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	<title>Real-Time Rendering &#187; iPod</title>
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	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>7 things for December 24</title>
		<link>http://www.realtimerendering.com/blog/7-things-for-december-24/</link>
		<comments>http://www.realtimerendering.com/blog/7-things-for-december-24/#comments</comments>
		<pubDate>Thu, 24 Dec 2009 09:42:34 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[DirectX 11]]></category>
		<category><![CDATA[displays]]></category>
		<category><![CDATA[iPod]]></category>
		<category><![CDATA[Larrabee]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Unreal]]></category>
		<category><![CDATA[Warp]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=677</guid>
		<description><![CDATA[Here are 7 for the day: All you need is the title: Unreal Engine 3 on the 3rd generation iPod Touch. 15 second video, fun to see. An extensive post on Bright Side of News about Larrabee should help prime the rumor mill pump for awhile. Quite a lot of info in there (more than [...]]]></description>
			<content:encoded><![CDATA[<p>Here are 7 for the day:</p>
<ul>
<li>All you need is the title: <a href="http://www.geeks3d.com/20091223/unreal-engine-3-on-the-ipod-touch-3rd-generation/">Unreal Engine 3 on the 3rd generation iPod Touch</a>. 15 second video, fun to see.</li>
<li>An <a href="http://www.brightsideofnews.com/news/2009/10/12/an-inconvenient-truth-intel-larrabee-story-revealed.aspx">extensive post on Bright Side of News about Larrabee</a> should help prime the rumor mill pump for awhile. Quite a lot of info in there (more than I personally care about), lots for Intel-followers to chew on. The bsn* site has much other <a href="http://www.brightsideofnews.com/category/graphics.aspx">graphics hardware news</a>.</li>
<li>The site <a href="http://www.glprogramming.com/red/">GLProgramming</a> has infrequent posts on, yes, OpenGL programming. One somewhat surprising document to find there is <a href="http://www.glprogramming.com/red/">the OpenGL 1.1 &#8220;Red Book&#8221;</a>. Admittedly, the <a href="http://www.amazon.com/Opengl-Programming-Guide-Official-Learning/dp/0201461382&amp;tag=realtimerenderin">hardcopy version</a> is out of print, but only because there is <a href="http://www.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0321552628&amp;tag=realtimerenderin">a newer edition</a>.</li>
<li>There&#8217;s <a href="http://microsoftpdc.com/Sessions/CL15">a talk on DX11, Warp, and stuff about Windows 7</a> linked from <a href="http://blogs.msdn.com/directx/archive/2009/11/25/talks-from-pdc-2009-now-available.aspx">Microsoft&#8217;s DirectX blog</a>.</li>
<li>So if during your holiday break you want to catch up on the classics (in graphics, of course), see <a href="http://graphics.cs.williams.edu/courses/cs371/f10/papers.html">this page</a>. It&#8217;s a pretty good list, and there are a few I should read myself.</li>
<li><em>The Economist</em> has <a href="http://www.economist.com/search/displaystory.cfm?story_id=15048695">a pleasant summary</a> of the various display technologies being developed for electronic book devices.</li>
<li>Speaking of displays, <a href="http://codeedoc.com/jokes/things-computers-can-do-in-movies/">here&#8217;s a list</a> of <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/MagicalComputer">classic computer tropes</a>. Number 26 is &#8220;Whenever a character looks at a monitor, the image is so bright that it projects itself onto their face. (See “Alien” or “2001″)&#8221;. However, this misses a more interesting point: if the image is projected on a person&#8217;s face, the whole image itself is not actually reaching the person&#8217;s eye, just a tiny bit of it is.</li>
</ul>
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		<item>
		<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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