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	<title>Simon&#039;s Graphics Blog</title>
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	<link>http://www.sjbrown.co.uk</link>
	<description>Work log for ideas and hobby projects.</description>
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		<title>Bidirectional Instant Radiosity</title>
		<link>http://www.sjbrown.co.uk/2012/04/08/bidirectional-instant-radiosity/</link>
		<comments>http://www.sjbrown.co.uk/2012/04/08/bidirectional-instant-radiosity/#comments</comments>
		<pubDate>Sun, 08 Apr 2012 22:57:01 +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=997</guid>
		<description><![CDATA[Bidirectional Instant Radiosity is the title of a paper by B. Segovia et al which presented a new sampling strategy to find virtual point lights (VPLs) that are relevant to the camera. The algorithm given for generating VPLs is: Generate \(N/2\) &#8220;standard&#8221; VPLs by sampling light paths (i.e. vanilla instant radiosity) Generate \(N/2\) &#8220;reverse&#8221; VPLs [...]]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Sampling Sun And Sky</title>
		<link>http://www.sjbrown.co.uk/2012/03/30/sampling-sun-and-sky/</link>
		<comments>http://www.sjbrown.co.uk/2012/03/30/sampling-sun-and-sky/#comments</comments>
		<pubDate>Fri, 30 Mar 2012 21:12:05 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[CUDA]]></category>
		<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[GPGPU]]></category>
		<category><![CDATA[Rendering]]></category>

		<guid isPermaLink="false">http://www.sjbrown.co.uk/?p=870</guid>
		<description><![CDATA[In this post I will briefly cover how I implemented sampling of external light sources in a path tracing framework, concluding with an observation about sampling multiple external light sources that are non-zero over very different solid angles. I&#8217;m going to assume the reader is familiar with path tracing in the Veach framework. My definition [...]]]></description>
		<wfw:commentRss>http://www.sjbrown.co.uk/2012/03/30/sampling-sun-and-sky/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>SketchUp Cities</title>
		<link>http://www.sjbrown.co.uk/2012/03/19/sketchup-cities/</link>
		<comments>http://www.sjbrown.co.uk/2012/03/19/sketchup-cities/#comments</comments>
		<pubDate>Mon, 19 Mar 2012 21:11:33 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[CUDA]]></category>
		<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[GPGPU]]></category>
		<category><![CDATA[Rendering]]></category>

		<guid isPermaLink="false">http://www.sjbrown.co.uk/?p=841</guid>
		<description><![CDATA[Ray Tracey&#8217;s latest blog post has Brigade 2 renders of a nice-looking walled city scene created using Google SketchUp. The model came from this gem of a collection by &#8220;LordGood&#8221; (who evidently is a big Assassin&#8217;s Creed fan) hosted on Google 3D Warehouse. Currently I only have a Blender exporter, and sadly the SketchUp-Collada-Blender path [...]]]></description>
		<wfw:commentRss>http://www.sjbrown.co.uk/2012/03/19/sketchup-cities/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Virtual Point Light Bias Compensation</title>
		<link>http://www.sjbrown.co.uk/2011/05/09/virtual-point-light-bias-compensation/</link>
		<comments>http://www.sjbrown.co.uk/2011/05/09/virtual-point-light-bias-compensation/#comments</comments>
		<pubDate>Mon, 09 May 2011 18:52:03 +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=792</guid>
		<description><![CDATA[Nothing new here, just highlighting the 2004 paper Illumination in the Presence of Weak Singularities by Kollig and Keller. This paper presents a simple and elegant solution to the problem of clamping the geometry term when using virtual point lights for illumination. Consider the following scene with two area lights (in this case rendered using [...]]]></description>
		<wfw:commentRss>http://www.sjbrown.co.uk/2011/05/09/virtual-point-light-bias-compensation/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Projected Solid Angle Is Projected</title>
		<link>http://www.sjbrown.co.uk/2011/04/16/projected-solid-angle-is-projected/</link>
		<comments>http://www.sjbrown.co.uk/2011/04/16/projected-solid-angle-is-projected/#comments</comments>
		<pubDate>Sat, 16 Apr 2011 10:01:12 +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=758</guid>
		<description><![CDATA[There are two quantities flying around when writing a physically based renderer: Irradiance, which is power per unit area Radiance, which is power per unit area per unit projected solid angle Any BSDF is the ratio between the two: a patch receives unit irradiance from some incident direction, the BSDF defines the radiance emitted for [...]]]></description>
		<wfw:commentRss>http://www.sjbrown.co.uk/2011/04/16/projected-solid-angle-is-projected/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Hybrid Bidirectional Path Tracing</title>
		<link>http://www.sjbrown.co.uk/2011/03/21/hybrid-bidirectional-path-tracing/</link>
		<comments>http://www.sjbrown.co.uk/2011/03/21/hybrid-bidirectional-path-tracing/#comments</comments>
		<pubDate>Mon, 21 Mar 2011 20:14:07 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[CUDA]]></category>
		<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[GPGPU]]></category>
		<category><![CDATA[Rendering]]></category>

		<guid isPermaLink="false">http://www.sjbrown.co.uk/?p=649</guid>
		<description><![CDATA[I&#8217;d like to share my results from converting a CPU-only bidirectional path tracer into a CPU/GPU hybrid (CPU used for shading and sampling, GPU used for ray intersections). These results are a bit old&#8230; I posted them a while ago as a thread on ompf. I found out later that this thread had been cited [...]]]></description>
		<wfw:commentRss>http://www.sjbrown.co.uk/2011/03/21/hybrid-bidirectional-path-tracing/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Now You&#8217;re Lighting With Portals</title>
		<link>http://www.sjbrown.co.uk/2011/01/31/now-youre-lighting-with-portals/</link>
		<comments>http://www.sjbrown.co.uk/2011/01/31/now-youre-lighting-with-portals/#comments</comments>
		<pubDate>Mon, 31 Jan 2011 21:55:52 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[CUDA]]></category>
		<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[GPGPU]]></category>
		<category><![CDATA[Rendering]]></category>

		<guid isPermaLink="false">http://www.sjbrown.co.uk/?p=618</guid>
		<description><![CDATA[I hate dome lights. You always waste a ton of rays that are occluded by geometry, and the situation gets even worse when lighting indoor scenes with exterior dome lights! So why not help your renderer out and place portals that, when hit, teleport to the dome light. Then instead of sampling the whole skydome, [...]]]></description>
		<wfw:commentRss>http://www.sjbrown.co.uk/2011/01/31/now-youre-lighting-with-portals/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Two-Way Path Tracing</title>
		<link>http://www.sjbrown.co.uk/2011/01/03/two-way-path-tracing/</link>
		<comments>http://www.sjbrown.co.uk/2011/01/03/two-way-path-tracing/#comments</comments>
		<pubDate>Mon, 03 Jan 2011 13:17:29 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[CUDA]]></category>
		<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[GPGPU]]></category>
		<category><![CDATA[Rendering]]></category>

		<guid isPermaLink="false">http://www.sjbrown.co.uk/?p=460</guid>
		<description><![CDATA[This post is about a path tracing technique that sits between unidirectional path tracing and bidirectional path tracing. For want of a better name, let&#8217;s call this two-way path tracing. It&#8217;s defined as follows: Trace eye rays, handle light source intersections and sample light sources explicitly Trace light rays, handle sensor intersections and sample sensors [...]]]></description>
		<wfw:commentRss>http://www.sjbrown.co.uk/2011/01/03/two-way-path-tracing/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Adventures in CUDA Path Tracing: Part 2</title>
		<link>http://www.sjbrown.co.uk/2010/10/24/adventures-in-cuda-path-tracing-part-2/</link>
		<comments>http://www.sjbrown.co.uk/2010/10/24/adventures-in-cuda-path-tracing-part-2/#comments</comments>
		<pubDate>Sun, 24 Oct 2010 17:21:09 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[CUDA]]></category>
		<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[GPGPU]]></category>
		<category><![CDATA[Rendering]]></category>

		<guid isPermaLink="false">http://www.sjbrown.co.uk/?p=467</guid>
		<description><![CDATA[This is really just teaser post for my next update.  I&#8217;ve not done much on traversal yet (hence the world of spheres), but I&#8217;ve made some progress on shading.  Here&#8217;s a screenshot of a pure CUDA renderer left for 20 seconds or so to get a nice smooth result: This scene contains a few BSDFs: [...]]]></description>
		<wfw:commentRss>http://www.sjbrown.co.uk/2010/10/24/adventures-in-cuda-path-tracing-part-2/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>CUDA Tips</title>
		<link>http://www.sjbrown.co.uk/2010/10/24/cuda-tips/</link>
		<comments>http://www.sjbrown.co.uk/2010/10/24/cuda-tips/#comments</comments>
		<pubDate>Sun, 24 Oct 2010 13:20:20 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[CUDA]]></category>
		<category><![CDATA[GPGPU]]></category>

		<guid isPermaLink="false">http://www.sjbrown.co.uk/?p=394</guid>
		<description><![CDATA[I&#8217;ve been doing a bit more GPU programming recently, here are some things I found when writing CUDA programs. This all refers to the CUDA compiler in the recent 3.2RC, and based on my experiences with GTX 275 hardware. In particular this advice may need to be tweaked for Fermi architecture GPUs, since I have [...]]]></description>
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		<slash:comments>0</slash:comments>
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