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	<title>Comments on: Cascaded Light Propagation Volumes for Indirect Illumination</title>
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	<link>http://www.realtimerendering.com/blog/cascaded-light-propagation-volumes-for-indirect-illumination/</link>
	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>By: BlackHC's Adventures in the Dev World</title>
		<link>http://www.realtimerendering.com/blog/cascaded-light-propagation-volumes-for-indirect-illumination/comment-page-1/#comment-1696</link>
		<dc:creator>BlackHC's Adventures in the Dev World</dc:creator>
		<pubDate>Sun, 18 Jul 2010 15:49:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1101#comment-1696</guid>
		<description>&lt;strong&gt;Light Propagation Volumes...&lt;/strong&gt;

I&#8217;ve finally finished my lab course last week &#8211; thanks to my supervisor Matthäus G. Chajdas &#8211; you can read his blog here -, it wasn&#8217;t your usual lab course with work sheets and boring homework, instead I&#8217;ve been allowed to...</description>
		<content:encoded><![CDATA[<p><strong>Light Propagation Volumes&#8230;</strong></p>
<p>I&#8217;ve finally finished my lab course last week &#8211; thanks to my supervisor Matthäus G. Chajdas &#8211; you can read his blog here -, it wasn&#8217;t your usual lab course with work sheets and boring homework, instead I&#8217;ve been allowed to&#8230;</p>
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		<title>By: BlackHC</title>
		<link>http://www.realtimerendering.com/blog/cascaded-light-propagation-volumes-for-indirect-illumination/comment-page-1/#comment-1695</link>
		<dc:creator>BlackHC</dc:creator>
		<pubDate>Sun, 18 Jul 2010 15:49:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1101#comment-1695</guid>
		<description>I&#039;ve also implemented the LPV paper (however not the SIGGRAPH one but the one from I3D) in D3D10.
The prototype (including the source code) can be downloaded here: http://blog.blackhc.net/wp-content/uploads/2010/07/LPVPrototype.zip
More details and some screenshots can be found on my blog: http://blog.blackhc.net/2010/07/light-propagation-volumes/</description>
		<content:encoded><![CDATA[<p>I&#8217;ve also implemented the LPV paper (however not the SIGGRAPH one but the one from I3D) in D3D10.<br />
The prototype (including the source code) can be downloaded here: <a href="http://blog.blackhc.net/wp-content/uploads/2010/07/LPVPrototype.zip" rel="nofollow">http://blog.blackhc.net/wp-content/uploads/2010/07/LPVPrototype.zip</a><br />
More details and some screenshots can be found on my blog: <a href="http://blog.blackhc.net/2010/07/light-propagation-volumes/" rel="nofollow">http://blog.blackhc.net/2010/07/light-propagation-volumes/</a></p>
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		<title>By: Lee Salzman</title>
		<link>http://www.realtimerendering.com/blog/cascaded-light-propagation-volumes-for-indirect-illumination/comment-page-1/#comment-320</link>
		<dc:creator>Lee Salzman</dc:creator>
		<pubDate>Sat, 27 Feb 2010 06:13:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1101#comment-320</guid>
		<description>In case anyone is curious, several months ago I had implemented a demo of this technique as I was interested to see how it worked out in practice. The demo, which includes source code for Linux and Windows based on OpenGL and SDL, is here: http://lee.fov120.com/lpv.zip

It actually ended up being surprisingly fast, given all that was going on, though the granularity of the effect can make it potentially a bit swimmy with moving objects.</description>
		<content:encoded><![CDATA[<p>In case anyone is curious, several months ago I had implemented a demo of this technique as I was interested to see how it worked out in practice. The demo, which includes source code for Linux and Windows based on OpenGL and SDL, is here: <a href="http://lee.fov120.com/lpv.zip" rel="nofollow">http://lee.fov120.com/lpv.zip</a></p>
<p>It actually ended up being surprisingly fast, given all that was going on, though the granularity of the effect can make it potentially a bit swimmy with moving objects.</p>
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