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	<title>Real-Time Rendering &#187; OnLive</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>Seven Things for 10/13/2011</title>
		<link>http://www.realtimerendering.com/blog/seven-things-for-10132011/</link>
		<comments>http://www.realtimerendering.com/blog/seven-things-for-10132011/#comments</comments>
		<pubDate>Fri, 14 Oct 2011 01:41:30 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[courses]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[Moore's Law]]></category>
		<category><![CDATA[OnLive]]></category>
		<category><![CDATA[ray tracing]]></category>
		<category><![CDATA[screen capture]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2666</guid>
		<description><![CDATA[Fairly new book: Practical Rendering and Computation with Direct3D 11, by Jason Zink, Matt Pettineo, and Jack Hoxley, A.K.Peters/CRC Press, July 2011 (more info). It&#8217;s meant for people who already know DirectX 10 and want to learn just the new stuff. I found the first half pretty abstract; the second half was more useful, as [...]]]></description>
			<content:encoded><![CDATA[<ul>
<li>Fairly new book: <a href="http://www.amazon.com/gp/product/1568817207?tag=realtimerenderin"><em>Practical Rendering and Computation with Direct3D 11</em></a>, by Jason Zink, Matt Pettineo, and Jack Hoxley, A.K.Peters/CRC Press, July 2011 (<a href="http://www.crcpress.com/product/isbn/9781568817200">more info</a>). It&#8217;s meant for people who already know DirectX 10 and want to learn just the new stuff. I found the first half pretty abstract; the second half was more useful, as it gives in-depth explanation of practical examples that show how the new functionality can be used.</li>
<li>Two nice little Moore&#8217;s Law-related articles appeared recently in <em>The Economist</em>. <a href="http://www.economist.com/node/21526322">This one</a> is about how the law looks to have legs for a number of more years, and presents a graph showing how various breakthroughs have kept the law going over the past decades. Moore himself thought the law might hold for ten years. <a href="http://www.economist.com/blogs/dailychart/2011/10/computing-power">This one</a> talks about how computational energy efficiency is doubling every 18 months, which is great news for mobile devices.</li>
<li>I used to use <a href="http://www.mirekw.com/winfreeware/mwsnap.html">MWSnap</a> for screen captures, but it doesn&#8217;t work well with two monitors and it hangs at times. I finally found a replacement that does all the things I want, with a mostly-good UI: <a href="http://www.faststone.org/FSCaptureDetail.htm">FastStone Capture</a>. The downside is that it actually costs money ($19.95), but I&#8217;m happy to have purchased it.</li>
<li>Ray tracing vs. rasterization, part XIV: <a href="http://altdevblogaday.com/2011/09/19/why-i-still-think-ray-tracing-is-the-future/">Gavan Woolery</a> thinks RT is the future, <a href="http://c0de517e.blogspot.com/2011/09/raytracing-myths.html">DEADC0DE</a> argues both will always have a place, and gives a deeper analysis of the strengths and weaknesses of each (though the PITA that transparency causes rasterization is not called out) &#8211; I mostly agree with his stance. Both posts have lots of followup comments.</li>
<li>This shows exactly how far behind we are in blogging about SIGGRAPH: find the Beyond Programmable Shading course notes <a href="http://bps11.idav.ucdavis.edu/">here</a> &#8211; that&#8217;s just a mere two months overdue.</li>
<li>Tantalizing SIGGRAPH Talk demo: <a href="http://research.microsoft.com/apps/video/default.aspx?id=152815">KinectFusion</a> from Microsoft Research and many others. Watch around 3:11 on for the great reconstruction, and the last minute for fun stuff. Newer demo <a href="http://www.youtube.com/watch?v=wnpUVa_eyCI&amp;feature=share">here</a>.</li>
<li><a href="http://www.onlive.com/">OnLive</a> &#8211; you should check it out, it&#8217;ll take ten minutes. Sign up for a free account and visit the Arena, if nothing else: it&#8217;s like being in a sci-fi movie, with a bunch of games being played by others before your eyes that you can scroll through and click on to watch the player. I admit to <a href="http://www.realtimerendering.com/blog/all-the-pretty-clouds-floating-by/">being skeptical of the whole cloud-gaming idea originally</a>, but in trying it out, it&#8217;s surprisingly fast and the video quality is not bad. Not good enough to satisfy hardcore FPS players &#8211; I&#8217;ve seen my teenage boys pick out targets that cover like two pixels, which would be invisible with OnLive &#8211; but otherwise quite usable. The &#8220;no download, no GPU upgrade, just play immediately&#8221; aspect is brilliant and lends itself extremely well to game trials.</li>
</ul>
<div id="attachment_2669" class="wp-caption alignnone" style="width: 650px"><a href="http://www.realtimerendering.com/blog/wp-content/uploads/2011/10/OnLiveSmall.jpg"><img class="size-full wp-image-2669" title="OnLive Arena" src="http://www.realtimerendering.com/blog/wp-content/uploads/2011/10/OnLiveSmall.jpg" alt="" width="640" height="400" /></a><p class="wp-caption-text">OnLive Arena</p></div>
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		<slash:comments>2</slash:comments>
		</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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