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	<title>Real-Time Rendering &#187; Mona Lisa</title>
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		<title>Visual Treats</title>
		<link>http://www.realtimerendering.com/blog/visual-treats/</link>
		<comments>http://www.realtimerendering.com/blog/visual-treats/#comments</comments>
		<pubDate>Thu, 11 Feb 2010 12:18:48 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[coffee]]></category>
		<category><![CDATA[Crayola]]></category>
		<category><![CDATA[fractal]]></category>
		<category><![CDATA[Game of Life]]></category>
		<category><![CDATA[Mandelbrot]]></category>
		<category><![CDATA[Mona Lisa]]></category>
		<category><![CDATA[prime numbers]]></category>
		<category><![CDATA[rice]]></category>
		<category><![CDATA[Sierpinksi]]></category>
		<category><![CDATA[VFX]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=964</guid>
		<description><![CDATA[I usually end each &#8220;7 Things&#8221; post with a lighter item. Having beaten through my backlog of resources, there are a bunch of visual links left over. So, here&#8217;s a post of pure fluffy desserts. All images are clickable for more information. First, camels: and zebras: These are now a part of the &#8220;Too True [...]]]></description>
			<content:encoded><![CDATA[<p>I usually end each &#8220;7 Things&#8221; post with a lighter item. Having beaten through my backlog of resources, there are a bunch of visual links left over. So, here&#8217;s a post of pure fluffy desserts. All images are clickable for more information.</p>
<p>First, <a href="http://www.moillusions.com/2006/09/national-geographics-shadow-camels.html">camels</a>:</p>
<p><a href="http://www.moillusions.com/2006/09/national-geographics-shadow-camels.html"><img class="alignnone" title="camels" src="http://www.nationalgeographic.com.tr/ngm/0502/masaustu/4_b.jpg" alt="" width="1280" height="1024" /></a></p>
<p>and <a href="http://www.moillusions.com/2008/05/national-geographics-shadow-zebras.html">zebras</a>:</p>
<p><a href="http://www.moillusions.com/2008/05/national-geographics-shadow-zebras.html"><img class="alignnone" title="zebras" src="http://www.moillusions.com/wp-content/uploads/i207.photobucket.com/albums/bb234/vurdlak8/illusions/zebras.jpg" alt="" width="500" height="323" /></a></p>
<p>These are now a part of the <a href="http://graphics.cs.williams.edu/realartifacts/">&#8220;Too True to be Good&#8221; gallery</a>.</p>
<p><a href="http://www.skytopia.com/project/fractal/mandelbulb.html">3D fractals</a>:</p>
<p><a href="http://www.skytopia.com/project/fractal/mandelbulb.html"><img class="alignnone" title="3D fractal" src="http://www.skytopia.com/project/fractal/new/q85/Power8side-small.jpg" alt="" width="928" height="934" /></a></p>
<p>More information about these on <a href="http://www.geeks3d.com/20091116/exploration-of-the-real-3d-mandelbrot-fractal">Geeks3D</a>.</p>
<p><a href="http://www.weathersealed.com/tags/crayons/">Crayola&#8217;s Law</a> is that the number of crayon colors doubles every 28 years:</p>
<p><a href="http://www.weathersealed.com/tags/crayons/"><img class="alignnone" title="Crayola colors" src="http://www.weathersealed.com/wp-content/uploads/2010/01/crayons_big2-480x480.png" alt="" width="480" height="480" /></a></p>
<p>I just plain liked this animated <a href="http://en.wikipedia.org/wiki/Sierpinski_triangle">Sierpinski triangle</a> someone used as a <a href="http://www.mspaintadventures.com/phpBB3/viewtopic.php?f=34&amp;t=6378&amp;start=675">profile image</a> (<em>thanks, Evan</em>):</p>
<p><a href="http://www.mspaintadventures.com/phpBB3/viewtopic.php?f=34&amp;t=6378&amp;start=675"><img title="sierpinski triangle" src="http://i2.photobucket.com/albums/y20/kainsirusque/sierpinski_small.gif" alt="" width="150" height="130" /></a></p>
<p>Nice concept, the <a href="http://www.wired.com/magazine/2010/01/pl_arts_found/">equations of art</a>:</p>
<p><a href="http://www.wired.com/magazine/2010/01/pl_arts_found/"><img class="alignnone" title="art equation" src="http://www.wired.com/magazine/wp-content/images/18-02/pl_arts_found6_f.jpg" alt="" width="660" height="660" /></a></p>
<p>Here&#8217;s <a href="http://www.cesmes.fi/#balls2">an art something</a> (not embedded here, you actually have to click), but I don&#8217;t have the OCD needed to see the image hidden.</p>
<p>Perhaps not massively visual, but amazing nonetheless, various <a href="http://pentadecathlon.com/lifeNews/2010/02/prime_numbers.html">prime number calculators</a> run using the <a href="http://www.bitstorm.org/gameoflife/">Game of Life</a>. Here&#8217;s the <a href="http://pentadecathlon.com/lifeNews/2010/02/prime_numbers.html">Mersenne prime generator</a>:</p>
<p><a href="http://pentadecathlon.com/lifeNews/2010/02/prime_numbers.html"><img class="alignnone" title="Mersenne prime calculator using the Game of Life" src="http://www.nathanieljohnston.com/wp-content/uploads/2009/08/mersenne.png" alt="" width="922" height="627" /></a></p>
<p>I&#8217;m starting to believe everything can make a pixel. <a href="http://www.telegraph.co.uk/news/newstopics/howaboutthat/5971034/Mona-Lisa-recreated-with-coffee.html">Here&#8217;s coffee</a>:</p>
<p><a href="http://www.telegraph.co.uk/news/newstopics/howaboutthat/5971034/Mona-Lisa-recreated-with-coffee.html"><img class="alignnone" title="coffee mona lisa" src="http://i.telegraph.co.uk/telegraph/multimedia/archive/01455/mona2_1455939c.jpg" alt="" width="460" height="288" /></a></p>
<p>And <a href="http://pinktentacle.com/2009/07/rice-paddy-art/">rice plants</a> (<em>thanks, Doug</em>):</p>
<p><a href="http://pinktentacle.com/2009/07/rice-paddy-art/"><img title="rice paddy art" src="http://www.pinktentacle.com/images/rice_art_2009_1.jpg" alt="" width="468" height="431" /></a></p>
<p>For a finish, here&#8217;s a history of <a href="http://www.youtube.com/watch?v=LP_hAszQPgk">100 years of film VFX</a> in five minutes:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/LP_hAszQPgk&amp;hl=en_US&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/LP_hAszQPgk&amp;hl=en_US&amp;fs=1&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Well, wait, there&#8217;s one more thing&#8230; Naty and I love the realistic CG in this piece, <a href="http://vimeo.com/7809605">The Third &amp; The Seventh</a>. I&#8217;m not going to embed it here; follow the link and definitely watch it fullscreen. More amazing still, it&#8217;s the work of one guy, Alex Roman. The only elements that are not CG are the photographer, the pigeons, the time-lapsed sky and growing flowers, and the jet. There&#8217;s a <a href="http://vimeo.com/8200251">compositing breakdown video</a> of various scenes, showing the techniques used. That said, Naty likes it but for my tastes it&#8217;s pretty boring to watch for more than half a minute, as most CG demos are (jaded? Maybe; mostly, I just like plot).</p>
<p>If your interest wanes, skip to 8 minutes in (well, you can&#8217;t skip ahead with Vimeo; just let it load and come back later). Perhaps that&#8217;s the best way to appreciate the clip: play it as a loop and look at it now and then, in small doses. There&#8217;s a heavy hand with the focus/depth-of-field effect at times, but in one sense I do like seeing this effect overused: it&#8217;s like watching CPU cycles burn before my very eyes, knowing how much the algorithm costs. Last niggle (and I should probably be soundly thrashed with a riding crop for noting these things, but it stuck out for me): the wind turbines turn backwards. Quibbles aside, the images here are so much better than any I will ever make that I&#8217;m a total admirer of it on the &#8220;technical chops&#8221; and &#8220;incredible dedication&#8221; levels.</p>
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		<title>This, That, and the Other</title>
		<link>http://www.realtimerendering.com/blog/this-that-and-the-other/</link>
		<comments>http://www.realtimerendering.com/blog/this-that-and-the-other/#comments</comments>
		<pubDate>Wed, 07 Jan 2009 04:05:57 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[Book]]></category>
		<category><![CDATA[facial animation]]></category>
		<category><![CDATA[Mona Lisa]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=72</guid>
		<description><![CDATA[Time to clear the collection of links and tidbits. First, two new graphics books have come to my attention: Essentials of Interactive Computer Graphics and Computer Facial Animation, Second Edition. The first is an introductory textbook for teaching, well, just that. Real-Time Rendering was never meant as an introduction to the field of interactive graphics, we&#8217;ve always seen [...]]]></description>
			<content:encoded><![CDATA[<p>Time to clear the collection of links and tidbits.</p>
<p>First, two new graphics books have come to my attention: <a href="http://www.amazon.com/Essentials-Interactive-Computer-Graphics-Kelvin/dp/1568812574?tag=realtimerenderin"><em>Essentials of Interactive Computer Graphics</em></a> and <a href="http://www.amazon.com/Computer-Facial-Animation-Frederic-Parke/dp/1568814488?tag=realtimerenderin"><em>Computer Facial Animation, Second Edition</em></a>. The first is an introductory textbook for teaching, well, just that. <em>Real-Time Rendering</em> was never meant as an introduction to the field of interactive graphics, we&#8217;ve always seen it as the book to hit after you know the basics. The <em>Essentials </em>book is squarely focused on these basics, and is more event-oriented and application-driven: GUIs and MFC, instancing and scene graphs, the transformation pipeline. It&#8217;s truly aimed at computer graphics in general, not 3D lit scenes. Shading is barely mentioned, for example. The book comes with a CD of software libraries developed in the latter half of the book. See the <a href="http://depts.washington.edu/cmmr/biga/">book&#8217;s website</a> for much more information and supplemental materials (e.g. Powerpoint slidesets for teaching from the book!).</p>
<p><em>Computer Facial Animation</em> is an area I know little about. Which makes this book intriguing to page through -how much there is to know! The first few chapters are dedicated to anatomy and early ways of recording facial expressions. The rest covers all sorts of areas: speech synchronization, hair modeling, face tracking, muscle simulation, skin textures, even photographic lighting techniques. This is one I&#8217;ll leave on my desk and hope to pick up at lunch now and again (along with those other books on my desk that beg to be read, like <a href="http://www.amazon.com/Color-Imaging-Fundamentals-Erik-Reinhard/dp/1568813449?tag=realtimerenderin">Color Imaging</a> - I need more lunches).</p>
<p>Which reminds me of this nice talk by Kevin Bjorke: <a href="http://developer.nvidia.com/object/nvision08-bwotf.html">Beautiful Women of the Future</a>. The first half is more aesthetic with some interesting fact nuggets, the last half is a worthwhile overview of interactive skin and hair rendering techniques.</p>
<p>It&#8217;s worth noting that there are many computer graphics books excerpted on <a href="http://books.google.com/">Google Books</a>. Our <a href="http://www.realtimerendering.com/portal.html">portal page</a>, item #6, lists a few good ones.</p>
<p><em>Game Developer Magazine&#8217;s</em> <a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=519871">Front-Line Award Winners</a> have been announced. Our book was nominated, but to be honest I&#8217;m not terribly upset it didn&#8217;t win (our second edition won it before); instead, a new book on (video)game design got the honors in the book category, <a href="http://www.amazon.com/Art-Game-Design-book-lenses/dp/0123694965?tag=realtimerenderin">The Art of Game Design</a>. The rest of the award winners are (almost) no doubt deserving, but the winner list provides little new information. It&#8217;s the usual suspects: Photoshop CS3, Havok, Torque, Visual Studio 2008 (really? I&#8217;d go with <a href="http://www.wholetomato.com/">Visual Assist X</a>, which adds a bunch of useful bits to VS 2008 to make it more usable). I haven&#8217;t seen the Game Developer article itself, which should be more interesting to see the list of runner-ups.</p>
<p><em>Update</em>: it&#8217;s a day later, and the Front Line awards article is <a href="http://www.gamasutra.com/view/feature/3898/game_developers_front_line_awards_.php?page=1">available online</a>. Good deal!</p>
<p>I just noticed that Jeremy Birn has been having <a href="http://3drender.com/challenges/index.htm">lighting contests for synthetic scenes</a>. Meant more for the mental ray users of the world, I like it just because there are some nice models to load up in my test applications.</p>
<p>We mentioned SIGGRAPH Asia before; see the papers collection <a href="http://kesen.huang.googlepages.com/siga2008Papers.htm">here</a> and some GPU-specific presentations <a href="http://www.geeks3d.com/?p=2577">here</a>.</p>
<p>A fair bit going on in the blogosphere:</p>
<ul>
<li>Christer Ericson has an article on <a href="http://realtimecollisiondetection.net/blog/?p=91">optimizing particle system display</a>. I hadn&#8217;t considered some of these techniques before.</li>
<li>Bill Mill has a worthwhile rant <a href="http://billmill.org/why_no_code">on publishing code along with research results</a>. This often isn&#8217;t done, because there&#8217;s little benefit to the author. Some researchers will do it anyway, for various reasons (altruism, fame, etc.), but I wish the research system was structured to require such code. It&#8217;s certainly encouraged for the <a href="http://jgt.akpeters.com/">journal of graphics tools</a>, for example, but even then the frequency is not that high.</li>
<li>Wolfgang Engel has lots of posts about programming for the iPhone &amp; Touch; I was more interested in his comments about <a href="http://diaryofagraphicsprogrammer.blogspot.com/2008/12/cached-shadow-maps.html">caching shadow maps</a>.</li>
</ul>
<p>Everyone should know about the <a href="http://store.steampowered.com/hwsurvey/">Steam Hardware Survey</a>. The cool thing is that they recently started adding a history for some stats and, dare I dream it?, pie charts to the site. Much easier to grok at a glance.</p>
<p>Tutorials galore:</p>
<ul>
<li><a href="http://www.spheregames.com/index.php?p=templates/pages/tutorials">SphereGames</a> has some basic tutorials on LUA, texture management, skydomes and heightmap rendering.</li>
<li>Ziggyware has XNA tutorials on <a href="http://www.ziggyware.com/readarticle.php?article_id=223">point sprites</a>, <a href="http://www.ziggyware.com/readarticle.php?article_id=220">clipmaps</a>, <a href="http://www.ziggyware.com/readarticle.php?article_id=226">HDR</a>, <a href="http://www.ziggyware.com/readarticle.php?article_id=228">Photoshop blend modes in HLSL</a>, and <a href="http://www.ziggyware.com/readarticle.php?article_id=221">multithreading</a>, to name a few.</li>
<li>Gamedev.net has tutorials on <a href="http://www.gamedev.net/reference/programming/features/dynamic3Dsg/">dynamic scene graphs</a> and on <a href="http://www.gamedev.net/reference/programming/features/xnaVertexElement/">XNA vertex element systems</a>.</li>
<li>Microsoft describes <a href="http://www.microsoft.com/downloads/details.aspx?FamilyId=32906B12-2021-4502-9D7E-AAD82C00D1AD&amp;displaylang=en">Shader Model 5.0</a>. I&#8217;ve heard rumblings that the extra baggage for materials vs. lights may not be all that relevant for game developers. As a CAD developer, I look forward to it (in a decade or so, when all our applications users have moved to SM 5.0).</li>
</ul>
<p>Need a huge (or medium, or small), free texture of the whole earth? <a href="http://www.unearthedoutdoors.net/global_data/true_marble/download">Go here</a>.</p>
<p>Google&#8217;s knol project collects short articles on various topics. Here&#8217;s a reasonable sample: <a href="http://knol.google.com/k/awais-zia/history-of-vision-science/34ovve4otnay1/4#">a short history of theories of vision</a>. To be honest, though, the site overall seems a bit of <a href="http://knol.google.com/k/quick-mirada/the-history-of-the-general-lee-dodge/262x5l9dzrxcp/2#">a</a> <a href="http://knol.google.com/k/sally-brompton/astrology/i8mu3fa6ki56/6#">dumping</a> <a href="http://knol.google.com/k/anonymous/vedanta/2c1lnngvk9wqt/2#">ground</a>. This sort of lameness is proof why editorial supervision (either a single person or a wiki community) is a good thing.</p>
<p>DirectX 10 corrects a long-standing &#8220;feature&#8221; of previous versions of DirectX: the half-pixel offset. OpenGL&#8217;s always had it right (and there really is a right answer, as far as I&#8217;m concerned). I was happy to find this <a href="http://msdn.microsoft.com/en-us/library/bb219690(VS.85).aspx">full explanation of the DirectX 9 problem</a> on Microsoft&#8217;s website.</p>
<p>Our book had a little review in the February 2009 issue of <a href="http://www.gamesradar.com/pc">PC-Gamer</a>, by Logan Decker, executive editor, on page 80. I liked the first sentence: &#8220;I don&#8217;t know why I didn&#8217;t immediately set fire to this reference for graphics professionals the moment I saw all the equations. But I actually read it, and if you skip the math bits as I did, you&#8217;ll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping&#8212;as well as a new respect for the incredible craftsmanship that goes into today&#8217;s PC games.&#8221;</p>
<p>This one&#8217;s made the rounds, but just in case: the<a href="http://rogeralsing.com/2008/12/07/genetic-programming-evolution-of-mona-lisa/"> Mona Lisa with 50 semi-transparent polygons</a>, evolved (sort-of). Here&#8217;s a little <a href="http://blog.makezine.com/archive/2008/12/structure_synth_generated.html?CMP=OTC-0D6B48984890">eye</a> <a href="http://flickr.com/groups/structuresynth/">candy</a> (two links). Plus, <a href="http://www.360cities.net/">panoramas galore</a>.</p>
<p>Finally, <a href="http://news.yahoo.com/s/afp/20081211/sc_afp/sciencejapanbrainoffbeat_081211052641">guard your dreams</a>.</p>
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