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	<title>Real-Time Rendering &#187; Phong</title>
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		<title>Seven Things for June 22nd</title>
		<link>http://www.realtimerendering.com/blog/seven-things-for-june-22nd/</link>
		<comments>http://www.realtimerendering.com/blog/seven-things-for-june-22nd/#comments</comments>
		<pubDate>Sat, 23 Jun 2012 01:35:18 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[Arvo]]></category>
		<category><![CDATA[Blinn]]></category>
		<category><![CDATA[cones]]></category>
		<category><![CDATA[CUDA]]></category>
		<category><![CDATA[fluids]]></category>
		<category><![CDATA[JCGT]]></category>
		<category><![CDATA[Phong]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=3143</guid>
		<description><![CDATA[Here goes: The Journal of Computer Graphics Techniques has published its first accepted article: &#8220;Importance Sampling of Reflection from Hair Fibers&#8221;. Free for download, of course. Mauricio Vives pointed out that the thirteenth article in a series going back to 2010 is now up: Fluid Simulation for Video Games. Not my particular interest, but my [...]]]></description>
			<content:encoded><![CDATA[<p>Here goes:</p>
<ul>
<li>The <em><a href="http://jcgt.org">Journal of Computer Graphics Techniques</a></em> has published its first accepted article: <a href="http://graphics.cs.williams.edu/jcgt/published/0001/01/01/">&#8220;Importance Sampling of Reflection from Hair Fibers&#8221;</a>. Free for download, of course.</li>
<li>Mauricio Vives pointed out that the thirteenth article in a series going back to 2010 is now up: <a href="http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/">Fluid Simulation for Video Games</a>. Not my particular interest, but my gosh this collection is impressive, it&#8217;s practically book-length at this point, and includes code snippets and a demo with source (you&#8217;ll need to install <a href="http://threadingbuildingblocks.org/">TBB</a> to compile).</li>
<li>A new book has been announced, coming out in October: <a href="http://www.amazon.com/CUDA-Handbook-Comprehensive-Guide-Programming/dp/0321809467?tag=realtimerenderin">The CUDA Handbook</a>. The author, Nicholas Wilt, was a software architect at NVIDIA who worked on CUDA since its inception.</li>
<li>John Owens pointed out an interesting way to search Google Scholar, <a href="http://scholar.google.com/citations?view_op=search_venues&amp;vq=graphics">by publications with the word graphics</a>. This gives an interesting weighing of influence &#8211; no real surprises, and note that some conferences are not included (I highly doubt that EGSR, I3D, and HPG don&#8217;t make the cut).</li>
<li><a href="http://seblagarde.wordpress.com/2012/03/29/relationship-between-phong-and-blinn-lighting-model/">Sebastien Lagarde gives an in-depth analysis</a> showing how the Phong and Blinn specular highlight models are related by a factor of 4 in the power. This is an old result from Fisher &amp; Woo in Graphics Gems IV, but it&#8217;s nice to see an independent verification and analysis.</li>
<li>Thinking of Graphics Gems, I wanted to mention this old piece of news now: <a href="http://www.legacy.com/obituaries/pasadenastarnews/obituary.aspx?n=james-richard-arvo-jim&amp;pid=154283765">Jim Arvo</a> (editor of <em>Graphics Gems II</em>) passed away back on October 19th of last year. He did seminal work in ray tracing, Monte Carlo sampling, light transport, and many other areas, and was also just a great guy. <a href="http://www.ics.uci.edu/~arvo/">See his homepage</a> while it still is there.</li>
<li>There are <a href="http://discovermagazine.com/2012/jul-aug/06-humans-with-super-human-vision/">mutant women who live amongst us</a> with a fourth type of cone cell. There&#8217;s more information on <a href="http://en.wikipedia.org/wiki/Tetrachromat#Possibility_of_human_tetrachromats">Wikipedia</a>.</li>
</ul>
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