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<name>blogtest</name>

</author>




<id>http://www.paranormal-entertainment.com/idr/blog/</id>

<subtitle type="html">blogtest</subtitle>
<generator uri="http://ikiwiki.info/" version="3.20100831">ikiwiki</generator>
<updated>2012-05-02T18:36:14Z</updated>
<entry>
	<title>Worst company in America?  Harsh.</title>

	<id>http://www.paranormal-entertainment.com/idr/blog/posts/2012-05-02T18:34:34Z-Worst_company_in_America_Harsh/</id>

	<link href="http://www.paranormal-entertainment.com/idr/blog/posts/2012-05-02T18:34:34Z-Worst_company_in_America_Harsh/"/>






	<category term="/tags/games" />

	<category term="/tags/rant" />


	<updated>2012-05-02T18:36:14Z</updated>
	<published>2012-05-02T18:34:34Z</published>

	<content type="html" xml:lang="en">
	&lt;p&gt;It looks like I&#39;m not the only one who&#39;s &lt;a href=&quot;http://www.paranormal-entertainment.com/idr/blog/posts/2011-12-16T20:32:04Z-No_LAN-only_servers_Youre_kidding_right/&quot;&gt;not a fan of
EA&lt;/a&gt;.
The Consumerist &lt;a href=&quot;http://www.techpowerup.com/163621/EA-is-Consumerist-s-Worst-Company-in-America-for-2012.html&quot;&gt;really doesn&#39;t like
them&lt;/a&gt;.
Ouch.&lt;/p&gt;

	</content>


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</entry>
<entry>
	<title>Assembly shaders in GLSL IR</title>

	<id>http://www.paranormal-entertainment.com/idr/blog/posts/2012-04-17T19:00:38Z-Assembly_shaders_in_GLSL_IR/</id>

	<link href="http://www.paranormal-entertainment.com/idr/blog/posts/2012-04-17T19:00:38Z-Assembly_shaders_in_GLSL_IR/"/>






	<category term="/tags/graphics" />


	<updated>2012-04-17T19:20:40Z</updated>
	<published>2012-04-17T19:00:38Z</published>

	<content type="html" xml:lang="en">
	&lt;p&gt;Off-and-on for a couple years (no kidding) I&#39;ve been working on a branch that
compiles the assembly shaders (e.g.,
&lt;a href=&quot;http://www.opengl.org/registry/specs/ARB/vertex_program.txt&quot;&gt;&lt;code&gt;GL_ARB_vertex_program&lt;/code&gt;&lt;/a&gt;)
to GLSL IR.  I even talked about it at &lt;a href=&quot;http://www.x.org/wiki/Events/XDC2011/Program&quot;&gt;XDC
2011&lt;/a&gt;.  This project has turned
into such an incredible rat&#39;s nest of irritation that I can&#39;t even believe
it.&lt;/p&gt;

&lt;p&gt;All of that asside, the project reached a significant milestone today.  I can
run retail Doom3 binaries.  There are a couple caveats (incorrect rendering,
have to disable HiZ on Sandybridge, etc.), but it&#39;s still significant
progress.  The images below are i965 on Mesa 8.0.2 (with HiZ disabled), i965
on my branch (with HiZ disabled), and classic swrast on my branch.  At least
at the time of this writing, there are &lt;a href=&quot;https://bugs.freedesktop.org/show_bug.cgi?id=47535&quot;&gt;some
bugs&lt;/a&gt; related to separate
stencil on Sandybridge that only occur when HiZ is enabled.&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.paranormal-entertainment.com/idr/blog/images/asm-to-ir-doom3/965-good.jpg&quot;&gt;
&lt;img src=&quot;http://www.paranormal-entertainment.com/idr/blog/images/asm-to-ir-doom3/965-good.jpg&quot; width=&quot;320&quot; height=&quot;240&quot; /&gt;
&lt;/a&gt;
&lt;a href=&quot;http://www.paranormal-entertainment.com/idr/blog/images/asm-to-ir-doom3/965-bad.jpg&quot;&gt;
&lt;img src=&quot;http://www.paranormal-entertainment.com/idr/blog/images/asm-to-ir-doom3/965-bad.jpg&quot; width=&quot;320&quot; height=&quot;240&quot; /&gt;
&lt;/a&gt;
&lt;a href=&quot;http://www.paranormal-entertainment.com/idr/blog/images/asm-to-ir-doom3/swrast-bad.jpg&quot;&gt;
&lt;img src=&quot;http://www.paranormal-entertainment.com/idr/blog/images/asm-to-ir-doom3/swrast-bad.jpg&quot; width=&quot;320&quot; height=&quot;240&quot; /&gt;
&lt;/a&gt;&lt;/p&gt;

	</content>


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</entry>
<entry>
	<title>Miskatonic University graduate</title>

	<id>http://www.paranormal-entertainment.com/idr/blog/posts/2012-04-17T18:00:51Z-Miskatonic_University_graduate/</id>

	<link href="http://www.paranormal-entertainment.com/idr/blog/posts/2012-04-17T18:00:51Z-Miskatonic_University_graduate/"/>






	<category term="/tags/books" />


	<updated>2012-04-17T18:30:07Z</updated>
	<published>2012-04-17T18:00:51Z</published>

	<content type="html" xml:lang="en">
	&lt;p&gt;I finally got around to reading some H. P. Lovecraft.  I really enjoyed most
of it.  It was amazing to see how much his work has influenced modern sci-fi
and horror.  In a few of the stories I really felt like I was reading an
episode of the X-Files.  Most of the time the stories were more creepy than
scary.  &lt;em&gt;Most&lt;/em&gt; of the time.&lt;/p&gt;

&lt;p&gt;The notable exception was &lt;a href=&quot;http://en.wikipedia.org/wiki/The_Haunter_of_the_Dark&quot;&gt;&quot;Hunter of the
Dark&quot;&lt;/a&gt;.  To maximize the
effect of these stories, I only read them in bed just before going to sleep.
After reading this particular story, I went to sleep very happy.  Well, not
happy per-se, but I was very satisfied with how much I enjoyed the story.
About 3am my cat woke me up madly scratching on the wood floor in the next
room.  I&#39;m not sure if he was running around in circles or fighting some
blasphemous creature from another realm.  In any case, the sound woke me so
suddenly that I sat straight up in bed.  My heart was racing.&lt;/p&gt;

&lt;p&gt;I looked out towards the open doorway from my bedroom.  As my eyes slowly
adjusted to the darkness I noticed it.  Something, in the corner of the room
above the doorway, shifted slightly.  I waited with bated breath.  There was
only darkness.  The thing that had moved &lt;em&gt;was&lt;/em&gt; the shadow.  After more than a
minute watching, waiting, it moved no more.&lt;/p&gt;

&lt;p&gt;Still sitting up, I closed my eyes and took a deep breath.  When I opened my
eyes, I smiled from ear to ear.  After having read a dozen or more of
Lovecraft&#39;s stories, I finally understood the joy that readers who hadn&#39;t
grown up on Alien, Jaws, and The X-Files must have felt reading this work for
the first time.  I laid back down and slept like a baby.&lt;/p&gt;

	</content>


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</entry>
<entry>
	<title>Smurf commit</title>

	<id>http://www.paranormal-entertainment.com/idr/blog/posts/2012-04-04T00:56:23Z-Smurf_commit/</id>

	<link href="http://www.paranormal-entertainment.com/idr/blog/posts/2012-04-04T00:56:23Z-Smurf_commit/"/>






	<category term="/tags/graphics" />


	<updated>2012-04-04T01:17:51Z</updated>
	<published>2012-04-04T00:56:23Z</published>

	<content type="html" xml:lang="en">
	&lt;p&gt;&lt;strong&gt;Smurf com&amp;#149;mit&lt;/strong&gt; [sm&amp;#602;f k&amp;#601;&#39;m&amp;#301;t] &lt;br /&gt;
&lt;em&gt;noun&lt;/em&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;&lt;p&gt;Commit made, usually during a long series of commits, that makes
incremental changes or tweaks while developing some larger feature or
performing some larger refactor.  Such commits often feature commite messages such as &quot;almost there,&quot; &quot;will be working soon,&quot; or &lt;a href=&quot;http://www.imdb.com/title/tt0081933/quotes?qt=qt0119757&quot;&gt;&quot;not much further now.&quot;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Commit made by a Smurf.&lt;/p&gt;&lt;/li&gt;
&lt;/ol&gt;

	</content>


	<link rel="comments" href="http://www.paranormal-entertainment.com/idr/blog/posts/2012-04-04T00:56:23Z-Smurf_commit/#comments" type="text/html" />


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</entry>
<entry>
	<title>Portland is... ?</title>

	<id>http://www.paranormal-entertainment.com/idr/blog/posts/2012-01-10T02:14:09Z-Portland_is/</id>

	<link href="http://www.paranormal-entertainment.com/idr/blog/posts/2012-01-10T02:14:09Z-Portland_is/"/>






	<category term="/tags/TV" />


	<updated>2012-01-10T02:19:51Z</updated>
	<published>2012-01-10T02:14:09Z</published>

	<content type="html" xml:lang="en">
	&lt;p&gt;Just for giggles, watch an episode of
&lt;a href=&quot;http://en.wikipedia.org/wiki/Grimm_%28TV_series%29&quot;&gt;Grimm&lt;/a&gt;, then
watch and episode of
&lt;a href=&quot;http://en.wikipedia.org/wiki/Portlandia_%28TV_series%29&quot;&gt;Portlandia&lt;/a&gt;.
For more fun, take a shot of [beverage of choice] each time you see a
location in one show that you saw in the other.&lt;/p&gt;

	</content>


	<link rel="comments" href="http://www.paranormal-entertainment.com/idr/blog/posts/2012-01-10T02:14:09Z-Portland_is/#comments" type="text/html" />


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</entry>
<entry>
	<title>No LAN-only servers?  You&#x27;re kidding, right?</title>

	<id>http://www.paranormal-entertainment.com/idr/blog/posts/2011-12-16T20:32:04Z-No_LAN-only_servers_Youre_kidding_right/</id>

	<link href="http://www.paranormal-entertainment.com/idr/blog/posts/2011-12-16T20:32:04Z-No_LAN-only_servers_Youre_kidding_right/"/>






	<category term="/tags/games" />

	<category term="/tags/rant" />


	<updated>2011-12-16T20:45:06Z</updated>
	<published>2011-12-16T20:32:04Z</published>

	<content type="html" xml:lang="en">
	&lt;p&gt;After planning my first LAN party in over a year, I discovered that
the game I planned to play, Battlefield: Bad Company 2, intentionally
does not include support for LAN-only servers.  In over 15 years of
hosting LAN parties, I have never encountered a game that does this.&lt;/p&gt;

&lt;p&gt;EA made this choice, supposedtly, to curb piracy.  What they have done
is guarantee that I will never buy one of their products again.  Ever.&lt;/p&gt;

&lt;p&gt;Strong work.&lt;/p&gt;

	</content>


	<link rel="comments" href="http://www.paranormal-entertainment.com/idr/blog/posts/2011-12-16T20:32:04Z-No_LAN-only_servers_Youre_kidding_right/#comments" type="text/html" />


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</entry>
<entry>
	<title>Occupy Portland</title>

	<id>http://www.paranormal-entertainment.com/idr/blog/posts/2011-11-14T18:07:51Z-Occupy_Portland/</id>

	<link href="http://www.paranormal-entertainment.com/idr/blog/posts/2011-11-14T18:07:51Z-Occupy_Portland/"/>






	<category term="/tags/rant" />


	<updated>2011-11-14T18:13:43Z</updated>
	<published>2011-11-14T18:07:51Z</published>

	<content type="html" xml:lang="en">
	&lt;p&gt;In the wake of &lt;a href=&quot;http://photos.oregonlive.com/photo-essay/2011/11/occupy_portland_camp_cleaning.html&quot;&gt;Occupy Portland being shut
down&lt;/a&gt;,
it&#39;s good to reflect on why it failed: &lt;a href=&quot;http://www.kgw.com/news/local/Fourth-overdose-reported-at-Occupy-camp-as-deadline-approaches-133742433.html&quot;&gt;1% ruined
it&lt;/a&gt;
for 99%.&lt;/p&gt;

	</content>


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</entry>
<entry>
	<title>No build breaks!</title>

	<id>http://www.paranormal-entertainment.com/idr/blog/posts/2011-10-26T22:35:41Z-No_build_breaks/</id>

	<link href="http://www.paranormal-entertainment.com/idr/blog/posts/2011-10-26T22:35:41Z-No_build_breaks/"/>






	<category term="/tags/graphics" />


	<updated>2011-10-27T03:02:12Z</updated>
	<published>2011-10-26T22:35:41Z</published>

	<content type="html" xml:lang="en">
	&lt;p&gt;GIT is a wonderful tool.  It enables some really powerful, flexible
working models.  There is one model that is commonly used when
developing a major feature (or large refactor):&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;Create a long series of patches in the order that it makes sense
to develop them.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Rebase, reorder, and merge patches into the order that it makes
sense to review them.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Post patches for review in small, easy to digest groups.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;There is a danger in this process.  While reordering patches it is
very easy to create a tree that won&#39;t build at intermediate commits.
Since the entire group of patches gets pushed at once, this may not
seem like a problem.  However, having intermediate commits not build
makes it impossible to bisect when failures are found later.&lt;/p&gt;

&lt;p&gt;Having every commit along a long patch series build is an absolute
requirement.&lt;/p&gt;

&lt;p&gt;However, it&#39;s kind of a pain in the ass to manually build the tree at
every step.  The emphasis in the previous sentence is &lt;em&gt;manually&lt;/em&gt;.  In
some sense the ideal tool is something like a scripted bisect.  This
doesn&#39;t work, of course, because both ends of the commit sequence, in
bisect terminology, are good.&lt;/p&gt;

&lt;p&gt;To get around this in Mesa, I wrote a script that builds
&lt;code&gt;origin/master&lt;/code&gt; and every commit in some range of SHA1s.  If any build
fails, the script halts.  At the end, it logs the change in the
compiler warnings from &lt;code&gt;origin/master&lt;/code&gt; to each commit (as I write
this, it occurs to me that the warning diffs should be between
sequential commits).  This is useful to prevent new warnings from
creeping in.&lt;/p&gt;

&lt;p&gt;My script is &lt;a href=&quot;http://www.paranormal-entertainment.com/idr/blog/misc/check_all_commits.sh&quot;&gt;available&lt;/a&gt;.
This particular script is very specific to Mesa, but it should be easy
to adapt to other projects.  The script is run as:&lt;/p&gt;

&lt;pre&gt;&lt;code&gt;check_all_commits.sh /path/to/source /path/to/build firstSHA..lastSHA
&lt;/code&gt;&lt;/pre&gt;

	</content>


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</entry>
<entry>
	<title>SIGGRAPH 2011: Day 4</title>

	<id>http://www.paranormal-entertainment.com/idr/blog/posts/2011-08-18T17:04:41Z-SIGGRAPH_2011:_Day_4/</id>

	<link href="http://www.paranormal-entertainment.com/idr/blog/posts/2011-08-18T17:04:41Z-SIGGRAPH_2011:_Day_4/"/>






	<category term="/tags/SIGGRAPH" />

	<category term="/tags/graphics" />


	<updated>2011-08-18T17:43:21Z</updated>
	<published>2011-08-18T17:04:41Z</published>

	<content type="html" xml:lang="en">
	&lt;p&gt;(Better never than late... or something...)&lt;/p&gt;

&lt;p&gt;I had high expectations for &lt;a href=&quot;http://www.siggraph.org/s2011/for_attendees/talks/sessions/125&quot;&gt;Hiding
Complexity&lt;/a&gt;,
but I was largely disappointed.  I only stayed for the first two talks.  As
far as I could tell, &lt;em&gt;Occlusion Culling in Alan Wake&lt;/em&gt; summarized the
combination of a bunch of known techniques for occlusion.  Their combination
seems to have the strong &lt;em&gt;disadvantage&lt;/em&gt; that it has a lot of temporal
instability, and this can lead to frame rate jitter.  Even the bit of the talk
about optimizing shadow generation seemed like a subset of the optimizations
from &lt;a href=&quot;http://gamma.cs.unc.edu/ccsv/&quot;&gt;CC Shadow Volumes&lt;/a&gt;.  I&#39;ll have to look at
their I3D paper, &lt;a href=&quot;http://www.cg.tuwien.ac.at/research/publications/2011/bittner-2011-scc/&quot;&gt;Shadow Caster Culling for Efficient Shadow
Mapping&lt;/a&gt;
to be sure.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Increasing Scene Complexity: Distributed Vectorized View Culling&lt;/em&gt; can be
summarized by: we optimized a slow part of our code in all the obvious ways,
and it got a lot faster.  &lt;strong&gt;shock&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;After that, I bailed and went to &lt;a href=&quot;http://www.siggraph.org/s2011/content/compiler-techniques-rendering-0&quot;&gt;Compiler Techniques for
Rendering&lt;/a&gt;
(&lt;a href=&quot;http://www.s2001compilers.org/&quot;&gt;slides are also available&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;I missed the first couple talks, but I did arrive in time for
&lt;a href=&quot;http://www.cdl.uni-saarland.de/projects/anysl/&quot;&gt;AnySL&lt;/a&gt;.  They have an
interesting project.  It&#39;s essentially an N:M compiler.  It seems like we
should connect their OpenCL work with various open-source efforts that are
underway.  This is especially the case if their claim of beating Intel&#39;s (CPU)
OpenCL compiler on &lt;em&gt;almost&lt;/em&gt; all kernels turns out to be true.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Automatic Bounding of Shaders for Efficient Global Illumination&lt;/em&gt; was
interesting, but I don&#39;t think it has anything directly applicable to our GLSL
compiler work.  However, it did give me some ideas to try for a real-time
light integrator that I&#39;ve been working on.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Compilation for GPU Accelerated Ray Tracing in OptiX&lt;/em&gt; looked mostly
like their talk from SIGGRAPH last year.  I didn&#39;t recall any mention
of the previous
&lt;a href=&quot;http://graphics.stanford.edu/~boulos/papers/rtsl.pdf&quot;&gt;RTSL&lt;/a&gt; work, and
that paper was an interesting read.  There are a couple built-in
functions in that language that are useful.  I&#39;ve open-coded a couple
of them in the past...&lt;/p&gt;

&lt;p&gt;The final session of the conference was &lt;a href=&quot;http://www.siggraph.org/s2011/for_attendees/technical-papers/sessions/68&quot;&gt;Real-Time Rendering
Hardware&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Clipless Dual-Space Bounds for Faster Stochastic Rasterization&lt;/em&gt; and 
&lt;em&gt;Decoupled Sampling for Graphics Pipelines&lt;/em&gt; were related pieces of work.  Each
was a different part of solving the automatic defocus and motion blur
problem.  I like the idea of having the hardware assist with these in a
similar way that it helps with antialiasing.  While it&#39;s trivial to expose
MSAA to the developer (it&#39;s mostly transparent), it&#39;s not clear to me how to
expose motion blur or, to a lesser degree, defocus blur.  Given all the weird
ways that people implement animation in real-time systems, how can the API
directly expose a time dimension as a shader parameter?&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://intel.ly/spark-s2011/&quot;&gt;&lt;em&gt;Spark: Modular, Composable Shaders for Graphics
Hardware&lt;/em&gt;&lt;/a&gt; echoes a lot of concerns that
I&#39;ve had for a few years.  That people have to machine generate 10,000
shaders or use &lt;code&gt;#define&lt;/code&gt; madness to specialize 10,000 variations of
their shaders shows that we haven&#39;t given them a useful system.  Even
without that it&#39;s pretty much impossible to have separation of
concerns in a shader stack.  They way that
&lt;a href=&quot;http://code.google.com/p/openshadinglanguage/&quot;&gt;OSL&lt;/a&gt; allows shaders to
be composed solves some of this, and Spark takes a different approach.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Physically Based Real-Time Lens Flare Rendering&lt;/em&gt; goes in the &quot;I should try to
implement that&quot; bin.  Bastards!  It was nice ending the conference with pretty
pictures.&lt;/p&gt;

	</content>


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</entry>
<entry>
	<title>SIGGRAPH 2011: Day 3</title>

	<id>http://www.paranormal-entertainment.com/idr/blog/posts/2011-08-12T17:09:18Z-SIGGRAPH_2011:_Day_3/</id>

	<link href="http://www.paranormal-entertainment.com/idr/blog/posts/2011-08-12T17:09:18Z-SIGGRAPH_2011:_Day_3/"/>






	<category term="/tags/SIGGRAPH" />

	<category term="/tags/graphics" />


	<updated>2011-08-12T17:11:49Z</updated>
	<published>2011-08-12T17:09:18Z</published>

	<content type="html" xml:lang="en">
	&lt;p&gt;I went to
&lt;a href=&quot;http://www.siggraph.org/s2011/for_attendees/technical-papers/sessions/55&quot;&gt;Surfaces&lt;/a&gt;
just to hear &lt;a href=&quot;http://www.cc.gatech.edu/~topraj/SIGGRAPH11.html&quot;&gt;LR: Compact Connectivity Representation for Triangle
Meshes&lt;/a&gt;.  Their technique is
pretty simple, and achieves really good results.  Their primary insight was
that a lot of mesh connectivvity can be stored &lt;em&gt;implicitly&lt;/em&gt; by the ordering of
the verticies.  If all of your vertex data is a (non-indexed) strip, you get a
lot of information for free.  Like most mesh data structures, they only handle
manifold meshes.  The big disadvantage is that LR doesn&#39;t &quot;yet&quot; handle
updates, but that&#39;s an area of planned future research.&lt;/p&gt;

&lt;p&gt;I also tried to get over to the last bits of &lt;a href=&quot;http://www.siggraph.org/s2011/for_attendees/talks/sessions/118&quot;&gt;Mixed
Grill&lt;/a&gt;, but I
only managed to catch &lt;em&gt;High-Resolution Relightable Buildings From
Photographs&lt;/em&gt;.  Their technique is really a novel combination of several known
techniques.  Their results are pretty impressive.&lt;/p&gt;

&lt;p&gt;The last session before lunch was &lt;a href=&quot;http://www.siggraph.org/s2011/for_attendees/technical-papers/sessions/56&quot;&gt;Image
Processing&lt;/a&gt;.
I was primarily interested in &lt;a href=&quot;http://research.microsoft.com/en-us/um/people/hoppe/proj/aarecovery/&quot;&gt;Antialiasing
Recovery&lt;/a&gt;,
and it was a really well given talk.  You can tell that a speaker knows their
audience when he starts with, &quot;I understand that there are people like me that
like to take naps during talks, so if you want to get the gist of the paper,
pay attention to these parts.&quot;  Strong work.&lt;/p&gt;

&lt;p&gt;They take an image before and after some filter operation (e.g., thresholding
to black and white) and try to recover antialiasing (smooth edges, really) in
the prefiltered image.  This is acomplished by examining both images for hard
edges and doing neighbor searches and blending in the areas where new hard
edges appear.  On current limitation is the assumption that only two colors
from a pixel&#39;s 8 neighbors contribute to the original smooth edge.  They also
plan to have code available on their project page in a month or so.&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://people.csail.mit.edu/sparis/publi/2011/siggraph/&quot;&gt;Local Laplacian Filters: Edge-aware Image Processing with a Laplacian
Pyramid&lt;/a&gt; was a clever
techniqe.  I&#39;ll probably try to play around with it a bit.  There are a few
areas in real-time rendering (e.g., SSAO, some soft-shadow algorithms) where
bilateral filtering is used as an edge-aware filter.  &lt;em&gt;Most&lt;/em&gt; of these are
low-frequency effects where some of the noise isn&#39;t as apparent, but there may
still be some benefit.&lt;/p&gt;

&lt;p&gt;The remaining papers, &lt;em&gt;Domain Transform for Edge-Aware Image and Video
Processing&lt;/em&gt; and &lt;em&gt;Non-Rigid Dense Correspondence With Applications for Image
Enhancement&lt;/em&gt;, produce really good results, but they&#39;re both in area &lt;em&gt;way&lt;/em&gt;
outside my area of expertise.&lt;/p&gt;

&lt;p&gt;I spent the afternoon in the expo hall and at the Animation Theater
&quot;demoscene&quot; session.  Hurray for seeing CNCD / Fairlight on the big screen.
Things have come a long way since &lt;a href=&quot;http://scene.org/dir.php?dir=%2Fmirrors%2Famigascne%2FGroups%2FE%2FEpsilon%2F&quot;&gt;my scene
days&lt;/a&gt;...&lt;/p&gt;

&lt;p&gt;After that, I went to the OpenGL BoF.  Hurray for &lt;a href=&quot;http://www.khronos.org/news/press/khronos-enriches-cross-platform-3d-graphics-with-release-of-opengl-4.2-spec&quot;&gt;OpenGL
4.2&lt;/a&gt;!&lt;/p&gt;

	</content>


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