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	<title>Comments on: Seven Things for 10/13/2011</title>
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	<link>http://www.realtimerendering.com/blog/seven-things-for-10132011/</link>
	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>By: Frontop</title>
		<link>http://www.realtimerendering.com/blog/seven-things-for-10132011/comment-page-1/#comment-2087</link>
		<dc:creator>Frontop</dc:creator>
		<pubDate>Thu, 10 Nov 2011 07:23:26 +0000</pubDate>
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		<description>I learned much here, thanks</description>
		<content:encoded><![CDATA[<p>I learned much here, thanks</p>
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		<title>By: c0de517e</title>
		<link>http://www.realtimerendering.com/blog/seven-things-for-10132011/comment-page-1/#comment-2085</link>
		<dc:creator>c0de517e</dc:creator>
		<pubDate>Wed, 02 Nov 2011 03:31:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2666#comment-2085</guid>
		<description>Thanks Eric for including my little article in your list! About the transparency and rasterization you have to consider that I wasn&#039;t writing about current GPUs versus GPU or CPU rasterization, the gap in their usage is so wide that I don&#039;t consider that such an interesting topic today. I was trying to write about rasterization in general, and in that case transparency (without refraction) is pretty trivial, we have many ways of resolving that (BSP trees, tile rendering, per-pixel solutions etc, you know better than I). Refraction would be really challenging, we can of course cheat with cubemaps but at a given point you start having to generate smaller and smaller frustums (i.e. more cubes...) to increase accuracy and then you&#039;ll end up losing coherency and wasting setup time in a rasterizer... And there is where the rasterizer vs raytracer compromise manifests itself again, it&#039;s just another example of what I was trying to explain.</description>
		<content:encoded><![CDATA[<p>Thanks Eric for including my little article in your list! About the transparency and rasterization you have to consider that I wasn&#8217;t writing about current GPUs versus GPU or CPU rasterization, the gap in their usage is so wide that I don&#8217;t consider that such an interesting topic today. I was trying to write about rasterization in general, and in that case transparency (without refraction) is pretty trivial, we have many ways of resolving that (BSP trees, tile rendering, per-pixel solutions etc, you know better than I). Refraction would be really challenging, we can of course cheat with cubemaps but at a given point you start having to generate smaller and smaller frustums (i.e. more cubes&#8230;) to increase accuracy and then you&#8217;ll end up losing coherency and wasting setup time in a rasterizer&#8230; And there is where the rasterizer vs raytracer compromise manifests itself again, it&#8217;s just another example of what I was trying to explain.</p>
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