{"id":1332,"date":"2010-05-02T11:56:47","date_gmt":"2010-05-02T17:56:47","guid":{"rendered":"http:\/\/www.realtimerendering.com\/blog\/?p=1332"},"modified":"2010-05-02T12:07:00","modified_gmt":"2010-05-02T18:07:00","slug":"7-things-for-may-2","status":"publish","type":"post","link":"https:\/\/www.realtimerendering.com\/blog\/7-things-for-may-2\/","title":{"rendered":"7 Things for May 2"},"content":{"rendered":"<p>7 things, with images for each as some quick eye candy &#8211; is it worth my adding these images?<\/p>\n<ul>\n<li><a href=\"http:\/\/www.eurogamer.net\/articles\/digitalfoundry-vs-halo-reach-beta-article\">Here&#8217;s a nice rundown<\/a> of much of the graphical goodness (and badness, e.g. temporal antialiasing) of the Halo: Reach beta. It&#8217;s worth a skim just to get a sense of the state of the art in a wide range of areas. The motion blur video appears to not be available currently.\u00a0<em>(thanks, Mauricio)<\/em><\/li>\n<li><a href=\"http:\/\/www.wired.com\/gadgetlab\/2010\/04\/unlimited-detail-3-d-graphics\">Unlimited Detail Technology<\/a> is a voxel-based renderer with an interesting history: it was developed by a self-taught hobbyist who once ran a supermarket chain. There&#8217;s been interest in voxels for awhile, e.g. Jon Olick&#8217;s <a href=\"http:\/\/www.youtube.com\/watch?v=VpEpAFGplnI&amp;feature=fvw\">SIGGRAPH presentation<\/a> in 2008 (slides\u00a0<a href=\"http:\/\/s08.idav.ucdavis.edu\/olick-current-and-next-generation-parallelism-in-games.pdf\">here<\/a>). Voxel rendering reminds me of the <a href=\"http:\/\/en.wikipedia.org\/wiki\/Heightmap\">CPU-side heightfield renderer<\/a> used in Novalogic&#8217;s Comanche and Delta Force game series from 1992 on. Novalogic&#8217;s was a 2.5 D system using contour following, while the Unlimited Detail system is full 3D voxels. Looking at <a href=\"http:\/\/unlimiteddetailtechnology.com\/videos.html\">UD&#8217;s presentations<\/a>, it seems like a form of 3D clipmapping, where the level of detail of the voxels needed are determined by distance. The look reminds me of <a href=\"http:\/\/www.youtube.com\/watch?v=8NGLOkqCJN0\">dribble sand castles<\/a>. The coolest part: no GPU needed, it&#8217;s all CPU. I can imagine 18 limitations to this system: animation\/deformation, sharp-edges not possible, shading models have limitations, transparency doesn&#8217;t work, textures are difficult to apply, fuzzy objects can&#8217;t be rendered, etc. Still, fun to see and a fascinating option. <em>(another thanks, Mauricio)<\/em><\/li>\n<li>The <a href=\"http:\/\/www.geeks3d.com\/20100423\/ruin-island-opengl-glsl-demo-with-full-source-code\/\">Ruin Island demo<\/a> was created by some students in France. Parallax occlusion mapping, depth of field, NPR toon rendering, motion blur, glow and bloom, and more &#8211; it&#8217;s a grab-bag of effects in OpenGL. What&#8217;s nice is that the source code is provided. <em>(Geeks3D)<\/em><\/li>\n<li><a href=\"http:\/\/nopper.tv\/opengl_3_2.html\">Norbert Nopper<\/a> has a small set of standalone OpenGL 3.2 and GLSL 1.5 tutorial programs with code for various effects.<em> (Morgan McGuire)<\/em><\/li>\n<li>The demoscene demo <a href=\"http:\/\/directtovideo.wordpress.com\/2010\/04\/19\/agenda-circling-forth\/\">agenda circling forth<\/a> uses particle clouds for a beautiful look. Note that the links for the video and demo are just under the image at the top of the page.<\/li>\n<li>The photorealistic\u00a0<a href=\"http:\/\/www.geeks3d.com\/20100428\/octane-render-cuda-accelerated-photorealistic-renderer\">Octane Renderer<\/a> uses CUDA for acceleration. To try it out you&#8217;ll need a fairly up-to-date NVIDIA driver, the <a href=\"http:\/\/www.refractivesoftware.com\/downloads.html\">demosuite<\/a>, and the executable. It&#8217;s actually pretty cool to see the frameless rendering in action, it&#8217;s quite interactive for their simple scenes. There&#8217;s golden thread rendering: the longer you sit, the better the image gets. <em>(Geeks3D)<\/em><\/li>\n<li><a href=\"http:\/\/www.boingboing.net\/2010\/05\/01\/3d-printing-with-ice.html\">3D printing with ice<\/a>. <em>(BoingBoing)<\/em><\/li>\n<\/ul>\n<p>Halo: Reach motion blur:<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone\" title=\"Halo: Reach motion blur\" src=\"http:\/\/images.eurogamer.net\/assets\/articles\/\/a\/1\/0\/8\/2\/6\/5\/7\/velocity2.jpg.jpg\" alt=\"\" width=\"1280\" height=\"720\" \/><\/p>\n<p>Unlimited Detail voxel image:<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone\" title=\"Unlimited Detail demo\" src=\"http:\/\/unlimiteddetailtechnology.com\/attachments\/Image\/u2008rwalk02.jpg\" alt=\"\" width=\"640\" height=\"480\" \/><\/p>\n<p>Ruin Island demo:<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone\" title=\"Ruin Island demo\" src=\"http:\/\/www.ozone3d.net\/public\/jegx\/201004\/ruinisland_opengl_demo.jpg\" alt=\"\" width=\"400\" height=\"310\" \/><\/p>\n<p>OpenGL 3.2 Nopper demo image:<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone\" title=\"OpenGL 3.2 Nopper demo image:\" src=\"http:\/\/nopper.tv\/images\/Example10.png\" alt=\"\" width=\"94\" height=\"100\" \/><\/p>\n<p>agenda circling forth:<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone\" title=\"agenda circling forth\" src=\"http:\/\/directtovideo.files.wordpress.com\/2010\/04\/agenda012.jpg\" alt=\"\" width=\"1023\" height=\"575\" \/><\/p>\n<p>Octane Rendering, after 2 merged frames (interactive update) and after 5685 frames (a few minutes):<\/p>\n<p><a href=\"http:\/\/www.realtimerendering.com\/blog\/wp-content\/uploads\/2010\/05\/octane2.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-1339\" title=\"Octane Rendering, 2 frames\" src=\"http:\/\/www.realtimerendering.com\/blog\/wp-content\/uploads\/2010\/05\/octane2.png\" alt=\"\" width=\"1024\" height=\"512\" srcset=\"https:\/\/www.realtimerendering.com\/blog\/wp-content\/uploads\/2010\/05\/octane2.png 1024w, https:\/\/www.realtimerendering.com\/blog\/wp-content\/uploads\/2010\/05\/octane2-300x150.png 300w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/a><\/p>\n<p><a href=\"http:\/\/www.realtimerendering.com\/blog\/wp-content\/uploads\/2010\/05\/octane5685.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1340 alignnone\" title=\"Octane Rendering, 5685 frames\" src=\"http:\/\/www.realtimerendering.com\/blog\/wp-content\/uploads\/2010\/05\/octane5685.png\" alt=\"\" width=\"1024\" height=\"512\" srcset=\"https:\/\/www.realtimerendering.com\/blog\/wp-content\/uploads\/2010\/05\/octane5685.png 1024w, https:\/\/www.realtimerendering.com\/blog\/wp-content\/uploads\/2010\/05\/octane5685-300x150.png 300w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/a><\/p>\n<p>3D ice printing:<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone\" title=\"3D ice printing\" src=\"http:\/\/craphound.com\/images\/FAHcoverimage.jpg\" alt=\"\" width=\"640\" height=\"551\" \/><\/p>\n","protected":false},"excerpt":{"rendered":"<p>7 things, with images for each as some quick eye candy &#8211; is it worth my adding these images? Here&#8217;s a nice rundown of much of the graphical goodness (and badness, e.g. temporal antialiasing) of the Halo: Reach beta. It&#8217;s worth a skim just to get a sense of the state of the art in [&hellip;]<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[237,288,390,67,100],"class_list":["post-1332","post","type-post","status-publish","format-standard","hentry","category-resources","tag-3d-printing","tag-demoscene","tag-halo","tag-opengl","tag-voxels"],"_links":{"self":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/1332","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/comments?post=1332"}],"version-history":[{"count":19,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/1332\/revisions"}],"predecessor-version":[{"id":1353,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/1332\/revisions\/1353"}],"wp:attachment":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/media?parent=1332"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/categories?post=1332"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/tags?post=1332"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}