{"id":1646,"date":"2010-07-21T20:43:24","date_gmt":"2010-07-22T02:43:24","guid":{"rendered":"http:\/\/www.realtimerendering.com\/blog\/?p=1646"},"modified":"2010-07-22T12:46:25","modified_gmt":"2010-07-22T18:46:25","slug":"two-and-a-half-books","status":"publish","type":"post","link":"https:\/\/www.realtimerendering.com\/blog\/two-and-a-half-books\/","title":{"rendered":"Two and a Half Books"},"content":{"rendered":"<p>I&#8217;ve learnt of two new books in the past few weeks, worth mentioning as books to check out at SIGGRAPH (or using Amazon&#8217;s &#8220;Look Inside&#8221;, of course):<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignleft\" title=\"iPhone 3d Programming\" src=\"https:\/\/images-na.ssl-images-amazon.com\/images\/I\/51duyONYHdL._SL110_.jpg\" alt=\"\" width=\"84\" height=\"110\" \/><a href=\"http:\/\/www.amazon.com\/iPhone-Programming-Developing-Graphical-Applications\/dp\/0596804822?tag=realtimerenderin\">iPhone 3D Programming: Developing Graphical Applications with OpenGL ES<\/a>, by Philip Rideout, O&#8217;Reilly Press. A better title might have been &#8220;Programming OpenGL ES on the iPhone&#8221;, as it focuses on OpenGL ES more than on the iPhone per se. Which is fine; there are already lots of iPhone programming books, and almost none that are focused more on OpenGL ES itself (the only other OpenGL ES 2.0 book I know of is <a href=\"http:\/\/www.amazon.com\/OpenGL-ES-2-0-Programming-Guide\/dp\/0321502795?tag=realtimerenderin\">this one<\/a>). The book is C++ oriented, with some Objective C as needed for glue.\u00a0From my brief skim, this looks like a well-illustrated, readable guide that hits many different effects: reflection maps, skinning, antialiasing, etc. That said, I haven&#8217;t yet had the opportunity to program on any mobile devices, so can&#8217;t give an expert review. When I do give it a try, this looks like the book I&#8217;ll read first.<\/p>\n<p><em>Update<\/em>: A draft of this book is free on the web, <a href=\"http:\/\/iphone-3d-programming.labs.oreilly.com\/\">see it here<\/a>. It looks to be essentially the same as the published work (but with some hand-drawn figures), and is nicer in some ways, as the pages allow color images (always good for a graphics book).<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignleft\" title=\"Light &amp; Skin Interactions\" src=\"https:\/\/images-na.ssl-images-amazon.com\/images\/I\/51Iqmti2vhL._SL100_.jpg\" alt=\"\" width=\"81\" height=\"100\" \/><a href=\"http:\/\/www.amazon.com\/Light-Skin-Interactions-Simulations-Applications\/dp\/0123750938?tag=realtimerenderin\">Light &amp; Skin Interactions: Simulations for Computer Graphics Applications<\/a>, by Gladimir V. G. Baranoski and Aravind Krishnaswamy, Morgan-Kaufmann Press. This one&#8217;s out of my league as a casual skim. Paging through and seeing &#8220;the eumelanin absorption coefficient is given by&#8230;&#8221; and &#8220;Scattering in either the stratum corneum or epidermis&#8230;&#8221; shows me how little I know of the world in general. Anyway, interesting to see a whole book about this critical type of material. Searching through it, there&#8217;s minimal coverage of, for example, <a href=\"http:\/\/http.developer.nvidia.com\/GPUGems3\/gpugems3_ch14.html\">d&#8217;Eon and Luebke&#8217;s work<\/a>, so I can&#8217;t say it has much direct application to interactive computer graphics at this point.<\/p>\n<p>That&#8217;s all for the real books&#8230;<\/p>\n<p><a href=\"http:\/\/www.realtimerendering.com\/blog\/wp-content\/uploads\/2010\/07\/gggg.gif\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-1660\" title=\"gggg\" src=\"http:\/\/www.realtimerendering.com\/blog\/wp-content\/uploads\/2010\/07\/gggg.gif\" alt=\"\" width=\"121\" height=\"196\" \/><\/a>The half a book (at best): <a href=\"http:\/\/en.wikipedia.org\/wiki\/User:Erich666\/Books\/GGGG\">Game GPU Graphics Gems: Real-Time Rendering The Redux<\/a> (aka GGGG:RTRTR), by anyone who wants to edit it. When I &#8220;edited&#8221; the quasi-book\u00a0<a href=\"http:\/\/www.realtimerendering.com\/blog\/another-introduction-to-ray-tracing\/\">Another Introduction to Ray Tracing<\/a> a few months ago, I thought back then that I&#8217;d start another book for SIGGRAPH. Like the first stunning collection, this was an hour of work gathering Wikipedia articles (hardest part was choosing a cover). There are plenty more articles to gather about interactive rendering, and you&#8217;re most welcome to add any good ones you find to this book, make your own, etc. &#8211; it&#8217;s a wiki page, after all. More seriously, I like having a single, tight page of links to Wikipedia articles about interactive rendering, vs. wandering around and haphazardly seeing what&#8217;s there.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;ve learnt of two new books in the past few weeks, worth mentioning as books to check out at SIGGRAPH (or using Amazon&#8217;s &#8220;Look Inside&#8221;, of course): iPhone 3D Programming: Developing Graphical Applications with OpenGL ES, by Philip Rideout, O&#8217;Reilly Press. A better title might have been &#8220;Programming OpenGL ES on the iPhone&#8221;, as it [&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":[16,35,67,408,407,389],"class_list":["post-1646","post","type-post","status-publish","format-standard","hentry","category-resources","tag-books","tag-iphone","tag-opengl","tag-opengl-es","tag-skin","tag-wikipedia"],"_links":{"self":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/1646","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=1646"}],"version-history":[{"count":22,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/1646\/revisions"}],"predecessor-version":[{"id":1669,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/1646\/revisions\/1669"}],"wp:attachment":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/media?parent=1646"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/categories?post=1646"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/tags?post=1646"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}