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	<title>CodeItNow</title>
	<link>http://www.rorydriscoll.com</link>
	<description></description>
	<lastBuildDate>Sun, 31 Jan 2010 20:38:25 +0000</lastBuildDate>
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		<title>What&#8217;s wrong with this picture?</title>
		<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 I [...]]]></description>
		<link>http://www.rorydriscoll.com/2010/01/30/whats-wrong-with-this-picture/</link>
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		<title>Direct3D 11 Multithreading</title>
		<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>
		<link>http://www.rorydriscoll.com/2009/04/21/direct3d-11-multithreading/</link>
			</item>
	<item>
		<title>Another MockItNow Update</title>
		<description><![CDATA[I fixed a problem with the EXPECT_THROW macro (I had uploaded the wrong file). Also, I added the ability to stub out results for function arguments passed by pointer. I would recommend downloading the zip file to take a look since there were a few files that had to change this time. I added one [...]]]></description>
		<link>http://www.rorydriscoll.com/2009/03/13/another-mockitnow-update/</link>
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		<title>Energy Conservation In Games</title>
		<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 looking [...]]]></description>
		<link>http://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/</link>
			</item>
	<item>
		<title>Irradiance Caching: Part 2</title>
		<description><![CDATA[In my previous post, I wrote very briefly about an  important improvement to the irradiance caching algorithm - irradiance gradients - 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 dimensional function [...]]]></description>
		<link>http://www.rorydriscoll.com/2009/01/24/irradiance-caching-part-2/</link>
			</item>
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		<title>Irradiance Caching: Part 1</title>
		<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>
		<link>http://www.rorydriscoll.com/2009/01/18/irradiance-caching-part-1/</link>
			</item>
	<item>
		<title>MockItNow: Throwing Exceptions</title>
		<description><![CDATA[I&#8217;ve made a small update to MockItNow to allow you to throw exceptions when replaying function calls. You basically record the function call as normal, and provide the exception object that you want to throw during the replay using the EXPECT_THROW macro. You can also make a function default to throwing an exception at registration [...]]]></description>
		<link>http://www.rorydriscoll.com/2009/01/15/mockitnow-throwing-exceptions/</link>
			</item>
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		<title>Books</title>
		<description><![CDATA[A couple of days ago, I stacked the random assortment of books I had lying on my desk at work, and for some reason I decided to take a photo. It&#8217;s a bit of a mixed bag of good and not-so-good books.

Every now and then I know I&#8217;m in trouble because I have to whip [...]]]></description>
		<link>http://www.rorydriscoll.com/2009/01/12/books/</link>
			</item>
	<item>
		<title>Better Sampling</title>
		<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 the [...]]]></description>
		<link>http://www.rorydriscoll.com/2009/01/07/better-sampling/</link>
			</item>
	<item>
		<title>The Holidays: Time for fun work!</title>
		<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>
		<link>http://www.rorydriscoll.com/2009/01/03/the-holidays-time-for-fun-work/</link>
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