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	<title>Real-Time Rendering &#187; physics</title>
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		<title>7 things for January 4th</title>
		<link>http://www.realtimerendering.com/blog/7-things-for-january-4th/</link>
		<comments>http://www.realtimerendering.com/blog/7-things-for-january-4th/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 01:48:49 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[brokerage firm]]></category>
		<category><![CDATA[demoscene]]></category>
		<category><![CDATA[GPGPU]]></category>
		<category><![CDATA[HDR]]></category>
		<category><![CDATA[organization]]></category>
		<category><![CDATA[physics]]></category>

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		<description><![CDATA[First day of work, so here are a few from coworkers and others: Naty passed on this blog post about RGBD, a compact way of storing HDR environment map colors. Gamasutra has an excerpt from Game Engine Architecture, a book we&#8217;ve mentioned before. Added bonus info on the author, Jason Gregory: he was a lead [...]]]></description>
			<content:encoded><![CDATA[<p>First day of work, so here are a few from coworkers and others:</p>
<ul>
<li>Naty passed on this blog post about <a href="http://graphicrants.blogspot.com/2010/01/rgbd.html">RGBD</a>, a compact way of storing HDR environment map colors.</li>
<li><a href="http://www.gamasutra.com/view/feature/4199/book_excerpt_game_engine_.php">Gamasutra has an excerpt</a> from <em><a href="http://www.amazon.com/Game-Engine-Architecture-Jason-Gregory/dp/1568814135?tag=realtimerenderin">Game Engine Architecture</a></em>, a book <a href="http://www.realtimerendering.com/blog/7-things-for-july-26th/">we&#8217;ve mentioned before</a>. Added bonus info on the author, Jason Gregory: he was a lead programmer on <em>Uncharted 2</em> (which my older son loves, <a href="http://www.metacritic.com/games/platforms/ps3/uncharted2amongthieves">as do many others</a>).</li>
<li>Manny Ko mentioned the free program <a href="http://www.mendeley.com/">Mendeley</a>, which he swears by for organizing his PDF collection of graphics papers. I&#8217;ll look into it once I&#8217;ve reloaded everything after my Windows 7 upgrade.</li>
<li>Physics in graphics? Here&#8217;s one person&#8217;s extensive <a href="http://www-etud.iro.umontreal.ca/~clavetsi/physicsingraphics-details.html">collection of abstracts</a> through 2005.</li>
<li>From Nicholas Wilt, interesting to hear how one brokerage firm is now <a href="http://www.securitiesindustry.com/news/-23995-1.html">using GPUs to run complex simulations</a> for bond prices. That GPU Gems chapter on <a href="http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter45.html">options pricing</a> was prescient.</li>
<li>Speaking of brokers and lots of GPUs, there&#8217;s <a href="http://seekingalpha.com/article/178617-torrent-of-positive-developments-for-gpu-makers?source=nasdaq">this article</a>. I&#8217;m a little skeptical of a GPU cloud for graphics (vs. running OpenCL), since graphics cards are not quite interchangeable parts at this point. Also, CPUs don&#8217;t normally need driver updates, GPUs do. <a href="http://www.crunchbase.com/company/otoy">OTOY</a> I&#8217;m super-skeptical about, I have to admit, though I&#8217;d love to see them pull it off. Anyway, fun to think about situations where network bandwidth &gt; graphics compute power and cloud cost &lt; local cost.</li>
<li>One more from the <a href="http://www.theprodukkt.com/demoscene">demoscene</a>, <a href="http://www.geeks3d.com/20091230/demoscene-fr-062-the-cube">Farbrausch&#8217;s The Cube</a> &#8211; interesting effects, what looks like procedural clips and procedural surfaces using <a href="http://www.ogre3d.org/forums/viewtopic.php?t=30275">interior mapping</a>. At least, that&#8217;s my guess. I wish they would spend a little time explaining what they did, though maybe that would ruin the magic.</li>
</ul>
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