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	<title>Real-Time Rendering &#187; particle systems</title>
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	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>This and That</title>
		<link>http://www.realtimerendering.com/blog/this-and-that/</link>
		<comments>http://www.realtimerendering.com/blog/this-and-that/#comments</comments>
		<pubDate>Fri, 21 Nov 2008 03:52:37 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[ambient occlusion]]></category>
		<category><![CDATA[blur]]></category>
		<category><![CDATA[clouds]]></category>
		<category><![CDATA[demo scene]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[future]]></category>
		<category><![CDATA[glow]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[optimization]]></category>
		<category><![CDATA[particle systems]]></category>
		<category><![CDATA[Quake 2]]></category>
		<category><![CDATA[shadows]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=61</guid>
		<description><![CDATA[I&#8217;ll someday run out of titles for these occasional summaries of new(ish) resources, but in the meantime, this one&#8217;s &#8220;This and That&#8221;. Christer Ericson&#8217;s article on dealing with grouping and sorting objects for rendering is excellent. It mostly depends on input latency, but has concepts that can be applied in immediate mode. An element that continues to [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ll someday run out of titles for these occasional summaries of new(ish) resources, but in the meantime, this one&#8217;s &#8220;This and That&#8221;.</p>
<p><a href="http://realtimecollisiondetection.net/blog/?p=86">Christer Ericson&#8217;s article</a> on dealing with grouping and sorting objects for rendering is excellent. It mostly depends on input latency, but has concepts that can be applied in immediate mode.</p>
<p>An element that continues to renew the field of computer graphics is that the rules change. <a href="http://jdolan.dyndns.org/quake2world/?q=node/69">This article</a> is about taking Quake 2 (from 1997) and moving it to a modern GPU.</p>
<p>If you haven&#8217;t seen it yet, Farbrausch&#8217;s demo &#8220;<a href="http://www.pouet.net/prodlist.php?type[]=demo&amp;order=views">debris</a>&#8221; is truly impressive. It&#8217;s only 183,462 bytes, and is absolutely packed with procedural content. <a href="http://www.scene.org/file.php?file=/parties/2007/breakpoint07/demo/fr-041_debris.zip&amp;fileinfo">Download here</a> (last link works). Or be lazy and <a href="http://www.youtube.com/watch?v=L6GfaT4MjEQ">watch on YouTube</a>.</p>
<p>NVIDIA&#8217;s pulled together its resources for shadow generation and ambient occlusion all onto <a href="http://developer.nvidia.com/object/doc_shadows.html">one handy page</a> (plus ray tracing &#8211; just <a href="http://developer.nvidia.com/object/nvision08-IRT.html">one entry</a> so far, but it&#8217;s a good one).</p>
<p>How to deal with various rendering paradigms on multiple platforms? <a href="http://graphics.stanford.edu/papers/gramps-tog/">GRAMPS</a> looks intriguing.</p>
<p>Gamasutra put a useful <em>Game Developer</em> article online, all about <a href="http://www.gamasutra.com/view/feature/3832/engines_of_creation_an_overview_.php">commercial middleware game engines currently available</a>.</p>
<p>OpenGL will always exist, since Macs and Linux need it. It&#8217;s easier to use in college courses because of its clarity and readability. But otherwise the pendulum&#8217;s swung far towards DirectX. Phil Taylor <a href="http://www.futuregpu.org/2008/10/evangelism-is-hard.html">comments on and gives some historical context to the controversy</a> around the latest release, OpenGL 3.0.</p>
<p>A nice trend for OpenGL is that people continue to write useful bits, such as <a href="http://elf-stone.com/glee.php">GLee</a>, which manages extensions.</p>
<p>New info on older effects: <a href="http://focusedgames.com/2008/11/03/blur-and-glow/">blur and glow</a>, <a href="http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx">volumetric clouds</a>, and <a href="http://johnnygizmo.blogspot.com/2008/11/xna-series-simple-particle-system.html">particle systems</a>.</p>
<p><a href="http://meshula.net/wordpress/?p=217">The glorious teapot</a>. I like &#8220;a wireframe view&#8221;. Yes, the real thing is taller than the synthetic model, as the model makers were <a href="http://design.osu.edu/carlson/history/lesson20.html#melitta">compensating for non-square pixels</a>.</p>
<p>&#8220;What&#8217;s the future hold?&#8221; is always a fun topic, one we&#8217;ve used each edition to end our book. I liked <a href="http://www.slideshare.net/nextbigfuture/technology-developments-for-high-impact-future-technology-presentation?type=powerpoint">this presentation</a> on SlideShare for its sheer &#8220;here are a hundred things that hurtle us towards the Singularity&#8221; feel, though I don&#8217;t buy it for a minute. <a href="http://www.slideshare.net/">SlideShare</a>, where it is hosted, is a pleasant medium-attention-span kind of place, with all sorts of random and fun slidesets.</p>
<p>Finally, I am pleased to find that <a href="http://www.littlebigworkshop.com/en-us/">LittleBIGPlanet</a> is just as gorgeous as it looked like it would be. I&#8217;ve played myself for only a bit, but walking by when my kids are playing I find I have to stop and stare.</p>
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