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	<title>Real-Time Rendering &#187; OSL</title>
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	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>7 things for January 22</title>
		<link>http://www.realtimerendering.com/blog/7-things-for-january-22/</link>
		<comments>http://www.realtimerendering.com/blog/7-things-for-january-22/#comments</comments>
		<pubDate>Fri, 22 Jan 2010 14:04:48 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[AMD]]></category>
		<category><![CDATA[Avatar]]></category>
		<category><![CDATA[camera]]></category>
		<category><![CDATA[Fermi]]></category>
		<category><![CDATA[ICC]]></category>
		<category><![CDATA[megapixels]]></category>
		<category><![CDATA[Modern Warfare 2]]></category>
		<category><![CDATA[NVIDIA]]></category>
		<category><![CDATA[OpenCL]]></category>
		<category><![CDATA[OSL]]></category>
		<category><![CDATA[PhysX]]></category>
		<category><![CDATA[SIMD]]></category>
		<category><![CDATA[Sony Pictures Imageworks]]></category>
		<category><![CDATA[vector library]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=749</guid>
		<description><![CDATA[There&#8217;s been some great stuff lately: Gustavo Oliveira has an article in Gamasutra about writing an efficient cross-platform SIMD vector library and the tradeoffs involved. The last page was of particular interest, as I had wondered how effective the Intel C++ Compiler (ICC) was vs. Microsoft&#8217;s. He also provides downloadable source code and in-depth statistics. [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s been some great stuff lately:</p>
<ul>
<li>Gustavo Oliveira has <a href="http://www.gamasutra.com/view/feature/4248/designing_fast_crossplatform_simd_.php">an article in Gamasutra</a> about writing an efficient cross-platform SIMD vector library and the tradeoffs involved. The last page was of particular interest, as I had wondered how effective the Intel C++ Compiler (ICC) was vs. Microsoft&#8217;s. He also provides <a href="http://www.guitarv.com/ComputerScience.aspx?page=articles">downloadable source code and in-depth statistics</a>.</li>
<li>NVIDIA has given some information abour Fermi, their next GPU. Warning: <a href="http://www.nvidia.com/object/fermi_architecture.html">their page</a> will automatically start some audio &#8211; annoying. You could just skip to <a href="http://www.nvidia.com/content/PDF/fermi_white_papers/NVIDIA_Fermi_Compute_Architecture_Whitepaper.pdf">the white paper</a>. One big deal about Fermi is its support of doubles, which means it can be used for more science &amp; engineering number-crunching. <a href="http://www.techreport.com/articles.x/18332">The Tech Report</a> has a good overview article of other interesting features, and also presents benchmarking results.</li>
<li>Tests of OpenCL, the platform-independent parallel programming standard, have started to appear for <a href="http://www.geeks3d.com/20100115/gpu-computing-geforce-and-radeon-opencl-test-part-1/">AMD and NVIDIA GPUs</a>.</li>
<li>Speaking of NVIDIA, their <a href="http://www.nvidia.com/object/physx_new.html">PhysX engine</a> is getting some attention. The first video clip in <a href="http://www.geeks3d.com/20100119/dark-void-physx-off-vs-physx-on-comparison">this article</a> gives a sense of the sorts of effects it can add. Pretty stuff, but the funny thing about PhysX is that it must accelerate computations that do not actually affect gameplay (i.e. it should not move around any objects in the scene differently than non-PhysX machines). This limits its use to particle systems and other eye candy. Not a diss&#8212;heck, most game graphics are about eye candy&#8212;but something to keep in mind.</li>
<li>Naty pointed out <a href="http://petavoxel.wordpress.com/2010/01/19/mp-swindle-example/">an article</a> about how increasing the number of megapixels in a camera is just salesmanship and gains no actual benefit. The author later <a href="http://petavoxel.wordpress.com/2010/01/20/megapixel-recap/">gives more explanation</a> of his argument, which is that diffraction puts a physical limit on the useful size of a pixel for a given camera size.</li>
<li>Sony Pictures Imageworks has released a draft describing their <a href="http://opensource.imageworks.com/?p=osl">Open Shading Language (OSL)</a>. While aimed at high-end rendering for films, it&#8217;s interesting to see what is built-in (e.g. deferred ray tracing) and what they consider important. Read <a href="http://code.google.com/p/openshadinglanguage/wiki/OSL_Introduction">the introduction</a> for more information, or <a href="http://code.google.com/p/openshadinglanguage/downloads/list">the draft itself</a>.</li>
<li>My favorite infographic of the week: <a href="http://www.bme.eu.com/media/media-news/infographics/avatarvsmodernwarfare.jpg">Avatar vs. Modern Warfare 2</a>. Ignore the weird <a href="http://en.wikipedia.org/wiki/Chartjunk">chartjunk</a> concentric circles, focus on the numbers. The most amazing stat to me is the $200M advertising budget for MW2.</li>
</ul>
<p>&#8230; and that&#8217;s seven; more later.</p>
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		<title>Sony Pictures Imageworks open source projects</title>
		<link>http://www.realtimerendering.com/blog/sony-pictures-imageworks-open-source-projects/</link>
		<comments>http://www.realtimerendering.com/blog/sony-pictures-imageworks-open-source-projects/#comments</comments>
		<pubDate>Wed, 13 Jan 2010 02:57:04 +0000</pubDate>
		<dc:creator>Naty</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[open source]]></category>
		<category><![CDATA[OSL]]></category>
		<category><![CDATA[Sony Pictures Imageworks]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=723</guid>
		<description><![CDATA[In my HPG 2009 report, I mentioned that Sony Pictures Imageworks was releasing several of their projects as open source, most notably a shading language, OSL, tailored to ray-tracing. For a long time, there was no actual information available on OSL, but now (tipped off by a recent ompf post) I see that some has [...]]]></description>
			<content:encoded><![CDATA[<p>In <a href="http://www.realtimerendering.com/blog/hpg-2009-report/">my HPG 2009 report</a>, I mentioned that Sony Pictures Imageworks was releasing several of their projects as open source, most notably a shading language, OSL, tailored to ray-tracing. For a long time, there was no actual information available on OSL, but now (tipped off by <a href="http://ompf.org/forum/viewtopic.php?f=8&amp;t=1398&amp;start=0#p16978">a recent ompf post</a>) I see that some has appeared.</p>
<p>OSL is hosted on Google Code, the main page is <a href="http://code.google.com/p/openshadinglanguage/">here</a>, and an introductory document can be found <a href="http://code.google.com/p/openshadinglanguage/wiki/OSL_Introduction">here</a>. The language has several features that seem well-designed for ray-tracing; someone with more knowledge in this area will have to weigh in on its usefulness.</p>
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