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Archive for August, 2007

They have the video for this for $10 or included if you got the full conference. For anyone who isn’t familiar with the SIGGRAPH Papers Fast-Forward session, this is a fairly recent tradition (since 2002), where all the papers are presented in very short (50 second) presentations. This gives you a chance to get a […]

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SIGGRAPH Encore

This year the ‘SIGGRAPH Encore’ access to full video of presentations was pretty slick, with most courses, papers and sketches available (for a fee) within 24 hours at the conference itself. These are great even for people who attended the conference (due to all the overlapping sessions it’s impossible to see everything you’re interested in), […]

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I was just browsing the A K Peters website recently (they have a great catalog of graphics books, like Real-Time Rendering, Advanced Global Illumination, and many others; they also publish the Journal of Graphics Tools) and I noticed an interesting book that they have forthcoming this October: “Color Imaging: Fundamentals and Applications” by Erik Reinhard […]

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SIGGRAPH 2007 Roundup

Whew! I’m back from SIGGRAPH, which was exciting and exhausting (as it usually is). I got a few days behind in the rush; I’ll finish up the remaining items of note in this post (in the order I saw them, not necessarily in order of importance). Wave Particles: this is a technique for simulating 2D […]

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Curl Noise

I saw the presentation of the paper “Curl Noise for Procedural Fluid Flow” on Tuesday. I’ve wanted to use velocity fields to advect particles in games for quite a while now, including procedural noise fields. Naively I thought I would want to use Perlin noise, however, it turns out that Perlin noise velocity fields aren’t […]

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Lighting Papers

I attended the Lighting Papers session on Tuesday. Of particular note were the following two papers: The Lightspeed Automatic Interactive Preview Lighting System This paper describes a lighting preview system from ILM. Similarly to other relighting systems (like Pixar’s LPICS) it does deferred rendering to enable fast iteration on the lighting (which happens after everything […]

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More Courses

I went to the “Practical Global Illumination With Irradiance Caching” course. I’m interested in irradiance and radiance caching techniques because they are closely related to baked lighting techniques used in games – one could argue that baked lighting is nothing more than irradiance caching computed offline and applied to interactive renders. An example of a […]

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Gamma chapter in GPU Gems 3

I leafed through GPU Gems 3 today, and noticed that chapter 24 has an interesting discussion of gamma-correctness issues. It looks pretty good (as does the book as a whole), and should be worthwhile reading for anyone interested in my recent post on gamma-correctness. NVIDIA has a page for the book here.

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Least-Squares Course

In the afternoon I attended the course “Practical Least-Squares for Computer Graphics”. Least-squares minimisation is a crucial CG tool, and this course had a great presentation of the subject. I highly recommend reading the course notes, which are available here.

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Live from SIGGRAPH 2007

Finished an exhausting first day at the conference today – it seemed that I couldn’t step into the hallway for a minute without falling into a long and interesting conversation with a colleague I hadn’t seen since last SIGGRAPH. I spent the morning at Pixar’s course “Anyone Can Cook – Inside Ratatouille’s Kitchen” (the course […]

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I just bumped into this gamma link on Stephen Westin’s website, and that reminded me of other interesting graphics stuff on his site which seemed worth sharing: A mini-article on Fresnel reflectance A pdf scan of the original Torrance-Sparrow paper The “multimedia” (HTML + Java) version of the He BRDF paper An English translation of […]

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I’ve been spending a fair amount of time recently making our game’s rendering pipeline gamma-correct, which turned out to involve quite a bit more than I first suspected. I’ll give some background and then outline the issues I encountered – hopefully others trying to “gamma-correct” their renderers will find this useful. In a renderer implemented […]

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