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	<title>BigDaveDev - Honours &#187; Reading</title>
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	<link>http://bigdavedev.com/honours-blog</link>
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		<title>Worksheet 2</title>
		<link>http://bigdavedev.com/honours-blog/2009/10/worksheet-2/</link>
		<comments>http://bigdavedev.com/honours-blog/2009/10/worksheet-2/#comments</comments>
		<pubDate>Tue, 06 Oct 2009 15:23:25 +0000</pubDate>
		<dc:creator>Big Dave</dc:creator>
				<category><![CDATA[Proposal]]></category>
		<category><![CDATA[Reading]]></category>
		<category><![CDATA[Update]]></category>
		<category><![CDATA[Worksheet]]></category>

		<guid isPermaLink="false">http://bigdavedev.com/honours-blog/?p=65</guid>
		<description><![CDATA[This weeks task is to actually arrive at a research question &#8211; by no means an easy task! I have formulated several possible questions thus far and all are related to the topic of atmospheric scattering, as this is my main topic of interest.  I shall list them below: Can atmospheric scattering be used accurately [...]]]></description>
			<content:encoded><![CDATA[<p>This weeks task is to actually arrive at a research question &#8211; by no means an easy task!</p>
<p>I have formulated several possible questions thus far and all are related to the topic of atmospheric scattering, as this is my main topic of interest.  I shall list them below:</p>
<ul>
<li>Can atmospheric scattering be used accurately in computer games?</li>
<li>Is it feasible to include atmospheric scattering in computer games?</li>
<li>Can post-processed effects &#8211; such as atmospheric scattering &#8211; be used in computer games without hindering performance?</li>
<li>Can post-processed effects &#8211; such as atmospheric scattering &#8211; be used in computer games without negatively affecting overall performance?</li>
<li>Can atmospheric scattering be implemented efficiently in computer games?</li>
<li>Can atmospheric scattering be used as an effective depth cue in computer games?</li>
<li>Can atmospheric scattering be used as an effective enhancement to traditional global illumination models?</li>
</ul>
<p>While the last one holds the most interest for me, I do not think there is enough time to play with this question as it would involve the use of radiosity, ray tracing or photon mapping.  With that in mind, I feel that the question that will allow me to explore atmospheric scattering and post-processing would be the third-last question:</p>
<p>&#8220;Can atmospheric scattering be implemented efficiently in computer games?&#8221;</p>
<p>With this particular question, the suggested scope should be small enough to investigate GPGPU techniques and post-processing as well as provide me the choice of using either Preetham or Nishitas&#8217; method for the atmospheric scattering model.</p>
<p>It was also brought to my attention earlier today that using Nishitas&#8217; model would allow an appropriate use of GPGPU techniques as there are lots of variables to compute over several frames.</p>
<p>On a final note then, the research question I am putting forward is:</p>
<p>&#8220;Can atmospheric scattering be implemented efficiently in computer games?&#8221;</p>
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		<slash:comments>3</slash:comments>
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		<title>Links/Resources</title>
		<link>http://bigdavedev.com/honours-blog/2009/10/linksresources/</link>
		<comments>http://bigdavedev.com/honours-blog/2009/10/linksresources/#comments</comments>
		<pubDate>Thu, 01 Oct 2009 13:23:19 +0000</pubDate>
		<dc:creator>Big Dave</dc:creator>
				<category><![CDATA[Reading]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Resource]]></category>

		<guid isPermaLink="false">http://bigdavedev.com/honours-blog/?p=61</guid>
		<description><![CDATA[I have installed the CUDA SDK at home and have requested that it be installed in the GameLab at Abertay as well.  Having looked through some of the examples supplied &#8211; demonstrating, for example,  real-time ray tracing &#8211; I am beginning to understand just how important GPGPU methods could become.  It is clear that harnessing [...]]]></description>
			<content:encoded><![CDATA[<p>I have installed the CUDA SDK at home and have requested that it be installed in the GameLab at Abertay as well.  Having looked through some of the examples supplied &#8211; demonstrating, for example,  real-time ray tracing &#8211; I am beginning to understand just how important GPGPU methods could become.  It is clear that harnessing the power of CUDA could be the next stage in game development.</p>
<p>And with the Khronos Group releasing OpenCL in a bid to encapsulate both NVIDIA CUDA and AMD Stream in a similar manner to OpenGL and OpenAL, it is reasonable to expect developers to begin using this in the near future also.</p>
<p>Following are some web-sites to read through to gain a better understanding of CUDA</p>
<p><a href="http://llpanorama.wordpress.com/cuda-tutorial/" target="_blank">http://llpanorama.wordpress.com/cuda-tutorial/</a></p>
<p><a href="http://www.nvidia.com/object/cuda_education.html" target="_blank">http://www.nvidia.com/object/cuda_education.html</a></p>
<p><a href="http://gpgpu.org/asplos2008" target="_blank">http://gpgpu.org/asplos2008</a></p>
<p><a href="http://gpgpu.org/developer" target="_blank">http://gpgpu.org/developer</a></p>
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		<title>Worksheet 1</title>
		<link>http://bigdavedev.com/honours-blog/2009/09/worksheet-1/</link>
		<comments>http://bigdavedev.com/honours-blog/2009/09/worksheet-1/#comments</comments>
		<pubDate>Thu, 24 Sep 2009 17:10:44 +0000</pubDate>
		<dc:creator>Big Dave</dc:creator>
				<category><![CDATA[Proposal]]></category>
		<category><![CDATA[Reading]]></category>
		<category><![CDATA[Update]]></category>
		<category><![CDATA[Worksheet]]></category>

		<guid isPermaLink="false">http://bigdavedev.com/honours-blog/?p=33</guid>
		<description><![CDATA[We were issued a task in class today to complete a worksheet with the aim of guiding us towards a research topic and ultimately a research question. First I must state the topic of interest. I have a keen interest in landscape photography and lighting composure is a key aspect in getting the perfect photograph.  [...]]]></description>
			<content:encoded><![CDATA[<p>We were issued a task in class today to complete a worksheet with the aim of guiding us towards a research topic and ultimately a research question.</p>
<p>First I must state the topic of interest.</p>
<p>I have a keen interest in landscape photography and lighting composure is a key aspect in getting the perfect photograph.  In particular, sunset and sunrise are very pleasant effects.  I am interested in mimicking these atmospheric conditions in an interactive environment using post-processing techniques.</p>
<p>Currently the issues surrounding these post-processed effects is efficiency in real-time.  Various post-processing effects are used in Adobe Photoshop and The GIMP, where time isn&#8217;t really of the essence.  With atmospheric effects &#8211; such as scattering &#8211; game programmers and artists have traditionally used rough approximations<img class="alignright size-full wp-image-43" title="preetham99" src="http://bigdavedev.com/honours-blog/wp-content/uploads/2009/09/preetham99.jpg" alt="preetham99" width="202" height="152" /> due to<img src="file:///C:/DOCUME~1/0402040/LOCALS~1/Temp/moz-screenshot.png" alt="" /> computational expense at the hands of mathematical complexity, leading to less believable &#8211; and thus less immersive &#8211; environments.  However, these effects are becoming more popular now due to better hardware.</p>
<p>As stated I intend to mimic atmospheric scattering effects by applying it as a post-processed effect.  This principally means taking a screenshot of the framebuffer and attaching it to the depth buffer and applying this texture to a quad the size of the screen.  From here it is passed straight to a pixel/fragment shader where the effects are applied.  I will primarily stick to the methods outlined by Preetham in his 1999 SIGGRAPH paper  &#8220;A Practical Analytic Model for Daylight&#8221; as the techniques he outlines have remained virtually unchanged.</p>
<p>There are two ways to implement these techniques:</p>
<ol>
<li>The traditional CPU and GPU combination</li>
<li>The new GPGPU &#8211; General Purpose GPU &#8211; methods</li>
</ol>
<p>In this project I will be looking into method 2 using NVIDIAs&#8217; CUDA technology.  Due to lack of access, I will not be able to create an implementation using AMD Stream as I do not have access to a required ATI card.  I would be interested as well in creating a port of this project to a major console &#8211; time permitting &#8211; such as the PS3 or the XBox360.  However, I doubt there will be much time left over to try and make this port.</p>
<p>The aim of this honours project is to create a visual effect that can be used in games to create stunning and practical depth-cues for vast landscapes.</p>
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