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	<title>Real-Time Rendering &#187; procedural modeling</title>
	<atom:link href="http://www.realtimerendering.com/blog/tag/procedural-modeling/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.realtimerendering.com/blog</link>
	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>Clearing the Queue</title>
		<link>http://www.realtimerendering.com/blog/clearing-the-queue/</link>
		<comments>http://www.realtimerendering.com/blog/clearing-the-queue/#comments</comments>
		<pubDate>Thu, 17 Sep 2009 17:35:02 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[3d displays]]></category>
		<category><![CDATA[3d printing]]></category>
		<category><![CDATA[augmented reality]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[captchas]]></category>
		<category><![CDATA[caustics]]></category>
		<category><![CDATA[compression]]></category>
		<category><![CDATA[cubemaps]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[fractals]]></category>
		<category><![CDATA[Larrabee]]></category>
		<category><![CDATA[photon mapping]]></category>
		<category><![CDATA[procedural modeling]]></category>
		<category><![CDATA[projection]]></category>
		<category><![CDATA[ray tracing]]></category>
		<category><![CDATA[SSAO]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=297</guid>
		<description><![CDATA[I&#8217;ve have a goal this week (it should be clear by now) of clearing my queue of stored-up RTR links by my birthday, today! (Hint: I want a pony.) So excuse the excessively-long list o&#8217; links. Next task on my list, update the main RTR page itself. StructureSynth. This looks pretty cool, and I love [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve have a goal this week (it should be clear by now) of clearing my queue of stored-up RTR links by my birthday, today! (Hint: I want a pony.) So excuse the excessively-long list o&#8217; links. Next task on my list, update the <a href="http://realtimerendering.com/">main RTR page itself</a>.</p>
<ul>
<li><a href="http://meshula.net/wordpress/?p=349">StructureSynth</a>. This looks pretty cool, and I love procedural models (my ancient <a href="http://tog.acm.org/resources/SPD/">SPD package</a> was all about this, back in the days when downloading models was oppressively slow). I do wish they just provided an executable &#8211; building looks like a pain.</li>
<li>That previous link was on <a href="http://meshula.net/wordpress/">Meshula.net</a>, which also blogs about <a href="http://meshula.net/wordpress/?p=363">Pixel Bender Fractals</a>. Great stuff, sort of steampunk computer graphics: you must <a href="http://www.subblue.com/blog/2009/7/18/artforms_of_nature">click this link</a>, if no other on this page, and look on in awe.</li>
<li><a href="http://www.shapeways.com/blog/">Shapeways has a blog</a>, and it&#8217;s not just dull company announcements. I&#8217;m glad they find <a href="http://www.shapeways.com/blog/archives/287-Arirang-Festival-Mass-Games-Pyongyang,-North-Korea.html#extended">people as pixels</a> as interesting as I do. They also cover <a href="http://www.shapeways.com/blog/archives/282-3D-Printing-your-Spore-characters.html">exporting Spore characters</a> to Collada files (which is a great addition to Spore) and creating physical models from these.</li>
<li>In related news, <em>The Economist</em> has a reasonable <a href="http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299512">summary of some trends in 3D printing</a>. Their <a href="http://www.economist.com/sciencetechnology/tq/">Technology Quarterly</a> also has articles on <a href="http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602">Augmented Reality</a>, <a href="http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299526">3D displays</a>, and <a href="http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299700">CAPTCHAs</a>, among other topics.</li>
<li>This is one more reason the Internet is great: an <a href="http://aras-p.info/texts/CompactNormalStorage.html">in-depth article on normal compression techniques</a>, weighing the pros and cons of each. This sort of article would probably not see the light of day in traditional publications, even <em>Game Developer </em>- too long for them, but all the info presented here is worthwhile for a developer making this decision. <a href="http://aras-p.info/blog/">Aras&#8217; blog</a> has other nice bits such as <a href="http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/">packing a float into RGBA</a> and <a href="http://aras-p.info/blog/2009/09/17/strided-blur-and-other-tips-for-ssao/">SSAO blurring</a>.</li>
<li>I need to add a link to the article itself to the <a href="http://realtimerendering.com/intersections.html">object intersection page</a>, but Morgan McGuire recently verified that he found <a href="http://jgt.akpeters.com/papers/EisemannEtAl07/">this ray/box algorithm</a> super-fast in SIMD. Code&#8217;s downloadable from that page, free version of article is downloadable <a href="http://realtimerendering.com/intersections.html">here</a>. Morgan uses this test in the ray tracer for his <a href="http://graphics.cs.williams.edu/papers/PhotonHPG09/">cool photon mapping paper at HPG 2009</a>; if nothing else, you should at least see <a href="http://graphics.cs.williams.edu/papers/PhotonHPG09/ISPM-HPG09-video.mp4">the video</a>.</li>
<li>In related news, I am happy to see that AK Peters is beginning to put <a href="http://akpeters.metapress.com/content/120927/">past </a><em><a href="http://akpeters.metapress.com/content/120927/">journal of graphics tools</a></em><a href="http://akpeters.metapress.com/content/120927/"> articles online</a>. At $15 each, the price of an article is quite high for individuals (or at least this individual), but current <a href="http://jgt.akpeters.com/"><em>journal of graphics (gpu, &amp; game) tools</em></a> subscribers have full access to this archive for free. The mechanism to get access is a little clunky right now: if you&#8217;re a subscriber, you need to <a href="http://metapress.com/identities/registration/individual">register with Metapress</a>, then <a href="mailto:marketing@akpeters.com">tell AK Peters your userid</a> and they&#8217;ll provide you access.</li>
<li>Related to this, I hope <a href="http://books.google.com/">Google Books</a> conquers the world (or anyone else doing similar work, as long as it isn&#8217;t Apple or Amazon or other overcharging closed-box &#8220;we&#8217;re just protecting the authors, who get 10% or less for a purely digital sale with nil physical cost to us per unit&#8221; retailers &#8211; rant over, and I do understand there are fixed start-up costs for the retailer/publisher/etc., but really&#8230;). Google Books is so darn handy to look for short articles in books at Google&#8217;s repository, such as <a href="http://books.google.com/books?hl=en&amp;lr=&amp;id=87NzFbSROUYC&amp;oi=fnd&amp;pg=PA15&amp;dq=Building+an+Orthonormal+Basis+from+a+Unit+Vector&amp;ots=I933IaLIM5&amp;sig=CdaFNAf2M5neEwf9q7S3UoPxXyU#v=onepage&amp;q=&amp;f=false">this one</a> giving a clean way to build an orthonormal basis given a vector, from <em><a href="http://www.amazon.com/Graphics-Tools-JGT-Editors-Choice/dp/1568812469?tag=realtimerenderin">Graphics Tools: The JGT Editors&#8217; Choice</a></em>.</li>
<li>Humus provides a <a href="http://www.humus.name/index.php?page=Textures">whole slew of new cubemaps</a> he captured, if you&#8217;re getting tired of <a href="http://debevec.org/Probes/">Grace Cathedral</a>.</li>
<li>CUDA itself (vs. others) may or may not be a critical technology, but <a href="http://c0de517e.blogspot.com/2009/05/how-gpu-works-appendix.html">what it shows about the underlying GPU architecture</a> is fascinating.</li>
<li>It should be mentioned: <a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=b66e14b8-8505-4b17-bf80-edb2df5abad4&amp;displaylang=en">August 2009 DirectX SDK</a> is available. Includes the first official release of DirectX 11.</li>
<li><a href="http://www.humus.name/index.php?ID=283">This is hilarious</a>, and possibly even useful!</li>
<li>I love seeing things like this: <a href="http://www.maximumpc.com/article/features/maximum_pc_builds_a_multitouch_surface_computer">build your own multitouch display</a>. Not that I&#8217;ll ever do it, but I hope others will.</li>
<li>You might be sick of Larrabee news (ship one, already!), but I found <a href="http://www.futuregpu.org/2009/04/nvidia-talks-larrabee.html">Phil Taylor&#8217;s article</a> pleasantly hype-free and informative.</li>
<li><a href="http://www.amd.com/us/products/technologies/eyefinity/Pages/eyefinity.aspx">ATI&#8217;s Eyefinity</a> (cute marketing name, I must admit &#8211; now I want to use the word everywhere) seems to me to solve a problem that rarely occurs: too much GPU for too few screens. Still, it&#8217;s nice to have the option. Eyefinity allows up to six monitors to be driven by a single GPU. I guess Eyefinity is useful when running older flight simulator programs on newer GPUs; otherwise, Eyefinity is pretty irrelevant. Eyefinity, eyefinity, eyefinity. At work I find two displays is plenty, one to run, one to debug. Anyway, the sweet spot for the monitor:GPU ratio is 13:1, as can be seen <a href="http://www.cartoonbarry.com/2007/11/weird_geek_pictures_chip_car_f.html">here</a>:<br />
<img class="alignnone size-full wp-image-300" title="Flight Simulator - living the dream" src="http://www.realtimerendering.com/blog/wp-content/uploads/2009/09/1933854057_1007ba91f0.jpg" alt="Flight Simulator - living the dream" width="500" height="380" /></li>
<li>There&#8217;s an <a href="http://www.gamasutra.com/view/feature/4028/sponsored_feature_rendering_grass_.php">article on instancing animated grass using DX10</a> on Gamasutra.</li>
<li><a href="http://www.humus.name/index.php?ID=255">Humus&#8217; summary of z interpolation</a> is a good summary of the topic. He gives some of the key tricks, e.g., if you&#8217;re using floating point, use a near=1.0 and far=0.0 to help preserve precision.</li>
<li>Here&#8217;s a <a href="http://www.significant-bits.com/a-laymans-guide-to-projection-in-video-games">basic tutorial</a> on different projection methods used in videogames, with lots of visual examples (add &#8220;Zaxxon&#8221; and it&#8217;s complete, for me). The one new tidbit I learnt from it was about <a href="http://en.wikipedia.org/wiki/Reverse_perspective">reverse perspective</a>, an effect I&#8217;ve made myself once every now and then when I screw up a projection matrix.</li>
<li>While I&#8217;ve been on break (one of the reasons I&#8217;ve been posting so much &#8211; Autodesk gives wonderful 6 week &#8220;sabbaticals&#8221;, aka &#8220;long vacations&#8221;, to U.S. employees every four years you&#8217;re there; it&#8217;s like being <a href="http://www.timesizing.com/1vacatns.htm">French or Swedish</a> every fourth year), the rest of the company&#8217;s been busy: this new <a href="http://www.youtube.com/watch?v=YwYm5YhA0pQ">sketch application</a> for the iPhone looks pretty cool, at the usual $2.99 &#8220;cup of coffee&#8221; type price.</li>
<li><a href="http://www.reuters.com/article/idUSTRE4BM4HH20081223">Caustics can be dangerous</a>. I can attest to this myself; a goofy award Andrew Glassner gave me long ago sat on my windowsill for years (I moved once, as you should discern from the picture), until I noticed what was happening to the base:<br />
<img class="alignnone size-medium wp-image-301" title="caustics" src="http://www.realtimerendering.com/blog/wp-content/uploads/2009/09/caustics-300x212.png" alt="caustics" width="300" height="212" /></li>
<li>I usually don&#8217;t have time to keep up with <a href="http://slashdot.org/">Slashdot</a>, but <a href="http://seenonslash.com/">SeenOnSlash</a>, the funny bits of SlashDot, is sometimes entertaining. Graphics-related example: <a href="http://seenonslash.com/node/3600">AMD&#8217;s latest chip</a>.</li>
</ul>
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		<title>7 Things for July 18th</title>
		<link>http://www.realtimerendering.com/blog/7-things-for-july-18th/</link>
		<comments>http://www.realtimerendering.com/blog/7-things-for-july-18th/#comments</comments>
		<pubDate>Sat, 18 Jul 2009 14:08:01 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[NPR]]></category>
		<category><![CDATA[procedural modeling]]></category>
		<category><![CDATA[Processing]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=108</guid>
		<description><![CDATA[Well, I have 69 links stored up, wade through them here if you want unedited content. I&#8217;ve decided that getting 7 links out per post is a good round number, so here&#8217;s the first. This is my screen-saver du jour: Pixel City (put the .scr file in your Windows directory). It&#8217;s fully described (along with [...]]]></description>
			<content:encoded><![CDATA[<p>Well, I have 69 links stored up, wade through them <a href="http://delicious.com/erich666/rtrblog">here</a> if you want unedited content. I&#8217;ve decided that getting 7 links out per post is a good round number, so here&#8217;s the first.</p>
<ul>
<li>This is my screen-saver du jour: <a href="http://code.google.com/p/pixelcity/downloads/list">Pixel City</a> (put the .scr file in your Windows directory). It&#8217;s fully described (along with source) in this <a href="http://flowingdata.com/2009/05/14/pixel-city-computer-generated-city/">great set of articles</a>; if you&#8217;re too busy to read it all (though you should: it&#8217;s an fun read and he has some interesting insights), watch the video summary on that page. If you feel like researching the area of procedural modeling of cities more thoroughly, <a href="http://www.vision.ee.ethz.ch/~pmueller/wiki/Courses/SIGGRAPH2006">start here</a>.</li>
<li>The book <em><a href="http://www.amazon.com/Real-Time-Cameras-Mark-Haigh-Hutchinson/dp/0123116341?tag=realtimerenderin">Real-Time Cameras</a></em>, which is about camera control for games, now has a <a href="http://gamasutra.com/php-bin/article_display.php?story=4065">sample excerpt</a> on Gamasutra.</li>
<li>NPR: <a href="http://www.cs.princeton.edu/~fcole/">Forrester Cole</a> has <a href="http://www.cs.princeton.edu/gfx/pubs/Cole_2009_FHL/index.php">two worthwhile GPU methods</a> for deriving visible line segments for a set of edges (e.g., computing partial visibility of geometric lines). He&#8217;s put source code for his methods up at his site, the program &#8220;<a href="http://www.cs.princeton.edu/gfx/proj/dpix/">dpix</a>&#8220;. Note: you&#8217;ll need Qt to compile &amp; link.</li>
<li>The author of the <a href="http://legalizeadulthood.wordpress.com/">Legalize Adulthood blog</a> has recently had a number of <a href="http://legalizeadulthood.wordpress.com/category/computers/programming/directx/">posts on using DirectX10</a>.</li>
<li>DirectX9 is still with us. Richard Thomson has a free draft of <a href="http://www.xmission.com/~legalize/book/download/">his book about DirectX 9</a> online. He knows what he&#8217;s about; witness his detailed <a href="http://www.xmission.com/~legalize/book/preview/poster/index.html">pipeline posters</a>. The bad news is that the book&#8217;s coverage of shaders is mostly about 1.X shaders (a walk down memory lane, if by &#8220;lane&#8221; you mean &#8220;horrifically complex assembly language&#8221;). The good news is that there&#8217;s some solid coverage of the theory and practice of <a href="http://www.xmission.com/~legalize/book/download/06-Vertex%20Transformations.pdf">vertex blending</a>, for example. Anyway, grist for the mill &#8211; you might find something of use.</li>
<li>Around September I have 6 weeks off, so like every other programmer on the planet I&#8217;ve contemplated playing around with making a program for the iPhone. The <a href="http://www.gamasutra.com/view/feature/4038/persuasive_games_i_want_my_99_.php">economics</a> are <a href="http://www.stromcode.com/2009/05/24/the-incredible-app-store-hype">terrible</a> for most developers, but I&#8217;d do it just for fun. It&#8217;s also interesting to <a href="http://www.gamasutra.com/view/feature/4002/iphone_devs_rethinking_the_art_of_.php">see people thinking</a> about what this new platform means for games. Naturally, Wolfenstein 3D, the &#8220;Hello World&#8221; of 3D games, <a href="http://www.geeks3d.com/20090325/source-code-of-wolfenstein-3d-for-the-iphone-available/">has been ported</a>. Andrew Glassner recommended <a href="http://www.amazon.com/Beginning-iPhone-Development-Exploring-SDK/dp/1430216263?tag=realtimerenderin">this book</a> for iPhone development, he said it&#8217;s the best one he found for beginners.</li>
<li>Speaking of Andrew, he pointed me at an interesting little language he&#8217;s been messing with, <a href="http://processing.org/">Processing</a>. It&#8217;s essentially Java with a lot of built-in 2D (and to a lesser extent, 3D) graphics support: color, primitives, transforms, mouse control, lerps, window, etc., all right there and trivial to use. You can make fun little programs in just a page or two of code. That said, there are some very minor inconsistencies, like transparency not working against the background fill color. <a href="http://www.offworld.com/2009/05/wayfarer-ben-hemmendingers-dan.html">Pretty elaborate programs</a> can be made, and it&#8217;s also handy for just drawing stuff easily via a program. Here&#8217;s a simple image I did in just a few lines, based on mouse moves:<br /><img class="alignnone" src="http://realtimerendering.com/blog/wp-content/uploads/2009/07/mouse_processing.png" alt="Processing output" /></li>
</ul>
<div>That&#8217;s seven &#8211; ship it.</div>
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		<slash:comments>2</slash:comments>
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