{"id":87,"date":"2009-04-08T21:15:58","date_gmt":"2009-04-09T03:15:58","guid":{"rendered":"http:\/\/www.realtimerendering.com\/blog\/?p=87"},"modified":"2009-04-09T07:40:01","modified_gmt":"2009-04-09T13:40:01","slug":"fast-and-furious","status":"publish","type":"post","link":"https:\/\/www.realtimerendering.com\/blog\/fast-and-furious\/","title":{"rendered":"Fast and Furious"},"content":{"rendered":"<p>Given my <a href=\"http:\/\/www.realtimerendering.com\/blog\/more-with-the-links\/\">last links post<\/a> referenced &#8220;The Fast and the Furious&#8221;, I might as well call this post by the 4th movie in that series. Which is bizarrely titled by simply removing two &#8220;the&#8221;s from the original title. So the 5th movie will just be &#8220;Fast Furious&#8221;? I can imagine this subtract-a-the for other movies: &#8220;Fellowship of Ring&#8221;, &#8220;Silence of Lambs&#8221;, &#8220;Singin&#8217; in Rain&#8221;, &#8220;Back to Future&#8221;. Anyway, the goal of this post is to whip through the rest of my links backlog.<\/p>\n<p>I&#8217;m still catching up with reading the post-GDC flurry of resources and blog posts and whatnot &#8211; you&#8217;re on your own. Well, mostly. One or two things: watch the last half of the <a href=\"http:\/\/www.geeks3d.com\/?p=3612\">Unreal 3 new features demo<\/a>\u00a0&#8211; some nice-looking stuff. Also, the <a href=\"http:\/\/www.gdconf.com\/conference\/tutorials.html\">GDC tutorials<\/a> are available for download; the first set of 7 are what you want. Lots of DirectX 10 and 11 material, from my quick skim. The <a href=\"http:\/\/www.gdconf.com\/conference\/Tutorial%20Handouts\/100_Advanced%20Visual%20Effects%20with%20Direct3D\/100_Handout%203.pdf\">third talk<\/a>, by the DICE guys, looked to have some interesting things to say about cascaded shadow maps. Here&#8217;s another <a href=\"http:\/\/repi.blogspot.com\/2009\/01\/conference-slides.html\">older presentation<\/a>, about the Frostbite rendering engine, parallelism, software occlusion culling, ray tracing, and other nice tidbits. What&#8217;s also interesting about this one is that it uses a slide hosting site, <a href=\"http:\/\/www.slideshare.net\/\">SlideShare<\/a>, to hold the presentation.\u00a0Speaking of slidesets, there are also\u00a0<a href=\"http:\/\/sa08.idav.ucdavis.edu\/\">these<\/a>\u00a0from the parallel graphics computing course at SIGGRAPH Asia 2008.\u00a0<\/p>\n<p>But, you found you&#8217;re required to attend a conference between GDC and SIGGRAPH (If so, I want your job). In that case,\u00a0<a href=\"http:\/\/iiia.udg.edu\/EGSR2009\/\">EGSR 2009<\/a> is coming up at the end of June, in Girona, Spain.\u00a0This is\u00a0<em>the\u00a0<\/em>conference for rendering research in general.\u00a0There&#8217;s still a week before abstracts are due, so get cracking.<\/p>\n<p>In my last links post I asked for open source that loaded and exported a variety of model types and allowed mesh manipulation. Two people answered back: <a href=\"http:\/\/meshlab.sourceforge.net\/\">MeshLab<\/a>. The <a href=\"http:\/\/meshlabstuff.blogspot.com\">blog<\/a> about this package is also worth skimming through.<\/p>\n<p>Also in the previous links article I mentioned the server-side graphics computation model presented by\u00a0<a href=\"http:\/\/www.onlive.com\/\">OnLive<\/a>. \u00a0I should also mention AMD&#8217;s <a href=\"http:\/\/blogs.amd.com\/unprocessed\/tag\/fusion-render-cloud\/\">Fusion Render Cloud<\/a> project, in the same space. Hmmm, maybe this really could work, with compression, and if you don&#8217;t mind some lag.<\/p>\n<p>In Gamasutra is a &#8220;sponsored&#8221; article, but a good one, on <a href=\"http:\/\/www.gamasutra.com\/view\/feature\/3970\/sponsored_feature_optimizing_game_.php\">Intel&#8217;s Threading Building Blocks<\/a>. I can attest that this component truly does help you take advantage of multiple cores. Knowing at least a bit about TBB is worth your while. Also on Gamasutra is <a href=\"http:\/\/www.gamasutra.com\/view\/feature\/3975\/data_alignment_part_2_objects_on_.php\">part two<\/a> of the data alignment article.<\/p>\n<p>There&#8217;s a <a href=\"http:\/\/graphicrants.blogspot.com\/\">nice rundown<\/a> of Killzone 2&#8217;s graphical features on Brian Karis&#8217; blog.<\/p>\n<p>The <a href=\"http:\/\/www.hdrlabs.com\/sibl\/monthly.html\">sIBL site<\/a> has some HDR environment maps and manipulation software for download.<\/p>\n<p><a href=\"http:\/\/www.cs.unc.edu\/~pmerrell\/\">Paul Merrell<\/a> has made plugins available for Max and Blender for his city synthesis procedural modeling research at UNC Chapel Hill.<\/p>\n<p><a href=\"http:\/\/www.gamedev.net\/community\/forums\/mod\/journal\/journal.asp?jn=316777&amp;reply_id=3393125\">This diagram<\/a> of Windows&#8217; graphics makes me think, &#8220;it&#8217;s just that easy.&#8221;<\/p>\n<p><a href=\"http:\/\/developer.nvidia.com\/object\/nvscale_home.html\">NVScale<\/a>\u00a0is an OpenGL-based SDK that lets you use up to four GPUs to store and render extremely large models. It&#8217;s nice to see NVIDIA supporting this (non-gaming) area of rendering.<\/p>\n<p>Well-produced tutorial on volume rendering, along with demo code, by Kyle Hayward: <a href=\"http:\/\/graphicsrunner.blogspot.com\/2009\/01\/volume-rendering-101.html\">part 1<\/a>, <a href=\"http:\/\/graphicsrunner.blogspot.com\/2009\/01\/volume-rendering-102-transfer-functions.html\">part 2<\/a>.<\/p>\n<p>There are lots of articles about <a href=\"http:\/\/www.ziggyware.com\/articles.php?cat_id=6\">XNA graphics programming<\/a> getting put at\u00a0<a href=\"http:\/\/www.ziggyware.com\/news.php\">Ziggyware<\/a>.<\/p>\n<p>Nothing to do with computer graphics, but <a href=\"http:\/\/www.ics.uci.edu\/~dan\/class\/UniStu3\/index.html\">this<\/a> seems like the best computer science class ever.<\/p>\n<p>When nerds and lace-making meet: <a href=\"http:\/\/tattingmydoilies.blogspot.com\/2009\/02\/math-fiber-and-actual-tatting-content.html\">fractal doilies<\/a>.<\/p>\n<p>\u00a0<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Given my last links post referenced &#8220;The Fast and the Furious&#8221;, I might as well call this post by the 4th movie in that series. Which is bizarrely titled by simply removing two &#8220;the&#8221;s from the original title. So the 5th movie will just be &#8220;Fast Furious&#8221;? I can imagine this subtract-a-the for other movies: [&hellip;]<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-87","post","type-post","status-publish","format-standard","hentry","category-misc"],"_links":{"self":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/87","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=87"}],"version-history":[{"count":0,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/87\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/media?parent=87"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/categories?post=87"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/tags?post=87"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}