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	<title>Real-Time Rendering &#187; Visual Assist X</title>
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		<title>7 Things for February 6</title>
		<link>http://www.realtimerendering.com/blog/7-things-for-february-6/</link>
		<comments>http://www.realtimerendering.com/blog/7-things-for-february-6/#comments</comments>
		<pubDate>Sat, 06 Feb 2010 15:15:07 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[ambient occlusion]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[MIT]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[pixel]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[Visual Assist X]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=918</guid>
		<description><![CDATA[With the excitement of Ground Hog&#8217;s Day and James Joyce&#8217;s birthday over, it&#8217;s time to take off the silly paper hats and get back to writing &#8220;7 things&#8221; columns. Here goes: Jeremy Shopf gives a nice summary of recent ambient occlusion papers. AO is becoming the new Shadows&#8212;every conference must have a paper on the [...]]]></description>
			<content:encoded><![CDATA[<p>With the excitement of Ground Hog&#8217;s Day and James Joyce&#8217;s birthday over, it&#8217;s time to take off the silly paper hats and get back to writing &#8220;7 things&#8221; columns. Here goes:</p>
<ul>
<li>Jeremy Shopf gives <a href="http://www.jshopf.com/blog/?p=226">a nice summary</a> of recent ambient occlusion papers. AO is becoming the new Shadows&#8212;every conference must have a paper on the topic. Honestly, it&#8217;s amazing that some of these ideas haven&#8217;t popped up earlier, like the line integral method. If you accept the basic approximation of AO from the start, then it&#8217;s a matter of how to best integrate the hemisphere around the point. I&#8217;m not downplaying the contribution of this research. Just the opposite, it&#8217;s more along the lines of &#8220;d&#8217;oh, brilliant, and why didn&#8217;t anyone think of that earlier?&#8221; The answer is both, &#8220;because those guys are smart&#8221; and, &#8220;they actually tried it out, vs. thinking of an idea and not pursuing it.&#8221;</li>
<li><a href="http://www.realtimerendering.com/blog/c-baby/">Thinking about C++</a> and looking at <a href="http://www.realtimerendering.com/blog/?s=windirstat">my old utilities post</a>, I realized I forgot an add-on I use just about every day: <a href="http://www.wholetomato.com/">Visual Assist X</a>. This product makes Visual Studio much more usable for C++. Over the years it&#8217;s become indispensable to me, as more and more features get integrated into how I work. I started off small: there&#8217;s a great button that simply switches you between the .cpp and .h version of the file. Then I noticed that other button which takes a set of lines I&#8217;ve selected and comments them out in a single mouse press, and the other button that uncomments them back. Then I found I could add a control that lets me type in a few characters to find a code file, or find a class. On and on it goes&#8230; Anyway, there&#8217;s a free trial, and for individuals it&#8217;s an entirely reasonable (for what you get) $99 license. By the way, you really don&#8217;t need to get the maintenance renewal every year.</li>
<li>As you may know, MIT has had a mandate for a number of years to put <a href="http://ocw.mit.edu/OcwWeb/web/home/home/index.htm">all of its courses online</a> in some form&#8212;there are now 1900 of them. The EE &amp; CS department, naturally enough, has <a href="http://ocw.mit.edu/OcwWeb/Electrical-Engineering-and-Computer-Science/index.htm">quite a selection</a>. The third <a href="http://ocw.mit.edu/OcwWeb/web/courses/visits/index.htm">most visited course</a> on the whole site is <a href="http://ocw.mit.edu/OcwWeb/Electrical-Engineering-and-Computer-Science/6-00Fall-2008/CourseHome/index.htm"><em>Introduction to Computer Science and Programming</em></a>, from Fall 2008 (and I approve: they use <a href="http://www.realtimerendering.com/blog/tools-for-teaching/">Python</a>!). There&#8217;s only one <a href="http://ocw.mit.edu/OcwWeb/Electrical-Engineering-and-Computer-Science/6-837Fall2003/CourseHome/index.htm">computer graphics course</a>, from 2003, but it covers unchanging principles and concepts so the &#8220;ancient&#8221; date is a minor problem.</li>
<li>Naty pointed out <a href="http://directtovideo.wordpress.com/2009/11/13/deferred-rendering-in-frameranger/">this article about deferred rendering</a>. He notes, &#8220;A nice description of a deferred rendering system used in a demo&#8212;of particular interest is the use of raytraced distance fields for rendering fluids, and the integration of this into the overall deferred system.&#8221;</li>
<li>A month and a half ago I <a href="http://www.realtimerendering.com/blog/7-things-for-december-22/">listed some articles</a> about reconstructing the position or linear z-depth in a shader. <a href="http://mynameismjp.wordpress.com/2009/03/10/reconstructing-position-from-depth/">Here&#8217;s another</a>.</li>
<li>It&#8217;s the ongoing debate, back again. No, not <a href="http://www.nytimes.com/2008/02/13/dining/13chocolate.html">dark vs. milk chocolate</a>, nor <a href="http://www.ultimatecarpage.com/forum/car-comparison/38662-ferrari-vs-porsche.html">Ferrari vs. Porsche</a>, but <a href="http://www.geeks3d.com/20100128/opengl-vs-direct3d-the-return/">DirectX vs. OpenGL</a>. My own feeling is &#8220;whatever, we support both&#8221;. By the way, the upcoming book <a href="http://www.akpeters.com/product.asp?ProdCode=4728"><em>GPU PRO</em></a> (which also has <a href="http://gpupro.blogspot.com/">a blog</a>, and has just been listed on <a href="http://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720?tag=realtimerenderin">Amazon</a>) includes an in-depth article on porting from DX9 to OpenGL 2.0. <a href="http://www.slideshare.net/Mark_Kilgard/opengl-32-and-more">Mark Kilgard&#8217;s presentation</a> also discusses the differences, including the coordinate space and window space conventions.</li>
<li>I love human pixels. The <a href="http://en.wikipedia.org/wiki/Arirang_Festival">Arirang Festival</a> in North Korea is a famous example, check out <a href="http://images.google.com/images?rlz=1C1GGLS_enUS360US361&amp;sourceid=chrome&amp;q=arirang+festival&amp;um=1&amp;ie=UTF-8&amp;ei=GYRtS_SHENTg8QaD4dGVCQ&amp;sa=X&amp;oi=image_result_group&amp;ct=title&amp;resnum=4&amp;ved=0CBwQsAQwAw">Google Images</a>. But that&#8217;s just a <a href="http://en.wikipedia.org/wiki/Card_stunt">card stunt</a>, impressive as it is. <a href="http://www.youtube.com/watch?v=7Jgkm2pdWgY&amp;feature=player_embedde">This video</a> shows a technique I hadn&#8217;t seen before (note that some of it is sped up&#8212;check the speed of the people on the field&#8212;but still fantastic). There are other videos, such as <a href="http://www.youtube.com/watch?v=bdawiz6RAl4&amp;NR=1">this</a> and <a href="http://www.youtube.com/watch?v=tipHJlLUzNk&amp;feature=related">this</a>.</li>
</ul>
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