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	<title>Real-Time Rendering &#187; text</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>Seven Things for March 10th, 2011</title>
		<link>http://www.realtimerendering.com/blog/seven-things-for-march-10th-2011/</link>
		<comments>http://www.realtimerendering.com/blog/seven-things-for-march-10th-2011/#comments</comments>
		<pubDate>Thu, 10 Mar 2011 16:58:15 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[gamma]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[Minecraft]]></category>
		<category><![CDATA[shadows]]></category>
		<category><![CDATA[text]]></category>
		<category><![CDATA[translucency]]></category>
		<category><![CDATA[Unreal]]></category>

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		<description><![CDATA[I&#8217;m back from a NYC trip (highlight: went to the taping of the Jimmy Fallon show and saw Snooki &#38; Laurie Anderson &#8211; now there&#8217;s a combo; if only they had collaborated) and a San Francisco trip (highlights: the Autodesk Gallery &#8211; open to the public Wednesday afternoons - plus the amusingly-large and glowing heatsink on a [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m back from a NYC trip (highlight: went to the taping of the Jimmy Fallon show and saw Snooki &amp; Laurie Anderson &#8211; now there&#8217;s a combo; if only they had collaborated) and a San Francisco trip (highlights: <a href="http://www.flickr.com/photos/11998354@N07/sets/72157626218835820/">the Autodesk Gallery</a> &#8211; open to the public <a href="http://usa.autodesk.com/gallery/visit-us/">Wednesday afternoons</a> - plus the amusingly-large and glowing <a href="http://www.flickr.com/photos/11998354@N07/5506950801/in/set-72157626218835820/">heatsink on a motherboard</a> at the NVIDIA GDC reception). So, it&#8217;s time to write down seven other cool things.</p>
<ul>
<li>A <a href="http://zigguratvertigo.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/">convincing translucency effect</a> was presented at GDC by the DICE guys (there&#8217;s precomputation involved, but it looks wonderful); Johan Andersson has <a href="http://repi.blogspot.com/2011/03/dice-at-gdc11.html">a rundown of other DICE presentations</a>. Other presentation lists include ones from <a href="http://www.nvidia.com/object/gdc2011.html">NVIDIA</a> and <a href="http://software.intel.com/en-us/articles/intelgdc2011/">Intel</a>, which I need to chew through sometime soon.</li>
<li>Vincent Scheib has <a href="http://beautifulpixels.blogspot.com/2011/03/gdc-2011-report.html">a quick GDC report</a>, and <a href="http://beautifulpixels.blogspot.com/2011/03/gdc2011-presentation-html5-and-other.html">a presentation</a> on HTML 5 and other browser technologies (e.g. WebGL), with a particular interest in the handheld market. Vincent mentions the <a href="http://www.youtube.com/watch?v=n3XeCHywNYM">Unreal GDC demo</a>, which is pretty amazing.</li>
<li>Intel has <a href="http://software.intel.com/en-us/articles/shadowexplorer/?cid=sw:ISNnews_69_ENG_5825">a nice shadows demo</a>, showing the various tradeoffs with cascaded and exponential variance shadow maps. It compiled out of the box for me, and there&#8217;s lots to try out. My only disappointment was that Lauritzen et al.&#8217;s <a href="http://visual-computing.intel-research.net/art/publications/sdsm/">clever shadow tricks</a> are not demonstrated in it! Their basic ideas center around the idea of a prepass of the scene. They get tight bounds on the near and far view planes by finding the min and max depths, and tighten the shadow maps&#8217; frustums around the visible points. Simple and clever, large improvements in shadow quality in real scenes, and relatively easy to implement or add to existing systems. <em>(thanks to Mauricio Vives)</em></li>
<li><a href="http://www.feed43.com/">Feed43</a>: This is a nice little idea. It tracks any web page you want, and you specify what is considered a change to the page. When a change is detected, you&#8217;re given an RSS ping. Best part is, you can share any RSS feed created with everyone. Examples: <a href="http://www.feed43.com/kesenpapers.xml">Ke-Sen Huang&#8217;s great conference paper list</a>, and <a href="http://www.feed43.com/raytracingnews.xml">The Ray Tracing News</a>. If you make a good feed, let me know and I&#8217;ll pass it on here. <em>(thanks to Iliyan Georgiev)</em></li>
<li>This one&#8217;s old, but it&#8217;s a great page and I found it worthwhile, a <a href="http://www.antigrain.com/research/font_rasterization/index.html#toc0008">discussion of gamma correction and text rendering</a>. The surprising conclusion is that gamma alone doesn&#8217;t work nicely for text (it does wonders for line antialiasing, as I hope you know: compare <a href="http://realtimerendering.com/gamma10.png">uncorrected</a> vs. <a href="http://realtimerendering.com/gamma22.png">corrected</a>). It turns out that things like TrueType&#8217;s hinting has been tuned such that antialiasing and gamma correction can be detrimental.</li>
<li>An interesting tidbit from the government report &#8220;<a href="http://www.whitehouse.gov/sites/default/files/microsites/ostp/pcast-nitrd-report-2010.pdf">Designing a Digital Future</a>&#8220;: on page 71 is an interesting section. A sample quote: &#8220;performance gains due to improvements in algorithms have vastly exceeded even the dramatic performance gains due to increased processor speed.&#8221; They give a numerical algorithms example where hardware gave a 1000x gain, algorithms gave a 43000x gain, 43 times as much. <em>(thanks to Morgan McGuire)</em></li>
<li>My <a href="http://vokselia.com">Minecraft addiction</a> has died down a fair bit (&#8220;just one more project&#8230;&#8221;), but I was happy to see Notch make <a href="http://notch.tumblr.com/post/3746989361/terrain-generation-part-1">a blog post with some technical chew</a>, with more posts to come. He talks about a problem many apps are starting to run into, how to deal with <a href="http://www.youtube.com/watch?v=1i7fW2xRQng">precision problems when the terrain space is large</a>. His solution for now, &#8220;it&#8217;s a feature!&#8221;, which actually kinda makes sense for Minecraft. He also starts to describe his procedural terrain generation algorithm.</li>
</ul>
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