: books, brokerage firm, demoscene, GPGPU, HDR, organization, physics
A schedule for Christmas:
- Wake up from a dream about Plato, pixels, and perfect dudes.
- Then, breakfast.
- Under the CT-scanned tree, find that Aunt Dorothy gave you some real fractals for Christmas. After the initial thrill, remember the platonic solids you received last year and worry about the dust that might accumulate on any object with a nearly infinite surface area.
- Go pick up your other presents: drive a forklift around and contemplate real-time collision detection.
- After a large meal, put demoscene programs on the TV as ambient video and zone out. One not on the list that I think is great is Heaven Seven, only because of the astounding ray tracing (for the time), and keep in mind that it’s just 64k. The author’s original page describing the various tricks and techniques is gone, but the Way Back Machine has it!
- Walk off some pounds by taking a constitutional, visiting a building and a village.
- At the end of the day, you get a pencil and paper to write down who to thank for what. Hold up the pencil and count the colors.
Tags: bagel, collision detection, demoscene, fractals, optical illusion
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