Seven more:
- Michael Abrash has an in-depth article on rasterization on Larrabee. Perhaps a little too in-depth at times; just skim past the assembly instructions. I also found myself asking, “why do that?” – the key is to just keep reading. He tries to make his examples simple and comprehensible, but at the cost of sometimes feeling like they’re oversolving the problem. They aren’t, it’s just that the solution is in fact used in different circumstances in order to be efficient.
- SIGGRAPH has an interactive rendering event summary page. This page is more for the art production side of things, though; Naty’s course, talks, and production sessions summaries are more comprehensive and more useful for programmer attendees.
- NVIDIA has a number of events they’re involved in at SIGGRAPH 2009. Here’s the list.
- I love this sort of madness: a business-card ray tracer that does depth of field.
- Accumulated SSAO: the idea of reprojection, of using previous results by finding where they lie on this frame’s view, is one that seems a tad expensive for interactive rendering. It’s hard to know anything about performance and quality from this page, but I thought it was interesting to see.
- I mentioned Processing in the last post. Another language-related resource for graphics and game programming is pygame, a set of Python modules for writing games. A friend said he found this system to be pretty great, that he could whip up a fairly involved game idea in a few hours.
- Scribblenauts sounds like the coolest game that will ever come out, period. Even if it’s only 1/10th as good as the previews read, it looks to be pretty darn entertaining.
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