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	<title>Real-Time Rendering &#187; shading models</title>
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	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>Yet Another Free Book</title>
		<link>http://www.realtimerendering.com/blog/yet-another-free-book/</link>
		<comments>http://www.realtimerendering.com/blog/yet-another-free-book/#comments</comments>
		<pubDate>Sat, 03 Jan 2009 16:28:22 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[Book]]></category>
		<category><![CDATA[post-processing]]></category>
		<category><![CDATA[shading models]]></category>
		<category><![CDATA[SSAO]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=71</guid>
		<description><![CDATA[So I had such plans for all the things I&#8217;d get done during the holiday break. Well, at least I fixed our bathtub faucet, and kept the world safe from/for zombies in Left4Dead versus mode. In contrast, Wolfgang Engel, Jack Hoxley, Ralf Kornmann, Niko Suni, and Jason Zink did something nice for the world: gave us [...]]]></description>
			<content:encoded><![CDATA[<p>So I had such plans for all the things I&#8217;d get done during the holiday break. Well, at least I fixed our bathtub faucet, and kept the world safe from/for zombies in <a href="http://www.l4d.com/">Left4Dead</a> versus mode.</p>
<p>In contrast, Wolfgang Engel, Jack Hoxley, Ralf Kornmann, Niko Suni, and Jason Zink did something nice for the world: gave us <a href="http://wiki.gamedev.net/index.php/D3DBook:Book_Cover">a DirectX 10 book for free online</a>. There&#8217;s more information about it at the site hosting it, <a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=518899">gamedev.net</a>. To quote Jack Hoxley, &#8220;It&#8217;s more of a hands-on guide to the API at a fairly introductory/intermediate level so doesn&#8217;t really break any new ground or introduce any never-seen-before cool new tricks, but it should bump up the amount of D3D10 content is available for free online.&#8221;</p>
<p>There are some great topics covered, including a thorough treatment of shading models, lots about post-processing effects, and an SSAO implementation (which I disagree with their specific implementation a bit in theory &#8211; convex objects shouldn&#8217;t really have self-shadowing ever, that&#8217;s why you usually ignore half the samples that are obscured, as a start &#8211; but SSAO is so hacky that it should be considered an artistic effect as much as photorealistic one). Lots of chewy stuff here.</p>
<p>Don&#8217;t be fooled because the book is only on the web, by the way. This is a high-quality effort: well-illustrated, the sections I sampled were readable and worthwhile, and there are solid code snippets throughout. The authors didn&#8217;t work out a print deal that they liked, so released the book to the web. You can see its <a href="http://www.amazon.com/Programming-Vertex-Geometry-Shaders-Second/dp/1584505133?tag=realtimerenderin">original listing on Amazon</a>. To quote Jack again, &#8220;We&#8217;re all glad it&#8217;s now out &#8230; for everyone to use.&#8221;</p>
<p>If you find errors or problems in the book, please let the authors know &#8211; the whole book is on a wiki, so you can add discussion notes (note: I found the wiki doesn&#8217;t work well with Chrome, but Internet Explorer worked fine). As the <a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=518899">gamedev.net article notes</a>, this release may form the basis of a book on DirectX 11, so could be considered something of a free beta. Please do reward the authors for their hard work by contributing feedback to them.</p>
<p><em>Update:</em> Do keep in mind that this is a first draft (i.e., cut them some slack). Reading more bits, quality varies by section. I trust the authors will read and fix each others&#8217; work as time goes on. I do like the wiki element. For example, there are some comments from Greg Ward in <a href="http://wiki.gamedev.net/index.php/D3DBook_talk:(Lighting)_Ward">the corresponding discussion page</a> for the implementation of the Ward shading model that should help improve their text.</p>
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