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	<title>Real-Time Rendering &#187; iPhone</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>Two and a Half Books</title>
		<link>http://www.realtimerendering.com/blog/two-and-a-half-books/</link>
		<comments>http://www.realtimerendering.com/blog/two-and-a-half-books/#comments</comments>
		<pubDate>Thu, 22 Jul 2010 02:43:24 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[OpenGL ES]]></category>
		<category><![CDATA[skin]]></category>
		<category><![CDATA[Wikipedia]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1646</guid>
		<description><![CDATA[I&#8217;ve learnt of two new books in the past few weeks, worth mentioning as books to check out at SIGGRAPH (or using Amazon&#8217;s &#8220;Look Inside&#8221;, of course): iPhone 3D Programming: Developing Graphical Applications with OpenGL ES, by Philip Rideout, O&#8217;Reilly Press. A better title might have been &#8220;Programming OpenGL ES on the iPhone&#8221;, as it [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve learnt of two new books in the past few weeks, worth mentioning as books to check out at SIGGRAPH (or using Amazon&#8217;s &#8220;Look Inside&#8221;, of course):</p>
<p><img class="alignleft" title="iPhone 3d Programming" src="https://images-na.ssl-images-amazon.com/images/I/51duyONYHdL._SL110_.jpg" alt="" width="84" height="110" /><a href="http://www.amazon.com/iPhone-Programming-Developing-Graphical-Applications/dp/0596804822?tag=realtimerenderin">iPhone 3D Programming: Developing Graphical Applications with OpenGL ES</a>, by Philip Rideout, O&#8217;Reilly Press. A better title might have been &#8220;Programming OpenGL ES on the iPhone&#8221;, as it focuses on OpenGL ES more than on the iPhone per se. Which is fine; there are already lots of iPhone programming books, and almost none that are focused more on OpenGL ES itself (the only other OpenGL ES 2.0 book I know of is <a href="http://www.amazon.com/OpenGL-ES-2-0-Programming-Guide/dp/0321502795?tag=realtimerenderin">this one</a>). The book is C++ oriented, with some Objective C as needed for glue. From my brief skim, this looks like a well-illustrated, readable guide that hits many different effects: reflection maps, skinning, antialiasing, etc. That said, I haven&#8217;t yet had the opportunity to program on any mobile devices, so can&#8217;t give an expert review. When I do give it a try, this looks like the book I&#8217;ll read first.</p>
<p><em>Update</em>: A draft of this book is free on the web, <a href="http://iphone-3d-programming.labs.oreilly.com/">see it here</a>. It looks to be essentially the same as the published work (but with some hand-drawn figures), and is nicer in some ways, as the pages allow color images (always good for a graphics book).</p>
<p><img class="alignleft" title="Light &amp; Skin Interactions" src="https://images-na.ssl-images-amazon.com/images/I/51Iqmti2vhL._SL100_.jpg" alt="" width="81" height="100" /><a href="http://www.amazon.com/Light-Skin-Interactions-Simulations-Applications/dp/0123750938?tag=realtimerenderin">Light &amp; Skin Interactions: Simulations for Computer Graphics Applications</a>, by Gladimir V. G. Baranoski and Aravind Krishnaswamy, Morgan-Kaufmann Press. This one&#8217;s out of my league as a casual skim. Paging through and seeing &#8220;the eumelanin absorption coefficient is given by&#8230;&#8221; and &#8220;Scattering in either the stratum corneum or epidermis&#8230;&#8221; shows me how little I know of the world in general. Anyway, interesting to see a whole book about this critical type of material. Searching through it, there&#8217;s minimal coverage of, for example, <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html">d&#8217;Eon and Luebke&#8217;s work</a>, so I can&#8217;t say it has much direct application to interactive computer graphics at this point.</p>
<p>That&#8217;s all for the real books&#8230;</p>
<p><a href="http://www.realtimerendering.com/blog/wp-content/uploads/2010/07/gggg.gif"><img class="alignleft size-full wp-image-1660" title="gggg" src="http://www.realtimerendering.com/blog/wp-content/uploads/2010/07/gggg.gif" alt="" width="121" height="196" /></a>The half a book (at best): <a href="http://en.wikipedia.org/wiki/User:Erich666/Books/GGGG">Game GPU Graphics Gems: Real-Time Rendering The Redux</a> (aka GGGG:RTRTR), by anyone who wants to edit it. When I &#8220;edited&#8221; the quasi-book <a href="http://www.realtimerendering.com/blog/another-introduction-to-ray-tracing/">Another Introduction to Ray Tracing</a> a few months ago, I thought back then that I&#8217;d start another book for SIGGRAPH. Like the first stunning collection, this was an hour of work gathering Wikipedia articles (hardest part was choosing a cover). There are plenty more articles to gather about interactive rendering, and you&#8217;re most welcome to add any good ones you find to this book, make your own, etc. &#8211; it&#8217;s a wiki page, after all. More seriously, I like having a single, tight page of links to Wikipedia articles about interactive rendering, vs. wandering around and haphazardly seeing what&#8217;s there.</p>
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		<title>7 Things for July 18th</title>
		<link>http://www.realtimerendering.com/blog/7-things-for-july-18th/</link>
		<comments>http://www.realtimerendering.com/blog/7-things-for-july-18th/#comments</comments>
		<pubDate>Sat, 18 Jul 2009 14:08:01 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[NPR]]></category>
		<category><![CDATA[procedural modeling]]></category>
		<category><![CDATA[Processing]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=108</guid>
		<description><![CDATA[Well, I have 69 links stored up, wade through them here if you want unedited content. I&#8217;ve decided that getting 7 links out per post is a good round number, so here&#8217;s the first. This is my screen-saver du jour: Pixel City (put the .scr file in your Windows directory). It&#8217;s fully described (along with [...]]]></description>
			<content:encoded><![CDATA[<p>Well, I have 69 links stored up, wade through them <a href="http://delicious.com/erich666/rtrblog">here</a> if you want unedited content. I&#8217;ve decided that getting 7 links out per post is a good round number, so here&#8217;s the first.</p>
<ul>
<li>This is my screen-saver du jour: <a href="http://code.google.com/p/pixelcity/downloads/list">Pixel City</a> (put the .scr file in your Windows directory). It&#8217;s fully described (along with source) in this <a href="http://flowingdata.com/2009/05/14/pixel-city-computer-generated-city/">great set of articles</a>; if you&#8217;re too busy to read it all (though you should: it&#8217;s an fun read and he has some interesting insights), watch the video summary on that page. If you feel like researching the area of procedural modeling of cities more thoroughly, <a href="http://www.vision.ee.ethz.ch/~pmueller/wiki/Courses/SIGGRAPH2006">start here</a>.</li>
<li>The book <em><a href="http://www.amazon.com/Real-Time-Cameras-Mark-Haigh-Hutchinson/dp/0123116341?tag=realtimerenderin">Real-Time Cameras</a></em>, which is about camera control for games, now has a <a href="http://gamasutra.com/php-bin/article_display.php?story=4065">sample excerpt</a> on Gamasutra.</li>
<li>NPR: <a href="http://www.cs.princeton.edu/~fcole/">Forrester Cole</a> has <a href="http://www.cs.princeton.edu/gfx/pubs/Cole_2009_FHL/index.php">two worthwhile GPU methods</a> for deriving visible line segments for a set of edges (e.g., computing partial visibility of geometric lines). He&#8217;s put source code for his methods up at his site, the program &#8220;<a href="http://www.cs.princeton.edu/gfx/proj/dpix/">dpix</a>&#8220;. Note: you&#8217;ll need Qt to compile &amp; link.</li>
<li>The author of the <a href="http://legalizeadulthood.wordpress.com/">Legalize Adulthood blog</a> has recently had a number of <a href="http://legalizeadulthood.wordpress.com/category/computers/programming/directx/">posts on using DirectX10</a>.</li>
<li>DirectX9 is still with us. Richard Thomson has a free draft of <a href="http://www.xmission.com/~legalize/book/download/">his book about DirectX 9</a> online. He knows what he&#8217;s about; witness his detailed <a href="http://www.xmission.com/~legalize/book/preview/poster/index.html">pipeline posters</a>. The bad news is that the book&#8217;s coverage of shaders is mostly about 1.X shaders (a walk down memory lane, if by &#8220;lane&#8221; you mean &#8220;horrifically complex assembly language&#8221;). The good news is that there&#8217;s some solid coverage of the theory and practice of <a href="http://www.xmission.com/~legalize/book/download/06-Vertex%20Transformations.pdf">vertex blending</a>, for example. Anyway, grist for the mill &#8211; you might find something of use.</li>
<li>Around September I have 6 weeks off, so like every other programmer on the planet I&#8217;ve contemplated playing around with making a program for the iPhone. The <a href="http://www.gamasutra.com/view/feature/4038/persuasive_games_i_want_my_99_.php">economics</a> are <a href="http://www.stromcode.com/2009/05/24/the-incredible-app-store-hype">terrible</a> for most developers, but I&#8217;d do it just for fun. It&#8217;s also interesting to <a href="http://www.gamasutra.com/view/feature/4002/iphone_devs_rethinking_the_art_of_.php">see people thinking</a> about what this new platform means for games. Naturally, Wolfenstein 3D, the &#8220;Hello World&#8221; of 3D games, <a href="http://www.geeks3d.com/20090325/source-code-of-wolfenstein-3d-for-the-iphone-available/">has been ported</a>. Andrew Glassner recommended <a href="http://www.amazon.com/Beginning-iPhone-Development-Exploring-SDK/dp/1430216263?tag=realtimerenderin">this book</a> for iPhone development, he said it&#8217;s the best one he found for beginners.</li>
<li>Speaking of Andrew, he pointed me at an interesting little language he&#8217;s been messing with, <a href="http://processing.org/">Processing</a>. It&#8217;s essentially Java with a lot of built-in 2D (and to a lesser extent, 3D) graphics support: color, primitives, transforms, mouse control, lerps, window, etc., all right there and trivial to use. You can make fun little programs in just a page or two of code. That said, there are some very minor inconsistencies, like transparency not working against the background fill color. <a href="http://www.offworld.com/2009/05/wayfarer-ben-hemmendingers-dan.html">Pretty elaborate programs</a> can be made, and it&#8217;s also handy for just drawing stuff easily via a program. Here&#8217;s a simple image I did in just a few lines, based on mouse moves:<br /><img class="alignnone" src="http://realtimerendering.com/blog/wp-content/uploads/2009/07/mouse_processing.png" alt="Processing output" /></li>
</ul>
<div>That&#8217;s seven &#8211; ship it.</div>
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		<item>
		<title>More Statistics</title>
		<link>http://www.realtimerendering.com/blog/more-statistics/</link>
		<comments>http://www.realtimerendering.com/blog/more-statistics/#comments</comments>
		<pubDate>Tue, 07 Jul 2009 02:31:33 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[SSAO]]></category>
		<category><![CDATA[trends]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=110</guid>
		<description><![CDATA[One followup to Naty&#8217;s article (below): Ke-Sen Huang&#8217;s page has submission and acceptance stats for many recent conferences. If you have five minutes to kill, it&#8217;s fun to search on various phrases at the Google Trends site. Buzzwords like &#8220;cloud computing&#8221; have trackable data, but most graphics terms don&#8217;t have enough traffic to be worth [...]]]></description>
			<content:encoded><![CDATA[<p>One followup to Naty&#8217;s article (below): <a href="http://kesen.huang.googlepages.com/">Ke-Sen Huang&#8217;s page</a> has submission and acceptance stats for many recent conferences.</p>
<p>If you have five minutes to kill, it&#8217;s fun to search on various phrases at the <a href="http://www.google.com/trends">Google Trends site</a>. Buzzwords like &#8220;<a href="http://www.google.com/trends?q=cloud+computing&amp;ctab=0&amp;geo=all&amp;date=all&amp;sort=0">cloud computing</a>&#8221; have trackable data, but most graphics terms don&#8217;t have enough traffic to be worth recording. Here are some examples of graphics-related terms that have sufficient hit-counts:</p>
<ul>
<li><a href="http://www.google.com/trends?q=ray+tracing&amp;ctab=183103552&amp;geo=all&amp;date=all">Ray Tracing</a> &#8211; I like how Google Trends points out relevant articles for various spikes.</li>
<li><a href="http://www.google.com/trends?q=SSAO&amp;ctab=0&amp;geo=all&amp;date=all&amp;sort=0">SSAO</a> &#8211; some definite spikes there, and what&#8217;s with all the traffic from Brazil? Is this the end of some word in Portugese? But there aren&#8217;t really hits before 2007, so I guess it&#8217;s real&#8230;</li>
<li><a href="http://www.google.com/trends?q=collision+detection&amp;ctab=0&amp;geo=all&amp;date=all&amp;sort=0">Collision detection</a>, <a href="http://www.google.com/trends?q=SIGGRAPH&amp;ctab=0&amp;geo=all&amp;date=all&amp;sort=0">SIGGRAPH</a>, and <a href="http://www.google.com/trends?q=computer+graphics&amp;ctab=0&amp;geo=all&amp;date=all&amp;sort=0">computer graphics</a> &#8211; is interest in these areas waning, or are they simply established and not newsworthy? But then, <a href="http://www.google.com/trends?q=GPU&amp;ctab=0&amp;geo=all&amp;date=all&amp;sort=0">GPU</a> is going up.</li>
<li>Companies and products are fun to try: <a href="http://www.google.com/trends?q=Larrabee&amp;ctab=0&amp;geo=all&amp;date=all&amp;sort=0">Larrabee</a>, <a href="http://www.google.com/trends?q=NVIDIA&amp;ctab=0&amp;geo=all&amp;date=all&amp;sort=0">NVIDIA</a>, <a href="http://www.google.com/trends?q=Crytek&amp;ctab=0&amp;geo=all&amp;date=all&amp;sort=0">Crytek</a>.</li>
<li>You can also compare various terms. Here&#8217;s &#8220;<a href="http://www.google.com/trends?q=iphone+programming,+directx+programming,+opengl+programming&amp;ctab=0&amp;geo=all&amp;date=all&amp;sort=0">DirectX programming, OpenGL programming, iPhone programming</a>&#8220;. Pretty easy to guess which one is going up. Surprisingly un-spikey for DirectX and OpenGL.</li>
<li>And of course, <a href="http://www.google.com/trends?q=real-time+rendering&amp;ctab=0&amp;geo=all&amp;date=all&amp;sort=0">Real-Time Rendering</a> &#8211; Various random spikes; South Korea loves us.</li>
</ul>
<div>Happy hunting, and please do comment if you find any interesting results.</div>
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		</item>
		<item>
		<title>More With the Links</title>
		<link>http://www.realtimerendering.com/blog/more-with-the-links/</link>
		<comments>http://www.realtimerendering.com/blog/more-with-the-links/#comments</comments>
		<pubDate>Mon, 30 Mar 2009 00:40:11 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[crayons]]></category>
		<category><![CDATA[CUDA]]></category>
		<category><![CDATA[data alignment]]></category>
		<category><![CDATA[DirectX 11]]></category>
		<category><![CDATA[game engines]]></category>
		<category><![CDATA[GLC]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[math library]]></category>
		<category><![CDATA[OnLive]]></category>
		<category><![CDATA[optimization]]></category>
		<category><![CDATA[patents]]></category>
		<category><![CDATA[ray tracing]]></category>
		<category><![CDATA[ShaderX]]></category>
		<category><![CDATA[Snapily]]></category>
		<category><![CDATA[viewer]]></category>
		<category><![CDATA[volume]]></category>
		<category><![CDATA[voxel]]></category>
		<category><![CDATA[Wolfenstein]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=82</guid>
		<description><![CDATA[I love the movie sequel title &#8220;2 Fast 2 Furious&#8221;. How clever, and a great way to guarantee there will never be a third movie. Well, there was, but they had to go the colon route, &#8220;&#8230; : Tokyo Drift&#8221;. Which is indicative of nothing, as I don&#8217;t think I&#8217;ve ever actually seen any of [...]]]></description>
			<content:encoded><![CDATA[<p>I love the movie sequel title &#8220;2 Fast 2 Furious&#8221;. How clever, and a great way to guarantee there will never be a third movie. Well, there was, but they had to go the colon route, &#8220;&#8230; : Tokyo Drift&#8221;.</p>
<p>Which is indicative of nothing, as I don&#8217;t think I&#8217;ve ever actually seen any of these movies. I was reminded of the title as my goal today is to whip through the backlog of 72 potential blog resource links I&#8217;ve been gathering on <a href="http://delicious.com/erich666/rtrblog">del.icio.us</a>. [Well, as it turns out, I got through 39 of them (the fresher ones), 33 to go...]</p>
<p><a href="http://www.amazon.com/ShaderX7-Rendering-Techniques-Wolfgang-Engel/dp/1584505982?tag=realtimerenderin">ShaderX^7</a> has been published. We hope to give it an overview sometime soon (mine&#8217;s on backorder from Amazon.com).</p>
<p>From various source I heard that <a href="http://www.gametrailers.com/player/47079.html">OnLive</a> got a bit of notice at GDC. Think: pure server-side computation of all graphics for a game, i.e., a cloud computing model. Now even your grandma&#8217;s computer or even a rigged-out TV can play Crysis, assuming the net bandwidth is there. Which of course makes me think: what about latency? Lag for how other players see your action is always there, and causes mismatches (&#8220;how did I instantly die?&#8221;). But increasing lag for <em>you </em>seeing the consequences of <em>your own actions</em> seems like a non-starter for shooters, at least.</p>
<p>Mark DeLoura has a great two-part article on what game engines are licensed for titles. <a href="http://www.gamasutra.com/blogs/MarkDeLoura/20090302/581/The_Engine_Survey_General_results.php">First part</a> is a general survey, <a href="http://www.gamasutra.com/blogs/MarkDeLoura/20090316/903/The_Engine_Survey_Technology_Results.php">second</a> is about the technology involved. I found it interesting to see what people cared about, e.g. multicore is on people&#8217;s minds. Nothing too shocking here, but it&#8217;s fantastic to see what is getting used, and why, in this marketplace.</p>
<p>Related to this, I happened across <a href="http://en.wikipedia.org/wiki/List_of_game_engines">a list of game engines</a> on wikipedia. Not massively useful (e.g. no sense of what&#8217;s popular), but a starting place.</p>
<p>John Ratcliff has a <a href="http://www.geeks3d.com/wp-content/plugins/download-monitor/download.php?id=35">graphics math library</a> available for download with an unrestrictive reuse license. He recently <a href="http://www.geeks3d.com/?p=3452">added best fit methods</a> for AABB&#8217;s and OBB&#8217;s.</p>
<p>I was interested to look at the open source, cross-platform (!) model viewer <a href="http://www.glc-player.net/">GLC</a>. I&#8217;ve wanted something like this for doing some experiments with mesh manipulation. Not a bad viewer, but that&#8217;s all it is at this point, unfortunately: you can&#8217;t even export to a different 3D format. The search continues&#8230; If you know a reasonable open source 3D file viewer/converter out there, please tell me. I should probably bite the bullet and just use <a href="http://www.blender.org/download/source-code/">Blender</a>, but this application is way overkill.</p>
<p><a href="http://www.geeks3d.com/?p=3474">CUDA voxel rendering</a> &#8211; pretty impressive!</p>
<p>I liked this post <a href="http://c0de517e.blogspot.com/2009/03/optimization-again-from-steve-yegge.html">on optimization</a> mainly because of the line &#8220;I went in and found out that some title bar was getting rendered 140 times every time you refreshed the screen&#8221;. I can entirely relate (though 140 must be some kind of record): too many times I&#8217;ve put output debugging statements showing updates, only to see 2,3,6 updates happening. I once started on a project and in the first few weeks increased performance by 100%, simply by noting the main draw path was being executed twice each frame.</p>
<p>Speaking of performance, there&#8217;s an article on <a href="http://graphicsrunner.blogspot.com/2009/02/volume-rendering-201-optimizations.html">volume rendering optimizations</a> when using a ray-casting approach on the GPU.</p>
<p><a href="http://www.geeks3d.com/?p=3582">Wolfenstein source code</a> for the free iPhone version, along with Carmack&#8217;s documentation on the project, is available.</p>
<p>Software patents are only slightly dumber than business method patents, which are patently absurd. I hadn&#8217;t noticed until now, but there was recently a ruling on a business method patent, <a href="http://en.wikipedia.org/wiki/In_re_Bilski">In re Bilski</a>, which has been used to strike down software patents.</p>
<p>A detailed <a href="http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=316777&amp;reply_id=3424549">data and execution flow diagram</a> for the new DirectX 11 pipeline front-end is available from Jolly Jeffers.</p>
<p>People are still making ray-tracing specific hardware; witness <a href="http://www.caustic.com/">Caustic Graphics</a>. They have a rather <a href="http://www.caustic.com/caustic-rt_caustic-one.php">amazing claim</a>: &#8220;The CausticOne, however, thrives in incoherent raytracing situations: encouraging the use of multiple secondary rays per pixel. Its level of performance is not affected by the degree of incoherence.&#8221; Good trick. That said, I can&#8217;t say I see any large customer base for such a product. This seems like a company designed for acquisition, similar to <a href="http://en.wikipedia.org/wiki/Ageia">Ageia</a>. Fine by me, best of luck to them.</p>
<p>I&#8217;m happy to learn that the Humus site now has a <a href="http://www.humus.name/index.php?page=News">news blog</a>. This is a great site for demos of advanced techniques, and for honest comments about strengths and limitations of various approaches.</p>
<p>Another blog: <a href="http://www.geeks3d.com/">The Geeks of 3D</a>. Tracks demos, APIs, SDKs, and graphics card releases. Handy &#8211; some of the links here I found there.</p>
<p>There was a <a href="http://www.gamasutra.com/view/feature/3942/data_alignment_part_1.php">nice little article</a> on data alignment on Gamasutra. Proper alignment is a key element in getting high performance.</p>
<p>I was trying to find the name of the projection of equidistant latitude and longitude lines for a surrounding spherical environment. From <a href="http://www.radicalcartography.net/?projectionref">this interesting page</a> (click on the &#8220;Wall Maps of the World&#8221; text) I found it: <em>Plate Carrée</em>.</p>
<p>Predicting the future is so much more interesting than predicting the past. I love this: <a href="http://www.boingboing.net/2009/02/10/hans-moravecs-slide.html">MIPS per $1000</a>. It&#8217;s entertaining to equate raw computing power with structured processing. By the same equivalence, I should be able to hook up 1700 mice in parallel to get a human brain.</p>
<p>A great line from a <a href="http://www.crunchgear.com/2009/03/25/new-quadros-from-nvidia-powerful-and-expensive-not-unlik-myself/">GPU review</a>: &#8220;Nvidia’s new line of unbelievably expensive cards will block out the sun, and ray-trace its own shadow in real time.&#8221;</p>
<p><a href="http://www.acmewebpages.com/animal/locales.htm">Faber College&#8217;s</a> motto is &#8220;Knowledge is Good&#8221;. Learning about the idea of metamers would have saved <a href="http://www.biotele.com/magenta.html">this article</a> from confusion. Coming back to this article now, I see all the comments have been removed, and an apologia trying to convert confusion into enlightenment added, but I think this still misses the point. Sure, there is a color associated with a single wavelength of light. But, my guess is that 99.99% of the colors we perceive arrive at any location on the eye as light with a spectral mix of wavelengths, not a single wavelength (Naty will correct me if I&#8217;m wrong). Unless you&#8217;re Dr. Evil and deal with sharks with frickin&#8217; laser beams on their heads on a daily basis. Hmmm, I&#8217;m probably forgetting some other single-wavelength phenomena, like fluorescence. Anyway, the article did lead me to look up more information on metamers on Wikipedia, where I learnt about <a href="http://en.wikipedia.org/wiki/Metamerism_(color)">metameric failure</a>, a term I hadn&#8217;t heard before. One more reason a simple RGB representation of color isn&#8217;t sufficient.</p>
<p>Cute thing: <a href="http://www.snapily.com/">Snapily</a> lets you turn some set of images or video into <a href="http://en.wikipedia.org/wiki/Lenticular_printing">lenticular prints</a>.</p>
<p>I don&#8217;t have a lot to say about what I do at Autodesk. Here&#8217;s <a href="http://area.autodesk.com/index.php/blogs_ken/blog_detail/research_pushing_the_possibilities_of_viewport_performance/">a tidbit</a>.</p>
<p>Art for the day, <a href="http://www.boingboing.net/2009/02/25/crayons-as-pixels.html">crayons as pixels</a>.</p>
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		<title>TrueSpace Free, iPhone/iPod engines, Cache misses</title>
		<link>http://www.realtimerendering.com/blog/truespace-free-torque-for-the-iphone-cache-misses/</link>
		<comments>http://www.realtimerendering.com/blog/truespace-free-torque-for-the-iphone-cache-misses/#comments</comments>
		<pubDate>Sat, 26 Jul 2008 14:07:13 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[cache misses]]></category>
		<category><![CDATA[engine]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[iPod]]></category>
		<category><![CDATA[modeler]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=14</guid>
		<description><![CDATA[So you want to play with a 3D modeler, or want to teach a class using one, but have zero budget. TrueSpace is now free. This is pretty darn wonderful; TrueSpace has been around approximately forever &#8211; I once wrote an exporter from the Trispectives modeler to its file format back in 1994 &#8211; and [...]]]></description>
			<content:encoded><![CDATA[<p>So you want to play with a 3D modeler, or want to teach a class using one, but have zero budget. <a href="http://www.caligari.com/Products/trueSpace/tS75/brochure/intro.asp?Cate=BIntro">TrueSpace </a>is now free. This is pretty darn wonderful; TrueSpace has been around approximately forever &#8211; I once wrote an exporter from the Trispectives modeler to its file format back in 1994 &#8211; and has grown in capabilities over the years.</p>
<p>The <a href="http://www.garagegames.com/products/torque/iPhone/">Torque game engine</a> is now available for making games on the iPhone. The licensing terms are of the &#8220;email us and we&#8217;ll tell you&#8221; type, but the standard Torque engine is ridiculously affordable for indie game developers at $150, including all source, etc. If you spent all your spare money on an iPhone, <a href="http://oolongengine.com/">oolong </a>is a free engine for games on the iPhone/iPod, originated by Wolfgang Engel and Erwin Coumans, along with assets from PowerVR &#8211; it even has a physics engine.</p>
<p>There&#8217;s an interesting performance post on <a href="http://onepartcode.com/main/tech/work/cache_misses.html">cache misses</a> from Dave Moore. Dave Eberly told me a related tale recently: &#8220;I am the PS3 programmer.  I spent a lot of time trying to write code to avoid branching, to remove load-hit-stores, and to avoid cache misses. For example, our physics programmer decided that if one function in a class is virtual, then make them all virtual.  He did not realize that a look-up in the virtual function table invariably causes a cache miss.  Make a lot of function calls (like physics systems tend to do), and now you have a serious performance problem.  I removed all the unnecessary virtual modifiers and reduced frame time by 5 milliseconds.  When your goal is 30 fps (33 millisecond frame time), 5 ms is significant.&#8221;</p>
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