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	<title>Real-Time Rendering &#187; skin</title>
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	<link>http://www.realtimerendering.com/blog</link>
	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>Two and a Half Books</title>
		<link>http://www.realtimerendering.com/blog/two-and-a-half-books/</link>
		<comments>http://www.realtimerendering.com/blog/two-and-a-half-books/#comments</comments>
		<pubDate>Thu, 22 Jul 2010 02:43:24 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[OpenGL ES]]></category>
		<category><![CDATA[skin]]></category>
		<category><![CDATA[Wikipedia]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1646</guid>
		<description><![CDATA[I&#8217;ve learnt of two new books in the past few weeks, worth mentioning as books to check out at SIGGRAPH (or using Amazon&#8217;s &#8220;Look Inside&#8221;, of course): iPhone 3D Programming: Developing Graphical Applications with OpenGL ES, by Philip Rideout, O&#8217;Reilly Press. A better title might have been &#8220;Programming OpenGL ES on the iPhone&#8221;, as it [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve learnt of two new books in the past few weeks, worth mentioning as books to check out at SIGGRAPH (or using Amazon&#8217;s &#8220;Look Inside&#8221;, of course):</p>
<p><img class="alignleft" title="iPhone 3d Programming" src="https://images-na.ssl-images-amazon.com/images/I/51duyONYHdL._SL110_.jpg" alt="" width="84" height="110" /><a href="http://www.amazon.com/iPhone-Programming-Developing-Graphical-Applications/dp/0596804822?tag=realtimerenderin">iPhone 3D Programming: Developing Graphical Applications with OpenGL ES</a>, by Philip Rideout, O&#8217;Reilly Press. A better title might have been &#8220;Programming OpenGL ES on the iPhone&#8221;, as it focuses on OpenGL ES more than on the iPhone per se. Which is fine; there are already lots of iPhone programming books, and almost none that are focused more on OpenGL ES itself (the only other OpenGL ES 2.0 book I know of is <a href="http://www.amazon.com/OpenGL-ES-2-0-Programming-Guide/dp/0321502795?tag=realtimerenderin">this one</a>). The book is C++ oriented, with some Objective C as needed for glue. From my brief skim, this looks like a well-illustrated, readable guide that hits many different effects: reflection maps, skinning, antialiasing, etc. That said, I haven&#8217;t yet had the opportunity to program on any mobile devices, so can&#8217;t give an expert review. When I do give it a try, this looks like the book I&#8217;ll read first.</p>
<p><em>Update</em>: A draft of this book is free on the web, <a href="http://iphone-3d-programming.labs.oreilly.com/">see it here</a>. It looks to be essentially the same as the published work (but with some hand-drawn figures), and is nicer in some ways, as the pages allow color images (always good for a graphics book).</p>
<p><img class="alignleft" title="Light &amp; Skin Interactions" src="https://images-na.ssl-images-amazon.com/images/I/51Iqmti2vhL._SL100_.jpg" alt="" width="81" height="100" /><a href="http://www.amazon.com/Light-Skin-Interactions-Simulations-Applications/dp/0123750938?tag=realtimerenderin">Light &amp; Skin Interactions: Simulations for Computer Graphics Applications</a>, by Gladimir V. G. Baranoski and Aravind Krishnaswamy, Morgan-Kaufmann Press. This one&#8217;s out of my league as a casual skim. Paging through and seeing &#8220;the eumelanin absorption coefficient is given by&#8230;&#8221; and &#8220;Scattering in either the stratum corneum or epidermis&#8230;&#8221; shows me how little I know of the world in general. Anyway, interesting to see a whole book about this critical type of material. Searching through it, there&#8217;s minimal coverage of, for example, <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html">d&#8217;Eon and Luebke&#8217;s work</a>, so I can&#8217;t say it has much direct application to interactive computer graphics at this point.</p>
<p>That&#8217;s all for the real books&#8230;</p>
<p><a href="http://www.realtimerendering.com/blog/wp-content/uploads/2010/07/gggg.gif"><img class="alignleft size-full wp-image-1660" title="gggg" src="http://www.realtimerendering.com/blog/wp-content/uploads/2010/07/gggg.gif" alt="" width="121" height="196" /></a>The half a book (at best): <a href="http://en.wikipedia.org/wiki/User:Erich666/Books/GGGG">Game GPU Graphics Gems: Real-Time Rendering The Redux</a> (aka GGGG:RTRTR), by anyone who wants to edit it. When I &#8220;edited&#8221; the quasi-book <a href="http://www.realtimerendering.com/blog/another-introduction-to-ray-tracing/">Another Introduction to Ray Tracing</a> a few months ago, I thought back then that I&#8217;d start another book for SIGGRAPH. Like the first stunning collection, this was an hour of work gathering Wikipedia articles (hardest part was choosing a cover). There are plenty more articles to gather about interactive rendering, and you&#8217;re most welcome to add any good ones you find to this book, make your own, etc. &#8211; it&#8217;s a wiki page, after all. More seriously, I like having a single, tight page of links to Wikipedia articles about interactive rendering, vs. wandering around and haphazardly seeing what&#8217;s there.</p>
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