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	<title>Real-Time Rendering &#187; terrain</title>
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		<title>Seven Things for June 6th</title>
		<link>http://www.realtimerendering.com/blog/seven-things-for-june-6th/</link>
		<comments>http://www.realtimerendering.com/blog/seven-things-for-june-6th/#comments</comments>
		<pubDate>Thu, 07 Jun 2012 02:14:08 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[benchmarking]]></category>
		<category><![CDATA[profiling]]></category>
		<category><![CDATA[terrain]]></category>
		<category><![CDATA[text]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=3094</guid>
		<description><![CDATA[It&#8217;s D-Day and it&#8217;s been awhile, so let&#8217;s get going. This is a LIFO of the 486 backlogged links I&#8217;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&#8217;ve heard it&#8217;s a bit of work [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s D-Day and it&#8217;s been awhile, so let&#8217;s get going. This is a LIFO of the <a href="http://delicious.com/erich666/rtrblog">486 backlogged links</a> I&#8217;ve collected for this blog:</p>
<ul>
<li><a href="http://graphics.stanford.edu/~mdfisher/GPUView.html">GPUView</a> looks like an interesting profiling tool from some students at Stanford (done as interns at Microsoft, which has <a href="http://msdn.microsoft.com/en-us/library/windows/hardware/ff570133(v=vs.85).aspx">a more official page</a>), though I&#8217;ve heard it&#8217;s a bit of work to set up. If you&#8217;ve used it, how did you find it?</li>
<li>Open source code for a fast and scalable GLSL GPU implementation of the <a href="https://github.com/ashima/webgl-noise">Perlin noise with functions</a>, not textures.</li>
<li><a href="http://developer.nvidia.com/nv-path-rendering">NV Path Rendering</a> is not what you might think, it&#8217;s about rendering text and 2D paths with quite a bit of elaboration available (think SVG or other 2D vector descriptions). GTC presentation <a href="http://nvidia.fullviewmedia.com/gtc2012/0515-A3-S0024.html">here</a>.</li>
<li>The book &#8220;Physically Based Rendering&#8221; is <a href="http://store.elsevier.com/product.jsp?isbn=9780123785800&amp;pagename=search">now in eBook form</a>, including PDF (so I assume no DRM?). Annoyingly, it costs considerably more than <a href="http://www.amazon.com/gp/product/0123750792?tag=realtimerenderin">the physical book on Amazon</a>, but that&#8217;s the publisher&#8217;s doing.</li>
<li><a href="http://proland.inrialpes.fr/">Proland</a> 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.</li>
<li><a href="http://www.primatelabs.com/geekbench/">Geekbench</a> is a cross-platform benchmarking system; from what I&#8217;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&#8217;s <a href="http://www.shapeways.com/blog/archives/1351-3D-Modeling,-Sculpting,-Viewing-Apps-for-your-Smartphone..there-will-never-again-be-a-wasted-minute-of-your-day.html">a starter list of 3D CAD apps</a> for Android (many are on the iPad, too). I need to search out more, I&#8217;m interested in what&#8217;s out there.</li>
<li>Finally, in the category &#8220;this looks like a painting but is reality&#8221;, a <a href="http://photography.nationalgeographic.com/photography/photo-of-the-day/camel-thorn-trees-namibia/">photo taken in Namibia</a>:</li>
</ul>
<p><img class="alignnone" title="Camel Thorn Trees, Namibia" src="http://images.nationalgeographic.com/wpf/media-live/photos/000/352/cache/camel-thorn-trees-namibia_35259_990x742.jpg" alt="" width="990" height="742" /></p>
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		<title>Portal adds</title>
		<link>http://www.realtimerendering.com/blog/portal-adds/</link>
		<comments>http://www.realtimerendering.com/blog/portal-adds/#comments</comments>
		<pubDate>Fri, 05 Sep 2008 12:42:52 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[blogs]]></category>
		<category><![CDATA[engine]]></category>
		<category><![CDATA[statistics]]></category>
		<category><![CDATA[terrain]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=42</guid>
		<description><![CDATA[No, not that Portal (which if you haven&#8217;t played, you should, even if you have no time; it&#8217;s short! For NVIDIA card owners the first slice is free). I&#8217;ve updated our portal page with a few additions. New blogs added: Pandemonium, C0DE517E, Gates 381, GameDevKicks, Chris Hecker&#8217;s, and Beyond3D. Being a trailing-edge adoption kind of [...]]]></description>
			<content:encoded><![CDATA[<p>No, not <em>that</em> Portal (which if you haven&#8217;t played, you should, even if you have no time; it&#8217;s short! For NVIDIA card owners the <a href="http://www.steampowered.com/nvidia/">first slice</a> is free). I&#8217;ve updated our <a href="http://realtimerendering.com/portal.html">portal page</a> with a few additions.</p>
<p>New blogs added: <a href="http://bittermanandy.wordpress.com/">Pandemonium</a>, <a href="http://c0de517e.blogspot.com/2008/07/gpu-versus-cpu.html">C0DE517E</a>, <a href="http://gates381.blogspot.com/">Gates 381</a>, <a href="http://www.gamedevkicks.com/">GameDevKicks</a>, <a href="http://www.chrishecker.com/Homepage">Chris Hecker&#8217;s</a>, and <a href="http://www.beyond3d.com/">Beyond3D</a>. Being a trailing-edge adoption kind of a guy (I&#8217;ve kept my Tivo 1 alive by replacing the disk drives three times so far, my cell phone&#8217;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 <a href="http://www.google.com/reader/view/#overview-page">Google&#8217;s</a>). My philosophy since then is that if a blog has any articles relevant to interactive rendering techniques, I&#8217;ll subscribe. Since most graphics blogs don&#8217;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 <a href="http://www.gamedevkicks.com/">GameDevKicks</a>, since it&#8217;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&#8217;m off the hook in noting new articles on Gamasutra on this blog, since these usually get listed there.</p>
<p><a href="http://www.ogre3d.org/phpBB2/viewforum.php?f=1">Ogre Forums</a> has been added to the list of developer sites. <a href="http://www.ogre3d.org">Ogre</a> is a popular free game development platform. I can&#8217;t say I frequent the forum, but on the strength of <a href="http://www.ogre3d.org/phpBB2/viewtopic.php?t=30275">this article</a> on using the pixel shader to generate the illusion of geometry, there are obviously good things happening here.</p>
<p>The <a href="http://unity3d.com/webplayer/hwstats/">Unity Web Player Hardware Statistics</a> page is similar to the well-known <a href="http://www.steampowered.com/status/survey.html">Steam survey</a>, but for machines used by casual gamers.</p>
<p>A site that&#8217;s been around a long while and should have been on the portal from the start is the <a href="http://vterrain.org/">Virtual Terrain Project</a>, a constantly-expanding repository of algorithms about and models of terrain, vegetation, natural phenomena, etc.</p>
<p>&#8230; and that&#8217;s it for now.</p>
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