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	<title>Comments for level of detail</title>
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	<link>http://www.jshopf.com/blog</link>
	<description>real-time graphics nerdery</description>
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		<title>Comment on The Rendering Tools And Techniques Of Splinter Cell: Conviction by Real-Time Rendering &#183; Update on Splinter Cell: Conviction Rendering</title>
		<link>http://www.jshopf.com/blog/?p=235&#038;cpage=1#comment-9649</link>
		<dc:creator>Real-Time Rendering &#183; Update on Splinter Cell: Conviction Rendering</dc:creator>
		<pubDate>Sun, 11 Jul 2010 16:55:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.jshopf.com/blog/?p=235#comment-9649</guid>
		<description>[...] recent blog post on Jeremy Shopf&#8217;s excellent Level of Detail blog mentions similarities between the sphere [...]</description>
		<content:encoded><![CDATA[<p>[...] recent blog post on Jeremy Shopf&#8217;s excellent Level of Detail blog mentions similarities between the sphere [...]</p>
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		<title>Comment on Odds and Ends by levelofdetail</title>
		<link>http://www.jshopf.com/blog/?p=241&#038;cpage=1#comment-8634</link>
		<dc:creator>levelofdetail</dc:creator>
		<pubDate>Thu, 17 Jun 2010 12:15:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.jshopf.com/blog/?p=241#comment-8634</guid>
		<description>Didn&#039;t you just ship a game a few months ago? I&#039;m sure there&#039;s something fun there to talk about, it looks great :)</description>
		<content:encoded><![CDATA[<p>Didn&#8217;t you just ship a game a few months ago? I&#8217;m sure there&#8217;s something fun there to talk about, it looks great <img src='http://www.jshopf.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Odds and Ends by xiaoshun</title>
		<link>http://www.jshopf.com/blog/?p=241&#038;cpage=1#comment-8622</link>
		<dc:creator>xiaoshun</dc:creator>
		<pubDate>Thu, 17 Jun 2010 10:06:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.jshopf.com/blog/?p=241#comment-8622</guid>
		<description>Twitter is unreachable in our country. So Blog is the best choice.</description>
		<content:encoded><![CDATA[<p>Twitter is unreachable in our country. So Blog is the best choice.</p>
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		<title>Comment on Odds and Ends by Christer</title>
		<link>http://www.jshopf.com/blog/?p=241&#038;cpage=1#comment-8432</link>
		<dc:creator>Christer</dc:creator>
		<pubDate>Sun, 13 Jun 2010 08:25:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.jshopf.com/blog/?p=241#comment-8432</guid>
		<description>It&#039;s really hard to be interesting! Do you have topic suggestions? :)</description>
		<content:encoded><![CDATA[<p>It&#8217;s really hard to be interesting! Do you have topic suggestions? <img src='http://www.jshopf.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Odds and Ends by Reg</title>
		<link>http://www.jshopf.com/blog/?p=241&#038;cpage=1#comment-8179</link>
		<dc:creator>Reg</dc:creator>
		<pubDate>Sun, 06 Jun 2010 18:02:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.jshopf.com/blog/?p=241#comment-8179</guid>
		<description>The good thing about Twitter is that you don&#039;t think too much about whether it&#039;s worth posting a particular thing there as it is more informal and takes less time to post something there. All in all, it&#039;s just 160 characters versus several paragraphs, as we usually post on blogs. So IMHO Twitter is nice, although I currently use both Twitter (for smaller things, mostly interesting links) and blog (for longer rants).</description>
		<content:encoded><![CDATA[<p>The good thing about Twitter is that you don&#8217;t think too much about whether it&#8217;s worth posting a particular thing there as it is more informal and takes less time to post something there. All in all, it&#8217;s just 160 characters versus several paragraphs, as we usually post on blogs. So IMHO Twitter is nice, although I currently use both Twitter (for smaller things, mostly interesting links) and blog (for longer rants).</p>
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		<title>Comment on Odds and Ends by levelofdetail</title>
		<link>http://www.jshopf.com/blog/?p=241&#038;cpage=1#comment-8108</link>
		<dc:creator>levelofdetail</dc:creator>
		<pubDate>Thu, 03 Jun 2010 12:38:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.jshopf.com/blog/?p=241#comment-8108</guid>
		<description>Definitely. It makes the little technical feats that actually make it into a shipping title so impressive. A recent example that comes to mind is the flashlight in Alan Wake. It looks like they&#039;re doing a little ray march over a shadow map to get volumetric shadows in the flash light cone. Sure, NVIDIA had a little SDK app that did that and it&#039;s along the lines of what Chris Wyman did in &quot;Interactive Volumetric Shadows in Participating Media with Single-Scattering&quot; a couple of years ago but.. it&#039;s on a console! And it shipped!</description>
		<content:encoded><![CDATA[<p>Definitely. It makes the little technical feats that actually make it into a shipping title so impressive. A recent example that comes to mind is the flashlight in Alan Wake. It looks like they&#8217;re doing a little ray march over a shadow map to get volumetric shadows in the flash light cone. Sure, NVIDIA had a little SDK app that did that and it&#8217;s along the lines of what Chris Wyman did in &#8220;Interactive Volumetric Shadows in Participating Media with Single-Scattering&#8221; a couple of years ago but.. it&#8217;s on a console! And it shipped!</p>
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		<title>Comment on Odds and Ends by Daniel</title>
		<link>http://www.jshopf.com/blog/?p=241&#038;cpage=1#comment-8098</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Thu, 03 Jun 2010 04:12:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.jshopf.com/blog/?p=241#comment-8098</guid>
		<description>&gt;Every aspect of creating “pretty pictures” becomes much more difficult when 
&gt;working on a game. I imagine more than a few of you reading this to be internally
&gt;commenting “No Shit, Sherlock”

haha!  I must admit I take a little pleasure in hearing this.  I&#039;ve only ever been a game developer, and tech demos have always annoyed me a bit with their &#039;look how easy it is to make this tiny scene with limited interactivity look good!&#039;  Wolfgang Engel says something like &#039;be extra careful of techniques that haven&#039;t actually shipped in a game&#039;, which applies perfectly to tech demos.</description>
		<content:encoded><![CDATA[<p>&gt;Every aspect of creating “pretty pictures” becomes much more difficult when<br />
&gt;working on a game. I imagine more than a few of you reading this to be internally<br />
&gt;commenting “No Shit, Sherlock”</p>
<p>haha!  I must admit I take a little pleasure in hearing this.  I&#8217;ve only ever been a game developer, and tech demos have always annoyed me a bit with their &#8216;look how easy it is to make this tiny scene with limited interactivity look good!&#8217;  Wolfgang Engel says something like &#8216;be extra careful of techniques that haven&#8217;t actually shipped in a game&#8217;, which applies perfectly to tech demos.</p>
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		<title>Comment on Ambient Occlusion by the Bucket-Load by levelofdetail</title>
		<link>http://www.jshopf.com/blog/?p=226&#038;cpage=1#comment-5531</link>
		<dc:creator>levelofdetail</dc:creator>
		<pubDate>Thu, 11 Feb 2010 17:41:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.jshopf.com/blog/?p=226#comment-5531</guid>
		<description>Well, if you&#039;re quibbling about the title of the blog post, I guess I could have called it &quot;Various Papers About Making Parts of Your Image Darker Using The Depth Buffer.&quot;

The underlying technique described in that paper is not different than many of the other SSAO techniques. While I&#039;ve often griped about the merits of &quot;SSAO&quot; techniques, someone said to me, &quot;You know.. for disliking SSAO you sure do read a lot of papers about it.&quot; The fact is that this family of techniques serves a purpose and adds something interesting to real-time applications. It may not be strictly ambient occlusion and may end up looking like a low-passed edge filter in many implementations .. but it&#039;s got the name SSAO now and there&#039;s no point in bickering about terminology :) I thought Megan Fox had it right when she called her implementation &quot;Crease Shading&quot;.</description>
		<content:encoded><![CDATA[<p>Well, if you&#8217;re quibbling about the title of the blog post, I guess I could have called it &#8220;Various Papers About Making Parts of Your Image Darker Using The Depth Buffer.&#8221;</p>
<p>The underlying technique described in that paper is not different than many of the other SSAO techniques. While I&#8217;ve often griped about the merits of &#8220;SSAO&#8221; techniques, someone said to me, &#8220;You know.. for disliking SSAO you sure do read a lot of papers about it.&#8221; The fact is that this family of techniques serves a purpose and adds something interesting to real-time applications. It may not be strictly ambient occlusion and may end up looking like a low-passed edge filter in many implementations .. but it&#8217;s got the name SSAO now and there&#8217;s no point in bickering about terminology <img src='http://www.jshopf.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  I thought Megan Fox had it right when she called her implementation &#8220;Crease Shading&#8221;.</p>
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		<title>Comment on Ambient Occlusion by the Bucket-Load by Roel</title>
		<link>http://www.jshopf.com/blog/?p=226&#038;cpage=1#comment-5524</link>
		<dc:creator>Roel</dc:creator>
		<pubDate>Wed, 10 Feb 2010 22:28:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.jshopf.com/blog/?p=226#comment-5524</guid>
		<description>Judging only Fig. 1 from the Volumetric Obscurance paper: what has this to do with AO? Look at all that halos (e.g. around the pillars). It rather looks like a blurred edge filter. It has nothing to do with AO. It might sound harsh and negative, but it appears to me that we are deviating more from real AO. First with techniques that approached AO, now with techniques that approach techniques that approached AO, until something totally unrealistic and unrecognizable.</description>
		<content:encoded><![CDATA[<p>Judging only Fig. 1 from the Volumetric Obscurance paper: what has this to do with AO? Look at all that halos (e.g. around the pillars). It rather looks like a blurred edge filter. It has nothing to do with AO. It might sound harsh and negative, but it appears to me that we are deviating more from real AO. First with techniques that approached AO, now with techniques that approach techniques that approached AO, until something totally unrealistic and unrecognizable.</p>
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	<item>
		<title>Comment on Ambient Occlusion by the Bucket-Load by Real-Time Rendering &#183; 7 Things for February 6</title>
		<link>http://www.jshopf.com/blog/?p=226&#038;cpage=1#comment-5457</link>
		<dc:creator>Real-Time Rendering &#183; 7 Things for February 6</dc:creator>
		<pubDate>Sat, 06 Feb 2010 15:15:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.jshopf.com/blog/?p=226#comment-5457</guid>
		<description>[...] Shopf gives a nice summary of recent ambient occlusion papers. AO is becoming the new Shadows&#8212;every conference must have [...]</description>
		<content:encoded><![CDATA[<p>[...] Shopf gives a nice summary of recent ambient occlusion papers. AO is becoming the new Shadows&#8212;every conference must have [...]</p>
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