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	<title>Anteru's blog &#187; Graphics</title>
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	<link>http://anteru.net</link>
	<description>Graphics, programming &#38; software engineering</description>
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		<title>Using right/left-handed viewing systems with both DirectX &amp; OpenGL</title>
		<link>http://anteru.net/2011/12/27/1830/</link>
		<comments>http://anteru.net/2011/12/27/1830/#comments</comments>
		<pubDate>Tue, 27 Dec 2011 07:00:36 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[math]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=1830</guid>
		<description><![CDATA[One problem many 3D graphics beginners run into is left/right-handed view matrices. In many cases, beginners get stuck with left-handed coordinate systems because they start with DirectX. Worse of all, some sources on the web claim that DirectX somehow mandates &#8230; <a href="http://anteru.net/2011/12/27/1830/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>OpenCL for realtime rendering: What&#8217;s missing?</title>
		<link>http://anteru.net/2011/12/06/1815/</link>
		<comments>http://anteru.net/2011/12/06/1815/#comments</comments>
		<pubDate>Tue, 06 Dec 2011 17:00:38 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[opencl]]></category>
		<category><![CDATA[realtime graphics]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=1815</guid>
		<description><![CDATA[I&#8217;m a heavy user of OpenCL, relying on it exclusively for all my highly parallel computing needs. Recently, I started using OpenCL as a replacement for DirectCompute for a DirectX11 based renderer, and while it&#8217;s close, there is still a &#8230; <a href="http://anteru.net/2011/12/06/1815/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Poor man&#8217;s animation framework</title>
		<link>http://anteru.net/2010/11/08/945/</link>
		<comments>http://anteru.net/2010/11/08/945/#comments</comments>
		<pubDate>Mon, 08 Nov 2010 07:00:13 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=945</guid>
		<description><![CDATA[I had to produce an animation towards the end of the research project, and as usual, there was not enough time left for heavy-duty video editing work. Everything for the animation had to be done really fast and still produce &#8230; <a href="http://anteru.net/2010/11/08/945/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Deus Ex 3 Trailer, or what you can do for a few hundred $ per frame</title>
		<link>http://anteru.net/2010/07/08/873/</link>
		<comments>http://anteru.net/2010/07/08/873/#comments</comments>
		<pubDate>Thu, 08 Jul 2010 07:00:56 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[deus ex 3]]></category>
		<category><![CDATA[offline rendering]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=873</guid>
		<description><![CDATA[In case you&#8217;re a computer graphics enthusiast, you should really take a break and look at the Deus Ex 3 trailer. It&#8217;s a really excellent 3 minute CGI film which shows what can be done with the proper people and &#8230; <a href="http://anteru.net/2010/07/08/873/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Triangle rasterization in homogeneous coordinates gotcha</title>
		<link>http://anteru.net/2010/05/03/729/</link>
		<comments>http://anteru.net/2010/05/03/729/#comments</comments>
		<pubDate>Mon, 03 May 2010 07:00:11 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[low-level graphics]]></category>
		<category><![CDATA[realtime graphics]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=729</guid>
		<description><![CDATA[There&#8217;s a very difficult to find bug you might encounter when you try to implement triangle rasterization in homogeneous coordinates (as described in &#8220;Triangle scan conversion using 2D homogeneous coordinates&#8220;.) You&#8217;ll face the problem if you transpose the interpolation matrix by &#8230; <a href="http://anteru.net/2010/05/03/729/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>DirectX11 hints &#8230;</title>
		<link>http://anteru.net/2010/03/01/703/</link>
		<comments>http://anteru.net/2010/03/01/703/#comments</comments>
		<pubDate>Mon, 01 Mar 2010 07:00:49 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[directx11]]></category>
		<category><![CDATA[realtime graphics]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=703</guid>
		<description><![CDATA[Some stuff that might be useful if you&#8217;re getting started with DX11: Tesselation: If you get error X4577: Not all elements of SV_Position were written, make sure to write 4 elements positions in your domain shader. error X3502: tessfactor inputs &#8230; <a href="http://anteru.net/2010/03/01/703/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>DirectX 11 platform update has been released</title>
		<link>http://anteru.net/2009/10/28/623/</link>
		<comments>http://anteru.net/2009/10/28/623/#comments</comments>
		<pubDate>Wed, 28 Oct 2009 07:31:43 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[direcx11]]></category>
		<category><![CDATA[realtime graphics]]></category>
		<category><![CDATA[windows vista]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=623</guid>
		<description><![CDATA[Finally, the DX11 update for Vista has been released, and it also works with non en_US versions of Windows. Grab it via Windows Update or from the KB.]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>DirectX SDK (August 2009) released</title>
		<link>http://anteru.net/2009/09/10/601/</link>
		<comments>http://anteru.net/2009/09/10/601/#comments</comments>
		<pubDate>Thu, 10 Sep 2009 11:00:00 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[directx11]]></category>
		<category><![CDATA[realtime graphics]]></category>

		<guid isPermaLink="false">http://anteru.net/2009/09/10/601/</guid>
		<description><![CDATA[Finally the DX SDK August 2009 has been released, which contains the RTM version of DirectX 11. Moreover, it also brings back the effects framework for DX11, which was missing in the March SDK. Grab it at the Microsoft Download &#8230; <a href="http://anteru.net/2009/09/10/601/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://anteru.net/2009/09/10/601/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Carmack&#8217;s 2009 keynote</title>
		<link>http://anteru.net/2009/08/31/576/</link>
		<comments>http://anteru.net/2009/08/31/576/#comments</comments>
		<pubDate>Mon, 31 Aug 2009 06:00:00 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[carmack]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[keynote]]></category>
		<category><![CDATA[mobile gaming]]></category>

		<guid isPermaLink="false">http://anteru.net/2009/08/31/576/</guid>
		<description><![CDATA[Even though QuakeCon 2009 is over since quite some time, I just got around to watch the keynote a few days ago. At first it is a bit slow-going when Carmack starts how great the guys at Bethesda are, and &#8230; <a href="http://anteru.net/2009/08/31/576/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>SIGGRAPH 2009</title>
		<link>http://anteru.net/2009/08/17/560/</link>
		<comments>http://anteru.net/2009/08/17/560/#comments</comments>
		<pubDate>Mon, 17 Aug 2009 06:00:00 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[siggraph]]></category>
		<category><![CDATA[siggraph 2009]]></category>

		<guid isPermaLink="false">http://anteru.net/2009/08/17/560/</guid>
		<description><![CDATA[Back from SIGGRAPH, and with quite a backlog of papers to look at. But first things first, let’s take a look at how SIGGRAPH was! Travel &#38; US Travelling to the US was surprisingly painless. I expected to wait at &#8230; <a href="http://anteru.net/2009/08/17/560/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
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