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	<title>Real-Time Rendering &#187; Tesla</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>New Books and Reworked Books Pages</title>
		<link>http://www.realtimerendering.com/blog/new-books-and-reworked-books-pages/</link>
		<comments>http://www.realtimerendering.com/blog/new-books-and-reworked-books-pages/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 23:44:16 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[CUDA]]></category>
		<category><![CDATA[Tesla]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1008</guid>
		<description><![CDATA[We&#8217;ve been reworking our books page to take longer to download, I mean, to be more visually interesting and readable. Honestly, the old one was a dense, hard to view pile of book titles. Just adding whitespace between titles is a plus. We&#8217;ve also added one book to the recommended list, Eric Lengyel&#8217;s math book. Anyway, [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;ve been reworking <a href="http://www.realtimerendering.com/books.html">our books page</a> to take longer to download, I mean, to be more visually interesting and readable. Honestly, the old one was a dense, hard to view pile of book titles. Just adding whitespace between titles is a plus. We&#8217;ve also added one book to the <a href="http://www.realtimerendering.com/books.html#recommended">recommended list</a>, Eric Lengyel&#8217;s math book. Anyway, go <a href="http://www.realtimerendering.com/books.html">check it out</a>. On our main resources page we&#8217;ve put all <a href="http://www.realtimerendering.com/index.html#books">the free books online into one section</a>.</p>
<p>There are some new books coming out that look interesting. For those of you going to GDC, there should be some worthwhile offerings to check out on the floor.</p>
<p>The <em><a href="http://www.amazon.com/dp/0123814723?tag=realtimerenderin">Programming Massively Parallel Processors</a></em> book by Kirk (Chief Scientist at NVIDIA) and Hwu (professor at U. of Illinois) is out by now, as of 3 days ago, and is currently sold out on <a href="http://www.amazon.com/dp/0123814723?tag=realtimerenderin">Amazon</a>. It&#8217;s undoubtedly derived from the course they co-taught at Illinois. CUDA and Tesla are the keywords here. Hwu&#8217;s current course lectures are <a href="http://impact.crhc.illinois.edu/ece512/index.html">here</a> and <a href="http://impact.crhc.illinois.edu/archives/ece412/public_html/index.html">here</a>; I don&#8217;t know how they compare to the book, but these newer (non-Kirk) lectures seem more general. I look forward to learning more about this volume&#8212;if you have it, please do leave a comment (or better yet, a review on Amazon).</p>
<p>Wolfgang Engel and all have a new book out, <em><a href="http://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720?tag=realtimerenderin">GPU Pro</a></em>. He&#8217;s using a new publisher, so it does not have the <em>ShaderX </em>name, but effectively is <em>ShaderX 8. </em>Finally, the book is color throughout vs. previous ShaderX&#8217;s. I&#8217;ve skimmed some of the articles, and it&#8217;s in the same vein as others in the series: a range from practical advice to wild ideas. I can just about guarantee that professional interactive graphics programmers will find something of interest&#8212;I found about 5 articles off the bat I want to read through, and plenty of others I should at least skim. More info at <a href="http://gpupro.blogspot.com/">the blog for this book</a>.</p>
<p><em><a href="http://www.amazon.com/Game-Programming-Gems-Adam-Lake/dp/1584507020?tag=realtimerenderin">Game Programming Gems 8</a></em> adds to this long-lived series. I haven&#8217;t seen it yet, so no comments; <a href="http://adamlake.blogspot.com/">Adam Lake&#8217;s blog</a> may give updates on status, contents, etc. This series has slowly drifted to including much more non-graphical material over the years. Understandable, but Adam&#8217;s someone I think as a graphics guy, so I&#8217;m selfishly hoping for more graphics and less the other stuff. My view on collection books like ShaderX and this is simple: an hour of a programmer&#8217;s time is about the same as the cost of a book, so if the book saves an hour, it&#8217;s paid for itself. Of course, there&#8217;s the time cost of reading the articles of interest, but still&#8230;</p>
<p>Second editions have been announced for <em><a href="http://www.pbrt.org/">Physically Based Rendering Techniques</a></em> and <em><a href="http://www.amazon.com/High-Dynamic-Range-Imaging-Second/dp/012374914X?tag=realtimerenderin">High Dynamic Range Imaging</a></em>. PBRT is more offline rendering oriented, but is a great book because it takes a stand; the authors say what they do for a real system and why they made that choice, vs. listing all possible techniques. It also presents about the longest <a href="http://www.literateprogramming.com/">literate programming</a> presentation published. I have a <a href="http://tog.acm.org/resources/RTNews/html/rtnv17n1.html#art1">short review</a> of the first edition. The HDRI book is nice in that it pulls together the various research articles out there into one place, with a coherent thread to it all. The second edition&#8217;s new material is described on <a href="http://www.amazon.com/High-Dynamic-Range-Imaging-Second/dp/012374914X?tag=realtimerenderin">its Amazon page</a>.</p>
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		<slash:comments>5</slash:comments>
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		<title>NVIDIA Jumps on the Cloud Rendering Bandwagon</title>
		<link>http://www.realtimerendering.com/blog/nvidia-jumps-on-the-cloud-rendering-bandwagon/</link>
		<comments>http://www.realtimerendering.com/blog/nvidia-jumps-on-the-cloud-rendering-bandwagon/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 15:46:52 +0000</pubDate>
		<dc:creator>Naty</dc:creator>
				<category><![CDATA[Reports]]></category>
		<category><![CDATA[cloud rendering]]></category>
		<category><![CDATA[mental images]]></category>
		<category><![CDATA[NVIDIA]]></category>
		<category><![CDATA[Tesla]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=439</guid>
		<description><![CDATA[In January, AMD and OToy announced Fusion Render Cloud, a centralized rendering server system which would perform rendering tasks for film and even games, compressing the resulting video and sending it over the internet.  In March, OnLive announced a similar system, but for the entire game, not just rendering.  Now NVIDIA has announced another cloud [...]]]></description>
			<content:encoded><![CDATA[<p>In January, <a href="http://www.amd.com/">AMD</a> and <a href="http://www.otoy.com/">OToy</a> <a href="http://www.amd.com/us-en/Corporate/VirtualPressRoom/0,,51_104_543~129743,00.html">announced</a> Fusion Render Cloud, a centralized rendering server system which would perform rendering tasks for film and even games, compressing the resulting video and sending it over the internet.  In March, <a href="http://www.onlive.com/">OnLive</a> <a href="http://www.onlive.com/news/press_releases/onlive_revolutionizes_video_games.html">announced</a> a similar system, but for the entire game, not just rendering.  Now <a href="http://www.nvidia.com/">NVIDIA</a> has <a href="http://www.nvidia.com/object/io_1256065754359.html">announced</a> another cloud rendering system, called <a href="http://www.nvidia.com/object/realityserver.html">RealityServer</a>, running on <a href="http://www.nvidia.com/object/realityserver_tesla.html">racks of Tesla GPUs</a> (presumably<a href="http://www.google.com/search?hl=en&amp;client=firefox-a&amp;rls=org.mozilla:en-US:official&amp;hs=tVg&amp;ei=sVTfSubjEYfSsgO8zIXaDw&amp;sa=X&amp;oi=spell&amp;resnum=0&amp;ct=result&amp;cd=1&amp;ved=0CA0QBSgA&amp;q=presumably&amp;spell=1"><strong><em></em></strong></a> using Fermi in future iterations).  This utilizes the <a href="http://www.mentalimages.com/products/iray.html">iray</a> ray tracing system developed by <a href="http://www.mentalimages.com/index.php">mental images</a>, who also make <a href="http://www.mentalimages.com/products/mental-ray.html">mental ray</a> (mental images has been owned by NVIDIA since 2007).</p>
<p>The compression is going to be key, since it has to be incredibly fast, extremely low bit rate and very high quality for this to work well.  I&#8217;m a bit skeptical of cloud rendering at the moment but maybe all these companies (and investors) know something I don&#8217;t&#8230;</p>
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		<slash:comments>1</slash:comments>
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