Tag Archives: terrain

Seven Things for June 6th

It’s D-Day and it’s been awhile, so let’s get going. This is a LIFO of the 486 backlogged links I’ve collected for this blog:

  • GPUView looks like an interesting profiling tool from some students at Stanford (done as interns at Microsoft, which has a more official page), though I’ve heard it’s a bit of work to set up. If you’ve used it, how did you find it?
  • Open source code for a fast and scalable GLSL GPU implementation of theĀ Perlin noise with functions, not textures.
  • NV Path Rendering is not what you might think, it’s about rendering text and 2D paths with quite a bit of elaboration available (think SVG or other 2D vector descriptions). GTC presentation here.
  • The book “Physically Based Rendering” is now in eBook form, including PDF (so I assume no DRM?). Annoyingly, it costs considerably more than the physical book on Amazon, but that’s the publisher’s doing.
  • Proland looked intriguing, a procedural terrain generator that creates based on view. Appears fairly elaborate, and a quick way to get some plausible-looking terrain data.
  • Geekbench is a cross-platform benchmarking system; from what I’ve heard, mobile platforms kind of set the clock back a fair number of year in terms of performance. Still, 3D is doable (it certainly was in 2002); here’s a starter list of 3D CAD apps for Android (many are on the iPad, too). I need to search out more, I’m interested in what’s out there.
  • Finally, in the category “this looks like a painting but is reality”, a photo taken in Namibia:

Portal adds

No, not that Portal (which if you haven’t played, you should, even if you have no time; it’s short! For NVIDIA card owners the first slice is free). I’ve updated our portal page with a few additions.

New blogs added: Pandemonium, C0DE517E, Gates 381, GameDevKicks, Chris Hecker’s, and Beyond3D. Being a trailing-edge adoption kind of a guy (I’ve kept my Tivo 1 alive by replacing the disk drives three times so far, my cell phone’s $90 from Indonesia via eBay), I ignored blogs for the most part until last year, when I finally learned how simple it was to use an RSS reader (I like Google’s). My philosophy since then is that if a blog has any articles relevant to interactive rendering techniques, I’ll subscribe. Since most graphics blogs don’t post daily, traffic is low, so checking new postings takes a minute or two a day. That said, if I had to pick just one, it would probably be GameDevKicks, since it’s an aggregator, similar to Digg (though the low counts on the digs, excuse me, kicks, means that some things may fall through the cracks). This service means I’m off the hook in noting new articles on Gamasutra on this blog, since these usually get listed there.

Ogre Forums has been added to the list of developer sites. Ogre is a popular free game development platform. I can’t say I frequent the forum, but on the strength of this article on using the pixel shader to generate the illusion of geometry, there are obviously good things happening here.

The Unity Web Player Hardware Statistics page is similar to the well-known Steam survey, but for machines used by casual gamers.

A site that’s been around a long while and should have been on the portal from the start is the Virtual Terrain Project, a constantly-expanding repository of algorithms about and models of terrain, vegetation, natural phenomena, etc.

… and that’s it for now.