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	<title>Real-Time Rendering &#187; stereoscopic</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>7 Things for April 22</title>
		<link>http://www.realtimerendering.com/blog/7-things-for-april-22/</link>
		<comments>http://www.realtimerendering.com/blog/7-things-for-april-22/#comments</comments>
		<pubDate>Fri, 23 Apr 2010 01:47:32 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Miscellaneous]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[Quake 2]]></category>
		<category><![CDATA[stereoscopic]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1315</guid>
		<description><![CDATA[Quite the backlog, so let&#8217;s whip through some topics: GDC: ancient news, I know, but here is a rundown from Vincent Scheib and a summary of trends from Mark DeLoura. I like when people revisit various languages and see how fast they now are on newer hardware and more efficient implementations. Case in point: Quake 2 [...]]]></description>
			<content:encoded><![CDATA[<p>Quite the backlog, so let&#8217;s whip through some topics:</p>
<ul>
<li>GDC: ancient news, I know, but here is a rundown from <a href="http://beautifulpixels.blogspot.com/2010/03/gdc-2010-conference-report.html">Vincent Scheib</a> and a summary of trends from <a href="http://www.satori.org/2010/04/trendspotting-at-gdc-2010/">Mark DeLoura</a>.</li>
<li>I like when people revisit various languages and see how fast they now are on newer hardware and more efficient implementations. Case in point: <a href="http://ajaxian.com/archives/gwt-quake">Quake 2 runs in a browser</a> using javascript and <a href="http://en.wikipedia.org/wiki/WebGL">WebGL</a>.</li>
<li>Morgan McGuire pointed out <a href="http://www.eurogamer.net/articles/digitalfoundry-making-of-ps3-3d-article">this worthwhile article</a> on stereoscopic graphics programming. Quick bits: frame tearing is very noticeable since it is visible to only one eye, vsync is important which may force lower-res rendering, making antialiasing all that much more important. UI elements on top look terribly 2D, and aim-point UI elements need to be given 3D depths. For their game MotorStorm, going 3D meant a lot more people liked using the first-person view, and this view with stereo helped perception of depth, obstacles, etc. There are also some intriguing ideas about using a single 2D image and reprojection using the depth buffer to get the second image (it mostly works&#8230;).</li>
<li>I happened to notice ShaderX 7 is <a href="http://www.amazon.com/ShaderX7-Rendering-Techniques-Wolfgang-Engel/dp/1584505982?tag=realtimerenderin">now available on the Kindle</a>. Looking further, <a href="http://www.amazon.com/dp/0123814723?tag=realtimerenderin">quite</a> <a href="http://www.amazon.com/iPhone-Game-Development-Developing-Objective-C/dp/0596159854?tag=realtimerenderin">a</a> <a href="http://www.amazon.com/Fundamentals-Computer-Graphics-Peter-Shirley/dp/1568814690?tag=realtimerenderin">few</a> <a href="http://www.amazon.com/Game-Engine-Architecture-Jason-Gregory/dp/1568814135?tag=realtimerenderin">other</a> <a href="http://www.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0321552628?tag=realtimerenderin">recent</a> <a href="http://www.amazon.com/OpenGL-Shading-Language-Randi-Rost/dp/0321637631?tag=realtimerenderin">graphics</a> <a href="http://www.amazon.com/Real-Time-Cameras-Kaufmann-Interactive-Technology/dp/0123116341?tag=realtimerenderin">books</a> <a href="http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/dp/1584506806?tag=realtimerenderin">are</a>. What&#8217;s odd is the differential in prices varies considerably: a Kindle ShaderX 7 is only $3.78 cheaper, while <a href="http://www.amazon.com/Fundamentals-Computer-Graphics-Peter-Shirley/dp/1568814690?tag=realtimerenderin">Fundamentals of Computer Graphics</a> is $20 less.</li>
<li>Speaking of ShaderX, its successor GPU Pro is not out yet, but Wolfgang <a href="http://gpupro.blogspot.com/">started a blog about it</a> (really, just the Table of Contents), in addition to <a href="http://www.wolfgang-engel.info/blogs/">his other blog</a>. The real news: you can use <a href="http://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720?tag=realtimerenderin">Amazon&#8217;s Look Inside feature</a> to view the contents of the book right now!</li>
<li>Here are <a href="http://www.geeks3d.com/20100418/game-engine-multi-threading-programming-resources/">way too many multithreading resources</a>.</li>
<li>In case you somehow missed it, you must see <a href="http://www.boingboing.net/2010/04/08/pixels-by-patrick-je.html">Pixels</a>.</li>
</ul>
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