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	<title>Anteru's blog &#187; Realtime</title>
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	<link>http://anteru.net</link>
	<description>Graphics, programming &#38; software engineering</description>
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		<title>Light propagation volumes</title>
		<link>http://anteru.net/2010/07/22/904/</link>
		<comments>http://anteru.net/2010/07/22/904/#comments</comments>
		<pubDate>Thu, 22 Jul 2010 06:00:49 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Realtime]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[global illumination]]></category>
		<category><![CDATA[research]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=904</guid>
		<description><![CDATA[A student of mine (Andreas Kirsch) just recently finished his implementation of light propagation volumes. His implementation is available under the very liberal BSD license, so be sure to grab it while it&#8217;s hot. There&#8217;s also a bunch of corrections in there, &#8230; <a href="http://anteru.net/2010/07/22/904/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
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		<title>GPU Pro available</title>
		<link>http://anteru.net/2010/07/05/886/</link>
		<comments>http://anteru.net/2010/07/05/886/#comments</comments>
		<pubDate>Mon, 05 Jul 2010 07:00:15 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Realtime]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=886</guid>
		<description><![CDATA[The GPU Pro book is available now, including my article about virtual texture mapping (it&#8217;s called &#8220;Virtual texture mapping 101&#8243;; I&#8217;m one of the authors. Thanks to all colleagues who helped with it, and in particular J.M.P. van Waveren for taking a &#8230; <a href="http://anteru.net/2010/07/05/886/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
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		<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[Realtime]]></category>
		<category><![CDATA[low-level 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[Realtime]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[directx11]]></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>Back from I3D</title>
		<link>http://anteru.net/2010/02/25/696/</link>
		<comments>http://anteru.net/2010/02/25/696/#comments</comments>
		<pubDate>Thu, 25 Feb 2010 07:00:54 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Realtime]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=696</guid>
		<description><![CDATA[I just returned from the I3D conference. It&#8217;s a very nice conference, and there were a lot of cool papers this time. You should take a look at the complete list at Ke-Sen Huang &#8216;s homepage. In particular, I found &#8230; <a href="http://anteru.net/2010/02/25/696/">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>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[Realtime]]></category>
		<category><![CDATA[directx]]></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>
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		<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[Realtime]]></category>
		<category><![CDATA[directx]]></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>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>OpenGL tips &amp; tricks</title>
		<link>http://anteru.net/2009/08/03/549/</link>
		<comments>http://anteru.net/2009/08/03/549/#comments</comments>
		<pubDate>Mon, 03 Aug 2009 06:00:00 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Realtime]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://anteru.net/2009/08/03/549/</guid>
		<description><![CDATA[A few tips &#38; tricks which might be useful if you write stuff with OpenGL. I use OpenGL for research stuff at the moment, which means I need to get stuff working quickly, and it should be robust so it &#8230; <a href="http://anteru.net/2009/08/03/549/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Interesting graphics papers, articles and other stuff</title>
		<link>http://anteru.net/2009/07/27/546/</link>
		<comments>http://anteru.net/2009/07/27/546/#comments</comments>
		<pubDate>Mon, 27 Jul 2009 06:00:00 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Realtime]]></category>
		<category><![CDATA[research]]></category>

		<guid isPermaLink="false">http://anteru.net/2009/07/27/546/</guid>
		<description><![CDATA[A premiere on this blog – a look at a a few interesting things going on in the graphics scenes. If I get positive feedback, I’ll try to repeat this, for now, it’s just a test. So let’s start this &#8230; <a href="http://anteru.net/2009/07/27/546/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Graphics APIs done wrong</title>
		<link>http://anteru.net/2009/07/20/540/</link>
		<comments>http://anteru.net/2009/07/20/540/#comments</comments>
		<pubDate>Mon, 20 Jul 2009 06:00:00 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Realtime]]></category>

		<guid isPermaLink="false">http://anteru.net/2009/07/20/540/</guid>
		<description><![CDATA[This is going to be partly a rant post, but I think we’re really moving into the wrong direction with current graphics APIs. Especially as the GPGPU revolution is waiting for us, current graphics APIs put a huge unnecessary burden &#8230; <a href="http://anteru.net/2009/07/20/540/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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