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	<title>Comments on: Non-interleaved Deferred Shading of Interleaved Sample Patterns</title>
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	<description>real-time graphics nerdery</description>
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		<title>By: Imperfect Shadow Maps &#171; Level of Detail</title>
		<link>http://www.jshopf.com/blog/?p=85&#038;cpage=1#comment-60</link>
		<dc:creator>Imperfect Shadow Maps &#171; Level of Detail</dc:creator>
		<pubDate>Fri, 19 Dec 2008 19:41:46 +0000</pubDate>
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		<description>[...] from &#8220;Non-interleaved Deferred Shading of Interleaved Sample Patterns&#8221; (talked about here) and only process a subset of the VPLs at each [...]</description>
		<content:encoded><![CDATA[<p>[...] from &#8220;Non-interleaved Deferred Shading of Interleaved Sample Patterns&#8221; (talked about here) and only process a subset of the VPLs at each [...]</p>
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		<title>By: Real-Time Rendering &#187; Blog Archive &#187; Exploiting temporal and spatial coherence</title>
		<link>http://www.jshopf.com/blog/?p=85&#038;cpage=1#comment-59</link>
		<dc:creator>Real-Time Rendering &#187; Blog Archive &#187; Exploiting temporal and spatial coherence</dc:creator>
		<pubDate>Sat, 29 Nov 2008 22:05:24 +0000</pubDate>
		<guid isPermaLink="false">http://levelofdetail.wordpress.com/?p=85#comment-59</guid>
		<description>[...] A different approach is discussed in Geometry-Aware Framebuffer Level of Detail (EGSR 2008, available here). Here the idea is to render certain quantities into a lower resolution frame buffer, using a joint bilateral filter to resample them during final rendering. As with the previous technique, care must be taken in selecting intermediate values; they should be both expensive to compute and vary slowly over the screen. This powerful acceleration technique was also used in the paper Image-Based Proxy Accumulation for Real-Time Soft Global Illumination (PG 2007, available here). Variations of this technique have been used in games, with perhaps the most common case being particle rendering, as the Level of Detail blog points out in this interesting post on the subject. The same blog also has insightful posts on many of the papers mentioned here, as well as another related paper. [...]</description>
		<content:encoded><![CDATA[<p>[...] A different approach is discussed in Geometry-Aware Framebuffer Level of Detail (EGSR 2008, available here). Here the idea is to render certain quantities into a lower resolution frame buffer, using a joint bilateral filter to resample them during final rendering. As with the previous technique, care must be taken in selecting intermediate values; they should be both expensive to compute and vary slowly over the screen. This powerful acceleration technique was also used in the paper Image-Based Proxy Accumulation for Real-Time Soft Global Illumination (PG 2007, available here). Variations of this technique have been used in games, with perhaps the most common case being particle rendering, as the Level of Detail blog points out in this interesting post on the subject. The same blog also has insightful posts on many of the papers mentioned here, as well as another related paper. [...]</p>
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