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	<title>Radiantware</title>
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	<link>http://blog.radiantwares.net</link>
	<description>Development Journal</description>
	<lastBuildDate>Fri, 25 Dec 2009 13:56:40 +0000</lastBuildDate>
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		<title>Time for updates</title>
		<link>http://blog.radiantwares.net/?p=86</link>
		<comments>http://blog.radiantwares.net/?p=86#comments</comments>
		<pubDate>Fri, 25 Dec 2009 13:56:40 +0000</pubDate>
		<dc:creator>Foxy</dc:creator>
				<category><![CDATA[Rendering]]></category>
		<category><![CDATA[D3D 10]]></category>
		<category><![CDATA[SSAO]]></category>

		<guid isPermaLink="false">http://blog.radiantwares.net/?p=86</guid>
		<description><![CDATA[Its me again. Long time no post, i know&#8230;
This time i got my hands dirty with famous cryteks SSAO effect. I&#8217;m pretty happy with the results. Also this demo is written in D3D 10 so make sure that you have win vista or 7 to run this.
Demo exe + shader code (1.43 Mb)
]]></description>
			<content:encoded><![CDATA[
<a href='http://blog.radiantwares.net/?attachment_id=88' title='SSAO 1'><img width="150" height="150" src="http://blog.radiantwares.net/wp-content/uploads/2009/12/SSAO-1-150x150.jpg" class="attachment-thumbnail" alt="" title="SSAO 1" /></a>
<a href='http://blog.radiantwares.net/?attachment_id=89' title='SSAO 2'><img width="150" height="150" src="http://blog.radiantwares.net/wp-content/uploads/2009/12/SSAO-2-150x150.jpg" class="attachment-thumbnail" alt="" title="SSAO 2" /></a>
<a href='http://blog.radiantwares.net/?attachment_id=90' title='SSAO 3'><img width="150" height="150" src="http://blog.radiantwares.net/wp-content/uploads/2009/12/SSAO-3-150x150.jpg" class="attachment-thumbnail" alt="" title="SSAO 3" /></a>

<p>Its me again. Long time no post, i know&#8230;</p>
<p>This time i got my hands dirty with famous cryteks SSAO effect. I&#8217;m pretty happy with the results. Also this demo is written in D3D 10 so make sure that you have win vista or 7 to run this.</p>
<p><a href="http://blog.radiantwares.net/wp-content/uploads/2009/12/SSAO.zip" target="_blank">Demo exe + shader code</a> (1.43 Mb)</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.radiantwares.net/?feed=rss2&amp;p=86</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Omnidirectional shadow mapping</title>
		<link>http://blog.radiantwares.net/?p=53</link>
		<comments>http://blog.radiantwares.net/?p=53#comments</comments>
		<pubDate>Sat, 21 Mar 2009 15:31:32 +0000</pubDate>
		<dc:creator>Foxy</dc:creator>
				<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Omnidirectional]]></category>
		<category><![CDATA[Shadow map]]></category>

		<guid isPermaLink="false">http://blog.radiantwares.net/?p=53</guid>
		<description><![CDATA[This is my first try at point light shadows(Omnidirectional shadows). Although there are some artifacts in the shadow map, I&#8217;m happy with the results.
Next thing to do is adding soft shadows(VSM Maybe).
]]></description>
			<content:encoded><![CDATA[
<a href='http://blog.radiantwares.net/?attachment_id=50' title='omni-shadow-1'><img width="150" height="150" src="http://blog.radiantwares.net/wp-content/uploads/2009/03/omni-shadow-1-150x150.jpg" class="attachment-thumbnail" alt="" title="omni-shadow-1" /></a>
<a href='http://blog.radiantwares.net/?attachment_id=51' title='omni-shadow-2'><img width="150" height="150" src="http://blog.radiantwares.net/wp-content/uploads/2009/03/omni-shadow-2-150x150.jpg" class="attachment-thumbnail" alt="" title="omni-shadow-2" /></a>
<a href='http://blog.radiantwares.net/?attachment_id=52' title='omni-shadow-3'><img width="150" height="150" src="http://blog.radiantwares.net/wp-content/uploads/2009/03/omni-shadow-3-150x150.jpg" class="attachment-thumbnail" alt="" title="omni-shadow-3" /></a>

<p>This is my first try at point light shadows(Omnidirectional shadows). Although there are some artifacts in the shadow map, I&#8217;m happy with the results.</p>
<p>Next thing to do is adding soft shadows(VSM Maybe).</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.radiantwares.net/?feed=rss2&amp;p=53</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Gaussian blur</title>
		<link>http://blog.radiantwares.net/?p=44</link>
		<comments>http://blog.radiantwares.net/?p=44#comments</comments>
		<pubDate>Fri, 20 Mar 2009 21:17:10 +0000</pubDate>
		<dc:creator>Foxy</dc:creator>
				<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Blur]]></category>
		<category><![CDATA[Gaussian]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[Post Process]]></category>

		<guid isPermaLink="false">http://blog.radiantwares.net/?p=44</guid>
		<description><![CDATA[
Finally after reading pages about how gaussian blur works, i have done my own implementation. Hooray!  
Here are the steps I&#8217;ve taken:

Render the whole scene to texture
Down sample (4x) that texture
Blur horizontally
Blur vertically
Up sample the texture (4x)
Draw the texture on the screen

References:
Directx SDK
Gamasutra
http://homepages.inf.ed.ac.uk/rbf/HIPR2/gsmooth.htm
]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.radiantwares.net/wp-content/uploads/2009/03/gaussian-blur-1.jpg"><img class="aligncenter size-medium wp-image-45" title="Gaussian Blur Demo" src="http://blog.radiantwares.net/wp-content/uploads/2009/03/gaussian-blur-1-300x226.jpg" alt="Gaussian Blur Demo" width="228" height="171" /></a></p>
<p>Finally after reading pages about how gaussian blur works, i have done my own implementation. Hooray! <img src='http://blog.radiantwares.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Here are the steps I&#8217;ve taken:</p>
<ol>
<li>Render the whole scene to texture</li>
<li>Down sample (4x) that texture</li>
<li>Blur horizontally</li>
<li>Blur vertically</li>
<li>Up sample the texture (4x)</li>
<li>Draw the texture on the screen</li>
</ol>
<p>References:</p>
<p><a href="http://www.microsoft.com/downloads/details.aspx?FamilyId=5493F76A-6D37-478D-BA17-28B1CCA4865A&amp;displaylang=en">Directx SDK</a></p>
<p><a href="http://www.gamasutra.com/view/feature/2107/realtime_glow.php?page=1">Gamasutra</a></p>
<p><a href="http://homepages.inf.ed.ac.uk/rbf/HIPR2/gsmooth.htm">http://homepages.inf.ed.ac.uk/rbf/HIPR2/gsmooth.htm</a></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.radiantwares.net/?feed=rss2&amp;p=44</wfw:commentRss>
		<slash:comments>2</slash:comments>
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		<item>
		<title>Good Old Normal Mapping With Parallax Shift</title>
		<link>http://blog.radiantwares.net/?p=5</link>
		<comments>http://blog.radiantwares.net/?p=5#comments</comments>
		<pubDate>Fri, 30 Jan 2009 22:37:49 +0000</pubDate>
		<dc:creator>Foxy</dc:creator>
				<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Bump]]></category>
		<category><![CDATA[Direct3D]]></category>
		<category><![CDATA[Dot3]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[Mapping]]></category>
		<category><![CDATA[Normal]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Parallax]]></category>

		<guid isPermaLink="false">http://blog.radiantwares.net/?p=5</guid>
		<description><![CDATA[Alright! It&#8217;s not that old but the original concept ( Bump Mapping ) is.
Some time ago i created demo in OpenGL ( GLSL) to learn the concept. and more recently i converted it to Direct3D 9 ( HLSL ). I decided to post some pics of the demo here.
The Normal Mapping ( Dot3 Bump Mapping [...]]]></description>
			<content:encoded><![CDATA[
<a href='http://blog.radiantwares.net/?attachment_id=7' title='Dot3 Bump Mapping 1'><img width="150" height="150" src="http://blog.radiantwares.net/wp-content/uploads/2009/01/dot3-bump-1-150x150.jpg" class="attachment-thumbnail" alt="" title="Dot3 Bump Mapping 1" /></a>
<a href='http://blog.radiantwares.net/?attachment_id=8' title='Dot3 Bump Mapping 2'><img width="150" height="150" src="http://blog.radiantwares.net/wp-content/uploads/2009/01/dot3-bump-2-150x150.jpg" class="attachment-thumbnail" alt="" title="Dot3 Bump Mapping 2" /></a>
<a href='http://blog.radiantwares.net/?attachment_id=9' title='Dot3 Bump Mapping 3'><img width="150" height="150" src="http://blog.radiantwares.net/wp-content/uploads/2009/01/dot3-bump-3-150x150.jpg" class="attachment-thumbnail" alt="" title="Dot3 Bump Mapping 3" /></a>

<p>Alright! It&#8217;s not that old but the original concept ( Bump Mapping ) is.</p>
<p>Some time ago i created demo in OpenGL ( GLSL) to learn the concept. and more recently i converted it to Direct3D 9 ( HLSL ). I decided to post some pics of the demo here.</p>
<p>The Normal Mapping ( Dot3 Bump Mapping ) concept is relatively simple: Instead of using hardware interpolated vertex normals for shading equation ( N Dot L , for example ), We use texture that contains normal vectors ( thus called normal map ), and map it to our surface. This way we have unique normal per pixel , and it greatly enhance the shading without adding any polygons to our objects.</p>
<p>The downside is when we look at our surface in oblique angles it appears to be flat , this is where Parallax Mapping comes into play. It simply shift the surface texture along the view vector ( in tangent space ) according to gray scale height map that represent the height of each pixel. So the &#8216;higher&#8217; point shift away from the camera and the  &#8216;lower&#8217; point shift toward the camera, thus creating parallax effect.</p>
<p>Note that the parallax method I&#8217;ve used here does not take into account the self occlusion of the surface.</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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