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	<title>Real-Time Rendering &#187; translucency</title>
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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>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2018</guid>
		<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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