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stuff I’ve done and stuff I like Eric Haines RTR Udacity CS291 MOOC JCGT JGT code Graphics Gems code Mineways T2Z/323 3D printing basics Current Interests January 31, 2024 by Eric Haines It’s all about me me me. This page is mostly about my professional interests, newest to oldest, with some hobby bits interspersed. I tend to put graphics-related links on Twitter and blog here . You can also check LinkedIn . Write me at erich@acm.org . Along with Elena Garces , I’m a Program Chair for EGSR 2024 : early July, Imperial College, London, UK. No website yet, but you can see EGSR 2023’s . I help with the free & open-access Journal of Computer Graphics Techniques (JCGT), the successor to the Journal of Graphics Tools (JGT). Various repositories I maintain: Graphics Gems , Journal of Graphics Tools , and Ray Tracing Gems code repos. I made a video tutorial for using NVIDIA’s free instant-ngp NeRF software to make fly-throughs . I co-edited the book Ray Tracing Gems , released in March 2019. On that site we provide an unofficial version of the free PDF version of the book, one with the errata corrected. Ray Tracing Gems II is now also out, which I helped on in various minor ways (and wrote a short reference article for). I coauthored Real-Time Rendering , now in its fourth edition , released in 2018. The book’s site has and points to all sorts of resources. The portal page sums up what real-time computer graphics resources I use the most. There are also pages on ray tracing and WebGL resources. We also maintain the 3D Object Intersection Page , a handy table of references to algorithms for object/object intersection, and the obscure and entertaining (IMO) Real Artifacts collection . Oh, and a free graphics books list , a recent graphics books list , and a recommended graphics books list . If you’re on an iPhone, download this Minecraft model and you’ll see it in AR mode. This model is part of my two test scenes in the Universal Scene Description (USD) format. I made them to test viewers for features implemented, to help users understand the UsdPreviewSurface material, and to motivate clearer specification of some material elements. I co-chaired I3D 2020 and I3D 2021 . Lots of the keynotes and talks are online . Here’s a series of seven short talks I made back in 2019 on the basics of ray tracing, a total of about an hour of content. Sadly now in disrepair, back around 2013 I created and narrated Udacity’s free course "Interactive 3D Graphics" . Read more about it here . The site is starting to decay (the online exercise system has died), so this page can help you get going. If you don’t like video instruction, you can instead download the 800+ pages of text making up the course - scroll down to the "Course Syllabus" section. I was a section editor for GPU Zen and ShaderX 4 . I like Minecraft , and wrote Mineways , a model exporter for the game. Twelve years it, it gets about 200 downloads a day. Andrew Glassner and I collaborated on T2Z , a little art project using Processing. I also like to keep track of basic resources for 3D printing . My various other public repositories are here , and include modifiable illusions ( see one here ) and a simple, flexible tool for checking LaTeX and text files for errors. I finally made a demo for the demoscene, which was fun to do. The music has serious sync problems, for some reason. Toggling F12 on Windows sometimes helps. Fourth place , woo hoo, and about what it deserved. What’s fun is that you can take control of the camera at any point, and change the music played. Other fun stuff: I now maintain a library box and micro-pantry map for the area where I live, north of Boston. More about this here , as well as a map of farmers markets northwest of Boston. I’m also making a Cottages (and more) of the Berkshires map , and an "interesting things in Somerville MA" map (which got a bit of news coverage here and here ). I have an ancient personal page with book and board game recommendations, plus wildflower , tree , and bird identification programs. These were kinda broken last I looked. Other me me me: SIGGRAPH and Wikipedia . People I’m not: the comedian/one-man-band/juggler/stilt-walker , the Nashville songwriter who penned "Moonshine Margaritas" and other tunes, the photographer , the rhythm guitarist with the pop punk band " Real Friends ," and the karma-filled Unity developer eric5h5 , to name a few. Past Interests I helped start and worked on the editorial board for many years of the journal of graphics tools . This was a journal dedicated to presenting practical tools and techniques. The web site used to have useful code for some of the articles - sadly, CRC has let this repository founder. The code can still be found via the Way Back Machine . I created and rarely help maintain the ACM TOG Software Related Tools and Research Resources pages. Mentioned mostly so I can find the links. The now-slumbering Ray Tracing News contains articles about ray tracing. Nowadays I put my efforts into this page of ray tracing resources . I also once maintained The Realtime Raytracing Realm page of real-time ray tracing demos. Dated now, but some of the demos still astound me (256 byte ray tracer? Gotta love it). Decades ago I created the Standard Procedural Databases (SPD) software package , which occasionally still gets used for testing ray tracers. It was presented in an IEEE CG&A article in November 1987. Sphereflake , the most popular model of the set, now runs in real time with 48 million spheres. For I3D 2008 John Owens, Spike Hughes, and I came up with a pub quiz , meant to take about an hour for teams of about 6 people, 10 minutes per set of questions. Here is the answer key . Here’s a photo of the scoreboard near the end. For some years I ran the Fantasy Graphics League - demented or silly, you decide... I edited the Ray Tracing News for many years, which grew out of coauthoring An Introduction to Ray Tracing from 1989 (now free to download ) One last thing, from 1987: the Standard Procedural Databases , for testing ray tracers. Since you can scale up the number of primitives in a scene, they’re still usable, e.g., here’s a bit about Sphereflake . Kind of like me (I’m less blotchy - really - though am certainly noisier): Eric at SIGGRAPH 2014 by scanfab on Sketchfab Slide Sets Feel free to use/copy/modify these slidesets in a reasonable fashion. Talks are listed with most recent first. Ray Tracing in October 2023 , October 2, 2023, a 90-minute talk for the UPenn GPU Programming and Architecture course . Some updates here and there from last year’s talk. USD and glTF, a user’s perspective , August 7, 2023, for the BOF "The State of 3D Asset Interoperability using USD and glTF". Some notes on differences between glTF and USD to be aware of, and pointers to many testing resources. Done again as a webinar in October 2023, video here . Ray Tracing in October 2022 , October 3, 2022, and yet another 90-minute talk for UPenn GPU Programming and Architecture course . Main additions from last year’s talk was Ada material and a bunch of slides on non-graphics uses of ray tracing, plus a little Nanite and NeRFs. Ray Tracing and the Universe , April 26, 2022, for the course "Design Tools for the 21st Century" at Cornell, run by Don Greenberg. What is ray tracing, how do we make it fast, and what all does it get used for, with a focus on non-entertainment applications. Ray Tracing in October 2021 , October 4, 2021, yet another 90-minute talk for UPenn GPU Programming and Architecture course . I won’t bother listing the 2020 lecture with about the same content, though I did like that three student groups went on to implement ReSTIR . Ray and Path Tracing Today , September 30, 2019, updated 90-minute talk for UPenn GPU programming and architecture class . Note: a number of people at NVIDIA kindly let me reuse their slides, some used here (and credited as I could recall). This lecture evolved into a set of short talks on the basics of...

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