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	<title>Real-Time Rendering &#187; NVIRT</title>
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	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>NVIRT Slides</title>
		<link>http://www.realtimerendering.com/blog/nvirt-slide/</link>
		<comments>http://www.realtimerendering.com/blog/nvirt-slide/#comments</comments>
		<pubDate>Wed, 11 Mar 2009 00:08:30 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[NVIRT]]></category>
		<category><![CDATA[ray tracing]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=79</guid>
		<description><![CDATA[Austin Robison kindly shared with some of us his NVIRT talk slides (see my previous blog post). It sounds like these would take a few weeks to show up on the NVIDIA website somewhere. So, until then, I&#8217;ve put them up for viewing on our website. No favoritism; it&#8217;s just interesting information. I liked his dichotomy [...]]]></description>
			<content:encoded><![CDATA[<p>Austin Robison kindly shared with some of us his NVIRT talk slides (see my <a href="http://www.realtimerendering.com/blog/nvirt-a-mini-blog-and-creating-games/">previous blog post</a>). It sounds like these would take a few weeks to show up on the NVIDIA website somewhere. So, until then, I&#8217;ve put them <a href="http://realtimerendering.com/downloads/NVIRT-Overview.pdf">up for viewing</a> on our website. No favoritism; it&#8217;s just interesting information.</p>
<p>I liked his dichotomy for rasterization vs. ray tracing: rasterization is fast, but needs cleverness to support complex visual effects; ray tracing robustly supports complex visuals but needs cleverness to be fast. Sure, there are any number of counter-arguments to this split, but it has a nugget of truth at its core.</p>
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