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	<title>CodeItNow &#187; Graphics</title>
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		<title>What&#8217;s wrong with this picture?</title>
		<link>http://www.rorydriscoll.com/2010/01/30/whats-wrong-with-this-picture/</link>
		<comments>http://www.rorydriscoll.com/2010/01/30/whats-wrong-with-this-picture/#comments</comments>
		<pubDate>Sun, 31 Jan 2010 00:31:58 +0000</pubDate>
		<dc:creator>rory</dc:creator>
				<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[Graphics]]></category>

		<guid isPermaLink="false">http://www.rorydriscoll.com/?p=393</guid>
		<description><![CDATA[Well, you could point out a number of things to answer that question. There&#8217;s some pretty obvious aliasing, a random pixel on the ground which should be in shadow but isn&#8217;t, it&#8217;s noisy, boring etc. But that&#8217;s not my point. The point is: It&#8217;s too dark! I know it&#8217;s too dark because I know how [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Direct3D 11 Multithreading</title>
		<link>http://www.rorydriscoll.com/2009/04/21/direct3d-11-multithreading/</link>
		<comments>http://www.rorydriscoll.com/2009/04/21/direct3d-11-multithreading/#comments</comments>
		<pubDate>Wed, 22 Apr 2009 04:11:02 +0000</pubDate>
		<dc:creator>rory</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Graphics]]></category>

		<guid isPermaLink="false">http://www.rorydriscoll.com/?p=310</guid>
		<description><![CDATA[I&#8217;ve been putting it off for a while, but with my recent trip to GDC and the arrival of the Direct3D 11 beta, I thought it was about time I switched my renderer to be multithreaded. One of the things I learned at a Direct3D 11 talk at GDC is that it works on &#8216;down-level [...]]]></description>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Energy Conservation In Games</title>
		<link>http://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/</link>
		<comments>http://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/#comments</comments>
		<pubDate>Mon, 26 Jan 2009 05:53:24 +0000</pubDate>
		<dc:creator>rory</dc:creator>
				<category><![CDATA[Graphics]]></category>

		<guid isPermaLink="false">http://www.rorydriscoll.com/?p=262</guid>
		<description><![CDATA[Recently at work I was chatting with a colleague, and the topic of energy conservation for specular reflections came up. This reminded me that I&#8217;ve been sitting on a blog post for a while about just this subject, so I thought it was time to finish it. First of all, I&#8217;d like to start by [...]]]></description>
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		<slash:comments>18</slash:comments>
		</item>
		<item>
		<title>Irradiance Caching: Part 2</title>
		<link>http://www.rorydriscoll.com/2009/01/24/irradiance-caching-part-2/</link>
		<comments>http://www.rorydriscoll.com/2009/01/24/irradiance-caching-part-2/#comments</comments>
		<pubDate>Sat, 24 Jan 2009 22:45:17 +0000</pubDate>
		<dc:creator>rory</dc:creator>
				<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Irradiance Caching]]></category>

		<guid isPermaLink="false">http://www.rorydriscoll.com/?p=200</guid>
		<description><![CDATA[In my previous post, I wrote very briefly about an  important improvement to the irradiance caching algorithm &#8211; irradiance gradients &#8211; and I&#8217;m going to expand on rotational gradients this time. Gradients The gradient of a function represents both the direction and rate of change of that function as the inputs vary. For a one [...]]]></description>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Irradiance Caching: Part 1</title>
		<link>http://www.rorydriscoll.com/2009/01/18/irradiance-caching-part-1/</link>
		<comments>http://www.rorydriscoll.com/2009/01/18/irradiance-caching-part-1/#comments</comments>
		<pubDate>Mon, 19 Jan 2009 01:35:35 +0000</pubDate>
		<dc:creator>rory</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Irradiance Caching]]></category>

		<guid isPermaLink="false">http://www.rorydriscoll.com/?p=166</guid>
		<description><![CDATA[Solving the rendering equation with even just one bounce of indirect lighting can take a long time. The majority of time spent rendering a frame is in estimating the lighting integral. For example, rendering a single bounce of indirect lighting at 720p resolution with 256 sample rays for a Monte Carlo estimator requires about 237 [...]]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Better Sampling</title>
		<link>http://www.rorydriscoll.com/2009/01/07/better-sampling/</link>
		<comments>http://www.rorydriscoll.com/2009/01/07/better-sampling/#comments</comments>
		<pubDate>Thu, 08 Jan 2009 07:33:51 +0000</pubDate>
		<dc:creator>rory</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[Graphics]]></category>

		<guid isPermaLink="false">http://www.rorydriscoll.com/?p=77</guid>
		<description><![CDATA[A couple of days ago, I compared the images my ambient occlusion integrator produced with those of Modo using similar settings. I noticed immediately how much &#8216;cleaner&#8217; the render from Modo was. Clearly there was an issue with the way I was picking my samples, so I set about improving things. My approach for generating [...]]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>The Holidays: Time for fun work!</title>
		<link>http://www.rorydriscoll.com/2009/01/03/the-holidays-time-for-fun-work/</link>
		<comments>http://www.rorydriscoll.com/2009/01/03/the-holidays-time-for-fun-work/#comments</comments>
		<pubDate>Sun, 04 Jan 2009 01:48:52 +0000</pubDate>
		<dc:creator>rory</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[Graphics]]></category>

		<guid isPermaLink="false">http://www.rorydriscoll.com/?p=70</guid>
		<description><![CDATA[For the first time in about three years, I&#8217;ve had two weeks off work. I&#8217;ve spent a lot of time just relaxing and taking a break from things, but I&#8217;ve also been able to get back to doing some graphics work. Ever since Vivendi bought Activision, the project that I was leading has been &#8220;put [...]]]></description>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Lighting: The Rendering Equation</title>
		<link>http://www.rorydriscoll.com/2008/08/24/lighting-the-rendering-equation/</link>
		<comments>http://www.rorydriscoll.com/2008/08/24/lighting-the-rendering-equation/#comments</comments>
		<pubDate>Mon, 25 Aug 2008 02:28:22 +0000</pubDate>
		<dc:creator>rory</dc:creator>
				<category><![CDATA[Graphics]]></category>

		<guid isPermaLink="false">http://www.rorydriscoll.com/?p=56</guid>
		<description><![CDATA[Back in 2002, I started my first job in the games industry at Climax Studios in England. I have to admit, I didn&#8217;t know very much about game development at the time. Don&#8217;t get me wrong, I&#8217;d been writing little 2D games, and messing around with rubbish particle systems at home, but it was nothing [...]]]></description>
		<wfw:commentRss>http://www.rorydriscoll.com/2008/08/24/lighting-the-rendering-equation/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Nothing To Report</title>
		<link>http://www.rorydriscoll.com/2008/06/30/nothing-to-report/</link>
		<comments>http://www.rorydriscoll.com/2008/06/30/nothing-to-report/#comments</comments>
		<pubDate>Tue, 01 Jul 2008 06:02:44 +0000</pubDate>
		<dc:creator>rory</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.rorydriscoll.com/?p=26</guid>
		<description><![CDATA[Well, there&#8217;s not much to report really. I&#8217;ve been spreading myself very thin recently, investigating a few different things, so I thought might be nice to post a status update. Variance Shadow Maps Yes, I&#8217;m jumping on the variance shadow maps boat. They look nice, they&#8217;re easy to implement, and have relatively small overhead over [...]]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Materials</title>
		<link>http://www.rorydriscoll.com/2008/06/09/materials/</link>
		<comments>http://www.rorydriscoll.com/2008/06/09/materials/#comments</comments>
		<pubDate>Tue, 10 Jun 2008 06:39:20 +0000</pubDate>
		<dc:creator>rory</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[DirectX 10]]></category>
		<category><![CDATA[Materials]]></category>

		<guid isPermaLink="false">http://www.rorydriscoll.com/?p=19</guid>
		<description><![CDATA[A while back, I wanted to improve the material system I was using in my engine at home, since at the time, I had just just one fixed material type. I had to specify three textures for each object I wanted to render: Diffuse, Specular and Normal. If I didn&#8217;t want specular, I had to [...]]]></description>
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		<slash:comments>0</slash:comments>
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