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	<title>fixored? &#187; Global Illumination</title>
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	<link>http://www.sjbrown.co.uk</link>
	<description>It works on my machine.</description>
	<lastBuildDate>Sun, 13 Dec 2009 22:09:57 +0000</lastBuildDate>
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		<title>CUDA Mersenne Twister</title>
		<link>http://www.sjbrown.co.uk/2009/12/13/cuda-mersenne-twister/</link>
		<comments>http://www.sjbrown.co.uk/2009/12/13/cuda-mersenne-twister/#comments</comments>
		<pubDate>Sun, 13 Dec 2009 22:09:57 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[GPGPU]]></category>
		<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[Rendering]]></category>

		<guid isPermaLink="false">http://www.sjbrown.co.uk/?p=319</guid>
		<description><![CDATA[I needed a random number generator for a CUDA project, and had relatively few requirements:

It must have a small shared memory footprint
It must be suitable for Monte Carlo methods (i.e. have long period and minimal correlation)
It must allow warps to execute independently when generating random numbers

There seem to be two main approaches to RNG in [...]]]></description>
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		<slash:comments>1</slash:comments>
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		<title>Adventures in CUDA Path Tracing: Part 1</title>
		<link>http://www.sjbrown.co.uk/2009/08/15/cuda-path-tracing/</link>
		<comments>http://www.sjbrown.co.uk/2009/08/15/cuda-path-tracing/#comments</comments>
		<pubDate>Sat, 15 Aug 2009 13:55:43 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[GPGPU]]></category>
		<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[Rendering]]></category>

		<guid isPermaLink="false">http://www.sjbrown.co.uk/?p=295</guid>
		<description><![CDATA[I thought I&#8217;d have a go at implementing some path tracing in CUDA.  Let&#8217;s start simple: a classical path tracer with explicit direct lighting.  Lots of hacks:

No BVH yet, every ray tests the 30 triangles of the Cornell Box
Every surface is lambertian (so cosine weighted hemisphere sampling for spawning rays)
Hardcoded for a single [...]]]></description>
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		<slash:comments>5</slash:comments>
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		<title>Metropolis Light Transport</title>
		<link>http://www.sjbrown.co.uk/2009/05/10/metropolis-light-transport/</link>
		<comments>http://www.sjbrown.co.uk/2009/05/10/metropolis-light-transport/#comments</comments>
		<pubDate>Sun, 10 May 2009 11:47:53 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[Rendering]]></category>

		<guid isPermaLink="false">http://www.sjbrown.co.uk/?p=275</guid>
		<description><![CDATA[Here are a collection of papers/links on the topic of Metropolis Light Transport (MLT).  The core principle of detailed balance that underpins the Metropolis-Hastings algorithm is extremely neat, and its application to light transport (in particular using Veach&#8217;s path integral formulation) is very aesthetically pleasing.  This post doesn&#8217;t really go anywhere, just provides links for [...]]]></description>
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		<slash:comments>1</slash:comments>
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		<title>Multiple Importance</title>
		<link>http://www.sjbrown.co.uk/2009/02/05/multiple-importance/</link>
		<comments>http://www.sjbrown.co.uk/2009/02/05/multiple-importance/#comments</comments>
		<pubDate>Thu, 05 Feb 2009 23:50:41 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[Rendering]]></category>

		<guid isPermaLink="false">http://www.sjbrown.co.uk/?p=262</guid>
		<description><![CDATA[At work I wrote a global illumination system from scratch.  It used classical ray tracing for the direct lighting, and photon mapping with final gather for the indirect term.  I use the past tense since we&#8217;ve now switched over to using lightcuts as the main renderer, which due to the work of an awesome colleague, [...]]]></description>
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		<slash:comments>6</slash:comments>
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