<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: ShaderX7</title>
	<atom:link href="http://www.realtimerendering.com/blog/shaderx7/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.realtimerendering.com/blog/shaderx7/</link>
	<description>Tracking the latest developments in interactive rendering techniques</description>
	<lastBuildDate>Mon, 17 Jun 2013 03:17:13 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.4.1</generator>
	<item>
		<title>By: wrice127</title>
		<link>http://www.realtimerendering.com/blog/shaderx7/comment-page-1/#comment-74</link>
		<dc:creator>wrice127</dc:creator>
		<pubDate>Tue, 07 Jul 2009 06:02:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=86#comment-74</guid>
		<description>Your post solved my question about unshape masking. I was wondering it sounds similar but simpler. Thanks.

Where can I find more detail difference between &quot;original Phong and Blinn-Phong&quot;. I still don&#039;t got that part.

In addition, I like to ask why in the chapter 3.1, importance sampling, vertical and horizontal are separable for bloom. I believe it shouldn&#039;t be.

The shaderX7 was a very hard but useful book for me. I liked CHC++ and Real-time ray-tracing (chapter 8.4 and 6.6 respectively). I also liked the chapter 4.1 about improving some problems of cascaded shadow mapping.</description>
		<content:encoded><![CDATA[<p>Your post solved my question about unshape masking. I was wondering it sounds similar but simpler. Thanks.</p>
<p>Where can I find more detail difference between &#8220;original Phong and Blinn-Phong&#8221;. I still don&#8217;t got that part.</p>
<p>In addition, I like to ask why in the chapter 3.1, importance sampling, vertical and horizontal are separable for bloom. I believe it shouldn&#8217;t be.</p>
<p>The shaderX7 was a very hard but useful book for me. I liked CHC++ and Real-time ray-tracing (chapter 8.4 and 6.6 respectively). I also liked the chapter 4.1 about improving some problems of cascaded shadow mapping.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Naty</title>
		<link>http://www.realtimerendering.com/blog/shaderx7/comment-page-1/#comment-69</link>
		<dc:creator>Naty</dc:creator>
		<pubDate>Wed, 10 Jun 2009 02:34:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=86#comment-69</guid>
		<description>There is actually a chapter on HBAO as well, I didn&#039;t mention it since other approaches seem more appropriate for games, as Mauricio says.There are several chapters like that (techniques that might not be appropriate for games but may be good for CAD or other real-time applications); my summary was from a somewhat games-centric POV.</description>
		<content:encoded><![CDATA[<p>There is actually a chapter on HBAO as well, I didn&#8217;t mention it since other approaches seem more appropriate for games, as Mauricio says.There are several chapters like that (techniques that might not be appropriate for games but may be good for CAD or other real-time applications); my summary was from a somewhat games-centric POV.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mauricio</title>
		<link>http://www.realtimerendering.com/blog/shaderx7/comment-page-1/#comment-67</link>
		<dc:creator>Mauricio</dc:creator>
		<pubDate>Tue, 09 Jun 2009 22:25:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=86#comment-67</guid>
		<description>Naty,

An excellent overview!  It certainly helped sell me on the book.  For SSAO, I would also recommend looking at NVIDIA&#039;s horizon-based ambient occlusion (HBAO).  It is heavier than the Crytek or Blizzard solutions, but potentially more accurate.  That&#039;s good for the CAD folks, who favor quality over speed (compared to the games folks).</description>
		<content:encoded><![CDATA[<p>Naty,</p>
<p>An excellent overview!  It certainly helped sell me on the book.  For SSAO, I would also recommend looking at NVIDIA&#8217;s horizon-based ambient occlusion (HBAO).  It is heavier than the Crytek or Blizzard solutions, but potentially more accurate.  That&#8217;s good for the CAD folks, who favor quality over speed (compared to the games folks).</p>
]]></content:encoded>
	</item>
</channel>
</rss>