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	<title>Comments on: Morphological Antialiasing in God of War III</title>
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	<link>http://www.realtimerendering.com/blog/morphological-antialiasing-in-god-of-war-iii/</link>
	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>By: Real-Time Rendering &#183; More on God of War III Antialiasing</title>
		<link>http://www.realtimerendering.com/blog/morphological-antialiasing-in-god-of-war-iii/comment-page-1/#comment-368</link>
		<dc:creator>Real-Time Rendering &#183; More on God of War III Antialiasing</dc:creator>
		<pubDate>Sun, 18 Apr 2010 19:53:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1210#comment-368</guid>
		<description>[...] my recent post discussing the antialiasing method used in God of War III, Cedric Perthuis (a graphics programmer [...]</description>
		<content:encoded><![CDATA[<p>[...] my recent post discussing the antialiasing method used in God of War III, Cedric Perthuis (a graphics programmer [...]</p>
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		<title>By: baxissimo</title>
		<link>http://www.realtimerendering.com/blog/morphological-antialiasing-in-god-of-war-iii/comment-page-1/#comment-348</link>
		<dc:creator>baxissimo</dc:creator>
		<pubDate>Sat, 03 Apr 2010 16:07:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1210#comment-348</guid>
		<description>For what it&#039;s worth I first saw this idea in products like LoiLo&#039;s Smooth plugin http://loilo.tv/product/3/desc
I this predates the Morphological Antialiasing paper by a good bit.  There&#039;s not much reason the authors would have known about it, but it&#039;s been in use for a while in the Japanese animation industry from what I understand.
There&#039;s also a free work-alike from my former employer, OLM: http://www.olm.co.jp/b/rd/2008/10/olm_smoother.html (page seems only available in Japanese though).</description>
		<content:encoded><![CDATA[<p>For what it&#8217;s worth I first saw this idea in products like LoiLo&#8217;s Smooth plugin <a href="http://loilo.tv/product/3/desc" rel="nofollow">http://loilo.tv/product/3/desc</a><br />
I this predates the Morphological Antialiasing paper by a good bit.  There&#8217;s not much reason the authors would have known about it, but it&#8217;s been in use for a while in the Japanese animation industry from what I understand.<br />
There&#8217;s also a free work-alike from my former employer, OLM: <a href="http://www.olm.co.jp/b/rd/2008/10/olm_smoother.html" rel="nofollow">http://www.olm.co.jp/b/rd/2008/10/olm_smoother.html</a> (page seems only available in Japanese though).</p>
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		<title>By: P=NP! &#187; Blog Archive &#187; Morphological Antialiasing in God of War III</title>
		<link>http://www.realtimerendering.com/blog/morphological-antialiasing-in-god-of-war-iii/comment-page-1/#comment-343</link>
		<dc:creator>P=NP! &#187; Blog Archive &#187; Morphological Antialiasing in God of War III</dc:creator>
		<pubDate>Thu, 01 Apr 2010 08:34:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1210#comment-343</guid>
		<description>[...] Antialiasing in God of War III   Naty Hoffman reports in a blog post on Realtimerendering.com that God of War III is using Morphological Antialiasing. What I found interesting in this post, is [...]</description>
		<content:encoded><![CDATA[<p>[...] Antialiasing in God of War III   Naty Hoffman reports in a blog post on Realtimerendering.com that God of War III is using Morphological Antialiasing. What I found interesting in this post, is [...]</p>
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