{"id":82,"date":"2009-03-29T18:40:11","date_gmt":"2009-03-30T00:40:11","guid":{"rendered":"http:\/\/www.realtimerendering.com\/blog\/?p=82"},"modified":"2009-04-08T09:25:06","modified_gmt":"2009-04-08T15:25:06","slug":"more-with-the-links","status":"publish","type":"post","link":"https:\/\/www.realtimerendering.com\/blog\/more-with-the-links\/","title":{"rendered":"More With the Links"},"content":{"rendered":"<p>I love the movie sequel title &#8220;2 Fast 2 Furious&#8221;. How clever, and a great way to guarantee there will never be a third movie. Well, there was, but they had to go the colon route, &#8220;&#8230; : Tokyo Drift&#8221;.<\/p>\n<p>Which is indicative of nothing, as I don&#8217;t think I&#8217;ve ever actually seen any of these movies. I was reminded of the title as my goal today is to whip through the backlog of 72 potential blog resource links I&#8217;ve been gathering on <a href=\"http:\/\/delicious.com\/erich666\/rtrblog\">del.icio.us<\/a>. [Well, as it turns out, I got through 39 of them (the fresher ones), 33 to go&#8230;]<\/p>\n<p><a href=\"http:\/\/www.amazon.com\/ShaderX7-Rendering-Techniques-Wolfgang-Engel\/dp\/1584505982?tag=realtimerenderin\">ShaderX^7<\/a> has been published. We hope to give it an overview sometime soon (mine&#8217;s on backorder from Amazon.com).<\/p>\n<p>From various source I heard that <a href=\"http:\/\/www.gametrailers.com\/player\/47079.html\">OnLive<\/a> got a bit of notice at GDC. Think: pure server-side computation of all graphics for a game, i.e., a cloud computing model. Now even your grandma&#8217;s computer or even a rigged-out TV can play Crysis, assuming the net bandwidth is there. Which of course makes me think: what about latency? Lag for how other players see your action is always there, and causes mismatches (&#8220;how did I instantly die?&#8221;). But increasing lag for <em>you <\/em>seeing the consequences of <em>your own actions<\/em> seems like a non-starter for shooters, at least.<\/p>\n<p>Mark DeLoura has a great two-part article on what game engines are licensed for titles. <a href=\"http:\/\/www.gamasutra.com\/blogs\/MarkDeLoura\/20090302\/581\/The_Engine_Survey_General_results.php\">First part<\/a> is a general survey, <a href=\"http:\/\/www.gamasutra.com\/blogs\/MarkDeLoura\/20090316\/903\/The_Engine_Survey_Technology_Results.php\">second<\/a> is about the technology involved. I found it interesting to see what people cared about, e.g. multicore is on people&#8217;s minds. Nothing too shocking here, but it&#8217;s fantastic to see what is getting used, and why, in this marketplace.<\/p>\n<p>Related to this, I happened across\u00a0<a href=\"http:\/\/en.wikipedia.org\/wiki\/List_of_game_engines\">a list of game engines<\/a>\u00a0on wikipedia. Not massively useful (e.g. no sense of what&#8217;s popular), but a starting place.<\/p>\n<p>John Ratcliff has a <a href=\"http:\/\/www.geeks3d.com\/wp-content\/plugins\/download-monitor\/download.php?id=35\">graphics math library<\/a> available for download with an unrestrictive reuse license. He recently <a href=\"http:\/\/www.geeks3d.com\/?p=3452\">added best fit methods<\/a> for AABB&#8217;s and OBB&#8217;s.<\/p>\n<p>I was interested to look at the open source, cross-platform (!) model viewer <a href=\"http:\/\/www.glc-player.net\/\">GLC<\/a>. I&#8217;ve wanted something like this for doing some experiments with mesh manipulation. Not a bad viewer, but that&#8217;s all it is at this point, unfortunately: you can&#8217;t even export to a different 3D format. The search continues&#8230; If you know a reasonable open source 3D file viewer\/converter out there, please tell me. I should probably bite the bullet and just use <a href=\"http:\/\/www.blender.org\/download\/source-code\/\">Blender<\/a>, but this application is way overkill.<\/p>\n<p><a href=\"http:\/\/www.geeks3d.com\/?p=3474\">CUDA voxel rendering<\/a> &#8211; pretty impressive!<\/p>\n<p>I liked this post <a href=\"http:\/\/c0de517e.blogspot.com\/2009\/03\/optimization-again-from-steve-yegge.html\">on optimization<\/a>\u00a0mainly because of the line &#8220;I went in and found out that some title bar was getting rendered 140 times every time you refreshed the screen&#8221;. I can entirely relate (though 140 must be some kind of record): too many times I&#8217;ve put output debugging statements showing updates, only to see 2,3,6 updates happening. I once started on a project and in the first few weeks increased performance by 100%, simply by noting the main draw path was being executed twice each frame.<\/p>\n<p>Speaking of performance, there&#8217;s an article on <a href=\"http:\/\/graphicsrunner.blogspot.com\/2009\/02\/volume-rendering-201-optimizations.html\">volume rendering optimizations<\/a> when using a ray-casting approach on the GPU.<\/p>\n<p><a href=\"http:\/\/www.geeks3d.com\/?p=3582\">Wolfenstein source code<\/a> for the free iPhone version, along with Carmack&#8217;s documentation on the project, is available.<\/p>\n<p>Software patents are only slightly dumber than business method patents, which are patently absurd. I hadn&#8217;t noticed until now, but there was recently a ruling on a business method patent, <a href=\"http:\/\/en.wikipedia.org\/wiki\/In_re_Bilski\">In re Bilski<\/a>, which has been used to strike down software patents.<\/p>\n<p>A detailed <a href=\"http:\/\/www.gamedev.net\/community\/forums\/mod\/journal\/journal.asp?jn=316777&amp;reply_id=3424549\">data and execution flow diagram<\/a> for the new DirectX 11 pipeline front-end is available from Jolly Jeffers.<\/p>\n<p>People are still making ray-tracing specific hardware; witness <a href=\"http:\/\/www.caustic.com\/\">Caustic Graphics<\/a>. They have a rather <a href=\"http:\/\/www.caustic.com\/caustic-rt_caustic-one.php\">amazing claim<\/a>: &#8220;The CausticOne, however, thrives in incoherent raytracing situations: encouraging the use of multiple secondary rays per pixel. Its level of performance is not affected by the degree of incoherence.&#8221; Good trick. That said, I can&#8217;t say I see any large customer base for such a product. This seems like a company designed for acquisition, similar to <a href=\"http:\/\/en.wikipedia.org\/wiki\/Ageia\">Ageia<\/a>. Fine by me, best of luck to them.<\/p>\n<p>I&#8217;m happy to learn that the Humus site now has a <a href=\"http:\/\/www.humus.name\/index.php?page=News\">news blog<\/a>. This is a great site for demos of advanced techniques, and for honest comments about strengths and limitations of various approaches.<\/p>\n<p>Another blog: <a href=\"http:\/\/www.geeks3d.com\/\">The Geeks of 3D<\/a>. Tracks demos, APIs, SDKs, and graphics card releases. Handy &#8211; some of the links here I found there.<\/p>\n<p>There was a <a href=\"http:\/\/www.gamasutra.com\/view\/feature\/3942\/data_alignment_part_1.php\">nice little article<\/a> on data alignment on Gamasutra. Proper alignment is a key element in getting high performance.<\/p>\n<p>I was trying to find the name of the projection of equidistant latitude and longitude lines for a surrounding spherical environment. From <a href=\"http:\/\/www.radicalcartography.net\/?projectionref\">this interesting page<\/a>\u00a0(click on the &#8220;Wall Maps of the World&#8221; text) I found it:\u00a0<em>Plate Carr\u00e9e<\/em>.<\/p>\n<p>Predicting the future is so much more interesting than predicting the past. I love this: <a href=\"http:\/\/www.boingboing.net\/2009\/02\/10\/hans-moravecs-slide.html\">MIPS per $1000<\/a>. It&#8217;s entertaining to equate raw computing power with structured processing. By the same equivalence, I should be able to hook up 1700 mice in parallel to get a human brain.<\/p>\n<p>A great line from a\u00a0<a href=\"http:\/\/www.crunchgear.com\/2009\/03\/25\/new-quadros-from-nvidia-powerful-and-expensive-not-unlik-myself\/\">GPU review<\/a>: &#8220;Nvidia\u2019s new line of unbelievably expensive cards will block out the sun, and ray-trace its own shadow in real time.&#8221;<\/p>\n<p><a href=\"http:\/\/www.acmewebpages.com\/animal\/locales.htm\">Faber College&#8217;s<\/a> motto is &#8220;Knowledge is Good&#8221;. Learning about the idea of metamers would have saved <a href=\"http:\/\/www.biotele.com\/magenta.html\">this article<\/a> from confusion. Coming back to this article now, I see all the comments have been removed, and an apologia trying to convert confusion into enlightenment added, but I think this still misses the point. Sure, there is a color associated with a single wavelength of light. But, my guess is that 99.99% of the colors we perceive arrive at any location on the eye as light with a spectral mix of wavelengths, not a single wavelength (Naty will correct me if I&#8217;m wrong). Unless you&#8217;re Dr. Evil and deal with sharks with frickin&#8217; laser beams on their heads on a daily basis. Hmmm, I&#8217;m probably forgetting some other single-wavelength phenomena, like fluorescence. Anyway, the article did lead me to look up more information on metamers on Wikipedia, where I learnt about <a href=\"http:\/\/en.wikipedia.org\/wiki\/Metamerism_(color)\">metameric failure<\/a>, a term I hadn&#8217;t heard before. One more reason a simple RGB representation of color isn&#8217;t sufficient.<\/p>\n<p>Cute thing: <a href=\"http:\/\/www.snapily.com\/\">Snapily<\/a> lets you turn some set of images or video into <a href=\"http:\/\/en.wikipedia.org\/wiki\/Lenticular_printing\">lenticular prints<\/a>.<\/p>\n<p>I don&#8217;t have a lot to say about what I do at Autodesk. Here&#8217;s <a href=\"http:\/\/area.autodesk.com\/index.php\/blogs_ken\/blog_detail\/research_pushing_the_possibilities_of_viewport_performance\/\">a tidbit<\/a>.<\/p>\n<p>Art for the day, <a href=\"http:\/\/www.boingboing.net\/2009\/02\/25\/crayons-as-pixels.html\">crayons as pixels<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I love the movie sequel title &#8220;2 Fast 2 Furious&#8221;. How clever, and a great way to guarantee there will never be a third movie. Well, there was, but they had to go the colon route, &#8220;&#8230; : Tokyo Drift&#8221;. Which is indicative of nothing, as I don&#8217;t think I&#8217;ve ever actually seen any of [&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":[150,87,148,101,140,143,35,141,139,104,147,55,117,149,142,145,144,146],"class_list":["post-82","post","type-post","status-publish","format-standard","hentry","category-resources","tag-crayons","tag-cuda","tag-data-alignment","tag-directx-11","tag-game-engines","tag-glc","tag-iphone","tag-math-library","tag-onlive","tag-optimization","tag-patents","tag-ray-tracing","tag-shaderx","tag-snapily","tag-viewer","tag-volume","tag-voxel","tag-wolfenstein"],"_links":{"self":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/82","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=82"}],"version-history":[{"count":0,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/82\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/media?parent=82"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/categories?post=82"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/tags?post=82"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}