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	<title>Comentarios en: Deferred Rendering vs Radiance Volume</title>
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	<link>http://alvaromartin.net/2009/08/13/deferred-rendering-vs-radiance-volume/</link>
	<description>Blog</description>
	<lastBuildDate>Thu, 11 Nov 2010 17:29:03 +0000</lastBuildDate>
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		<title>Por: Architect</title>
		<link>http://alvaromartin.net/2009/08/13/deferred-rendering-vs-radiance-volume/#comment-31</link>
		<dc:creator>Architect</dc:creator>
		<pubDate>Thu, 11 Nov 2010 17:29:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.alvaromartin.net/?p=317#comment-31</guid>
		<description>I am realistically not as well accustomed to this topic but I do wish to visit blogs for layout concepts and interesting topics. You truly described a subject matter that I mostly don’t care a lot about and created it particularly fascinating. This can be a nice weblog that I will be aware of. I currently bookmarked it for long term reference. Thank you</description>
		<content:encoded><![CDATA[<p>I am realistically not as well accustomed to this topic but I do wish to visit blogs for layout concepts and interesting topics. You truly described a subject matter that I mostly don’t care a lot about and created it particularly fascinating. This can be a nice weblog that I will be aware of. I currently bookmarked it for long term reference. Thank you</p>
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		<title>Por: Prompt</title>
		<link>http://alvaromartin.net/2009/08/13/deferred-rendering-vs-radiance-volume/#comment-30</link>
		<dc:creator>Prompt</dc:creator>
		<pubDate>Fri, 14 Aug 2009 16:15:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.alvaromartin.net/?p=317#comment-30</guid>
		<description>In Crytek web page!

Really Crytek use SSGI and other things. Deferred Ligthing (Ligthing Stage of original paper) is discarded but the architecture is the same :)

Today with GPU memory and BUS all will be generated as deferred rendering pipeline, 2D with info stored in textures. Then you will need to implement at first Deferred Rendering base :)

http://www.incrysis.com/index.php?option=com_content&amp;task=view&amp;id=812</description>
		<content:encoded><![CDATA[<p>In Crytek web page!</p>
<p>Really Crytek use SSGI and other things. Deferred Ligthing (Ligthing Stage of original paper) is discarded but the architecture is the same <img src='http://alvaromartin.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Today with GPU memory and BUS all will be generated as deferred rendering pipeline, 2D with info stored in textures. Then you will need to implement at first Deferred Rendering base <img src='http://alvaromartin.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><a href="http://www.incrysis.com/index.php?option=com_content&#038;task=view&#038;id=812" rel="nofollow">http://www.incrysis.com/index.php?option=com_content&#038;task=view&#038;id=812</a></p>
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		<title>Por: fjfnaranjo</title>
		<link>http://alvaromartin.net/2009/08/13/deferred-rendering-vs-radiance-volume/#comment-29</link>
		<dc:creator>fjfnaranjo</dc:creator>
		<pubDate>Fri, 14 Aug 2009 13:25:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.alvaromartin.net/?p=317#comment-29</guid>
		<description>He he ...

I was asking by the Radiance Volume paper. I suppose Crytek will keep it in secret for a while.

Also, I want to see the performance of RV whit a few more shaders running.</description>
		<content:encoded><![CDATA[<p>He he &#8230;</p>
<p>I was asking by the Radiance Volume paper. I suppose Crytek will keep it in secret for a while.</p>
<p>Also, I want to see the performance of RV whit a few more shaders running.</p>
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	<item>
		<title>Por: Prompt</title>
		<link>http://alvaromartin.net/2009/08/13/deferred-rendering-vs-radiance-volume/#comment-28</link>
		<dc:creator>Prompt</dc:creator>
		<pubDate>Thu, 13 Aug 2009 21:20:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.alvaromartin.net/?p=317#comment-28</guid>
		<description>Hi fjfnaranjo, I read many times this paper: http://www710.univ-lyon1.fr/~jciehl/Public/educ/GAMA/2007/Deferred_Shading_Tutorial_SBGAMES2005.pdf

Have some &quot;holes&quot; but... in general is a good paper. I don&#039;t know if exist source code see apprendix A.</description>
		<content:encoded><![CDATA[<p>Hi fjfnaranjo, I read many times this paper: <a href="http://www710.univ-lyon1.fr/~jciehl/Public/educ/GAMA/2007/Deferred_Shading_Tutorial_SBGAMES2005.pdf" rel="nofollow">http://www710.univ-lyon1.fr/~jciehl/Public/educ/GAMA/2007/Deferred_Shading_Tutorial_SBGAMES2005.pdf</a></p>
<p>Have some &#8220;holes&#8221; but&#8230; in general is a good paper. I don&#8217;t know if exist source code see apprendix A.</p>
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		<title>Por: fjfnaranjo</title>
		<link>http://alvaromartin.net/2009/08/13/deferred-rendering-vs-radiance-volume/#comment-27</link>
		<dc:creator>fjfnaranjo</dc:creator>
		<pubDate>Thu, 13 Aug 2009 21:08:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.alvaromartin.net/?p=317#comment-27</guid>
		<description>Damm it!

I just get working the fu*** deffered lighting...

¿Where is the paper for this thing? ;)</description>
		<content:encoded><![CDATA[<p>Damm it!</p>
<p>I just get working the fu*** deffered lighting&#8230;</p>
<p>¿Where is the paper for this thing? <img src='http://alvaromartin.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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