> When I moved out of computing into biochemistry and medicine, and now into climate, I found people take papers seriously, which is a pleasure.
SIGGRAPH had been around since 1974 and was well-known if you were doing anything graphics related--especially 3D. You couldn't help but trip over the algorithms you needed.
The genius was putting any of these algorithms meant for super-expensive 3D graphics hardware on a wimpy-ass 1990 PC.
Abrash's Black Book was more in the style of Numerical Recipes than graphics gems, from what I recall. I also remember Nvidia putting out something annually around the late 2000s that was pretty good, can't remember the name though.
From the same era, folks may also enjoy the three volumes of collected articles from Jim Blinn's Corner. Some of it is a bit dated now, but plenty is still relevant.
Exactly. Research and it’s practical application is pretty common in computer graphics, and particularly cutting edge graphics engine development. There’s no need to dig around in academic papers unless you’re dealing with deep technical problems and off-the-shelf solutions are out of the question.
SIGGRAPH had been around since 1974 and was well-known if you were doing anything graphics related--especially 3D. You couldn't help but trip over the algorithms you needed.
The genius was putting any of these algorithms meant for super-expensive 3D graphics hardware on a wimpy-ass 1990 PC.