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	<title>Comments on: Better Sampling</title>
	<atom:link href="http://www.rorydriscoll.com/2009/01/07/better-sampling/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rorydriscoll.com/2009/01/07/better-sampling/</link>
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	<lastBuildDate>Wed, 07 Jul 2010 17:36:07 +0000</lastBuildDate>
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		<title>By: ShinZo</title>
		<link>http://www.rorydriscoll.com/2009/01/07/better-sampling/comment-page-1/#comment-188</link>
		<dc:creator>ShinZo</dc:creator>
		<pubDate>Fri, 04 Jun 2010 22:50:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.rorydriscoll.com/?p=77#comment-188</guid>
		<description>You should change:

return Vector3(x, y, Sqrt(Max(0.0f, 1 - x * x - y * y)));

to

return Vector3(x, y, Sqrt(Max(0.0f, 1 - u1)));

because (x * x - y * y) = u1 in your example</description>
		<content:encoded><![CDATA[<p>You should change:</p>
<p>return Vector3(x, y, Sqrt(Max(0.0f, 1 &#8211; x * x &#8211; y * y)));</p>
<p>to</p>
<p>return Vector3(x, y, Sqrt(Max(0.0f, 1 &#8211; u1)));</p>
<p>because (x * x &#8211; y * y) = u1 in your example</p>
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	<item>
		<title>By: rory</title>
		<link>http://www.rorydriscoll.com/2009/01/07/better-sampling/comment-page-1/#comment-119</link>
		<dc:creator>rory</dc:creator>
		<pubDate>Thu, 11 Jun 2009 16:16:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.rorydriscoll.com/?p=77#comment-119</guid>
		<description>This function just generates the ray direction in tangent space. It assumes that you will rotate the direction into world space afterwards.

I just use the normal and tangent vectors from the mesh (generating the bitangent from the cross product) and generate a basis (3x3 matrix) which transforms the ray from tangent space into world space.</description>
		<content:encoded><![CDATA[<p>This function just generates the ray direction in tangent space. It assumes that you will rotate the direction into world space afterwards.</p>
<p>I just use the normal and tangent vectors from the mesh (generating the bitangent from the cross product) and generate a basis (3&#215;3 matrix) which transforms the ray from tangent space into world space.</p>
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	<item>
		<title>By: Freeman</title>
		<link>http://www.rorydriscoll.com/2009/01/07/better-sampling/comment-page-1/#comment-118</link>
		<dc:creator>Freeman</dc:creator>
		<pubDate>Thu, 11 Jun 2009 08:03:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.rorydriscoll.com/?p=77#comment-118</guid>
		<description>Hi,

Nice article :)

I just have a question about the randomly generated point on the hemisphere.
In your code, you never use the normal to generate it. How do you know that the hemisphere is centered on the normal ?</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>Nice article <img src='http://www.rorydriscoll.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I just have a question about the randomly generated point on the hemisphere.<br />
In your code, you never use the normal to generate it. How do you know that the hemisphere is centered on the normal ?</p>
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