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	<title>Lightning Engine</title>
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	<link>http://blog.makingartstudios.com</link>
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		<title>Useless Snippet #5: Ray/Capsule intersection test</title>
		<link>http://blog.makingartstudios.com/?p=286</link>
		<comments>http://blog.makingartstudios.com/?p=286#comments</comments>
		<pubDate>Sat, 28 Jan 2012 18:29:31 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[useless_snippet]]></category>
		<category><![CDATA[intersection]]></category>

		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=286</guid>
		<description><![CDATA[Goal: Check if a ray intersects a capsule. Restrictions: Ray is defined by a point and a unit vector (Origin, Direction) Capsule is defined by two points and a radius (A, B, r) If there is an intersection, we must calculate the actual points of impact as well as the normals at those points Theory [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Useless Snippet #4: Basic trigonometry (sin/cos)</title>
		<link>http://blog.makingartstudios.com/?p=176</link>
		<comments>http://blog.makingartstudios.com/?p=176#comments</comments>
		<pubDate>Thu, 15 Dec 2011 17:47:33 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[useless_snippet]]></category>
		<category><![CDATA[optimization]]></category>
		<category><![CDATA[SSE]]></category>

		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=176</guid>
		<description><![CDATA[Goal: Calculate the sin/cos of an arbitrary angle. Restrictions: Should be faster than CRT&#8217;s sin/cos and faster than FPU&#8217;s fsin/fcos The error should be kept to a minimum compared to the above functions Double precision is required Function should be in the form: double func(double), ie. no xmm regs passed to the function, result should [...]]]></description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&#038;p=176</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Useless Snippet #3: AABB/Frustum test</title>
		<link>http://blog.makingartstudios.com/?p=155</link>
		<comments>http://blog.makingartstudios.com/?p=155#comments</comments>
		<pubDate>Thu, 04 Aug 2011 18:37:20 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[useless_snippet]]></category>
		<category><![CDATA[optimization]]></category>
		<category><![CDATA[SSE]]></category>

		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=155</guid>
		<description><![CDATA[Goal: Classify whether a batch of AABBs are completely inside, completely outside or intersecting a frustum (6 planes). Restrictions: AABBs are defined as (Center, Extent) pairs. All vectors are Vector3f&#8217;s Structs and initialization ?View Code CPP#define OUTSIDE 0 #define INSIDE 1 #define INTERSECT 2 // or 3 depending on the algorithm used (see the discussion [...]]]></description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&#038;p=155</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Useless Snippet #2: AABB from a point list</title>
		<link>http://blog.makingartstudios.com/?p=141</link>
		<comments>http://blog.makingartstudios.com/?p=141#comments</comments>
		<pubDate>Wed, 27 Jul 2011 14:16:51 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[useless_snippet]]></category>
		<category><![CDATA[optimization]]></category>
		<category><![CDATA[SSE]]></category>

		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=141</guid>
		<description><![CDATA[Goal: Calculate the Axis Aligned Bounding Box of a point list. Restrictions: Vertices as Vector3f&#8217;s (Optional) Vertex list should be 16-byte aligned Structs and initialization ?View Code CPPstruct _Vector3f &#123; float x, y, z; &#125;; &#160; struct _AABB &#123; // There is no specific reason I choose this format over Min/Max pair. // At least [...]]]></description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&#038;p=141</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Useless Snippet #1: Transform Vec3f by Matrix4x4f</title>
		<link>http://blog.makingartstudios.com/?p=119</link>
		<comments>http://blog.makingartstudios.com/?p=119#comments</comments>
		<pubDate>Sat, 23 Jul 2011 10:27:56 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[useless_snippet]]></category>
		<category><![CDATA[optimization]]></category>
		<category><![CDATA[SSE]]></category>

		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=119</guid>
		<description><![CDATA[Goal: Multiply a batch of Vector3f&#8217;s with the same 4&#215;4 matrix. Restrictions: &#8216;src&#8217; and &#8216;dst&#8217; arrays shouldn&#8217;t point to the same memory location All pointers should be 16-byte aligned (see below for details on array sizes) Treat Vector3f&#8217;s as positions (w = 1.0) Matrix is column major Structs and initialization ?View Code CPPstruct _Vector3f &#123; [...]]]></description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&#038;p=119</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Memory Analyzer v1.1</title>
		<link>http://blog.makingartstudios.com/?p=88</link>
		<comments>http://blog.makingartstudios.com/?p=88#comments</comments>
		<pubDate>Tue, 04 Jan 2011 16:10:47 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[memory_tracking]]></category>
		<category><![CDATA[MemoryAnalyzer]]></category>

		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=88</guid>
		<description><![CDATA[It&#8217;s being a long time since we updated this little application. It seems that some of you still try to use it (and some of you have problems with it) so we decided to upload the latest version to see if some of those problems persist. If you want to try it out immediately, head [...]]]></description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&#038;p=88</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>This blog isn&#8217;t dead&#8230; yet</title>
		<link>http://blog.makingartstudios.com/?p=83</link>
		<comments>http://blog.makingartstudios.com/?p=83#comments</comments>
		<pubDate>Sat, 01 Jan 2011 09:11:04 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[general]]></category>

		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=83</guid>
		<description><![CDATA[It has been over 18 months since our last post, but we are still here. Unfortunately some real life obligations prevented us from posting updates on the engine or anything on that matter. We&#8217;ll try to fix that for 2011! So, we wish you all a happy, healthy and productive new year. And Keep Coding. [...]]]></description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&#038;p=83</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Memory Analyzer v1.0 demo</title>
		<link>http://blog.makingartstudios.com/?p=39</link>
		<comments>http://blog.makingartstudios.com/?p=39#comments</comments>
		<pubDate>Fri, 22 May 2009 14:30:22 +0000</pubDate>
		<dc:creator>AD</dc:creator>
				<category><![CDATA[memory_tracking]]></category>
		<category><![CDATA[MemoryAnalyzer]]></category>

		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=39</guid>
		<description><![CDATA[Four months ago we&#8217;ve written about a new tool we are currently developing, for tracking memory allocations in real-time. Since then, the code has changed a lot. It has been cleaned up and improved, both memory and performance wise, and today we are proud to release a demo version of it. You can grab it [...]]]></description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&#038;p=39</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>Tracking Memory Allocations</title>
		<link>http://blog.makingartstudios.com/?p=16</link>
		<comments>http://blog.makingartstudios.com/?p=16#comments</comments>
		<pubDate>Sun, 18 Jan 2009 12:14:40 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[memory_tracking]]></category>

		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=16</guid>
		<description><![CDATA[Inspired by a series of articles by Jelle van der Beek ([1-3]), as well as the implementation by Maciej Sinilo ([4]), we&#8217;ve decided to write an application for tracking memory usage and statistics of unmanaged applications. Its primary use would be to monitor the engine&#8217;s memory requirements and tracking down memory leaks. The prototype is [...]]]></description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&#038;p=16</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Interactive editing of Virtual Textures</title>
		<link>http://blog.makingartstudios.com/?p=13</link>
		<comments>http://blog.makingartstudios.com/?p=13#comments</comments>
		<pubDate>Sat, 15 Nov 2008 10:46:12 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[rendering]]></category>
		<category><![CDATA[virtual_textures]]></category>

		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=13</guid>
		<description><![CDATA[Our first attempt on interactive editing of virtual textures. Watch in high quality (recommended) First some info about the video. The virtual texture size is 128k x 128k with a 256 x 256 tile. Tiles are generated by a second thread on demand, using software rendering. There are 3 different layers and one decal in [...]]]></description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&#038;p=13</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Virtual Textures</title>
		<link>http://blog.makingartstudios.com/?p=12</link>
		<comments>http://blog.makingartstudios.com/?p=12#comments</comments>
		<pubDate>Thu, 02 Oct 2008 11:44:29 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[rendering]]></category>
		<category><![CDATA[virtual_textures]]></category>

		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=12</guid>
		<description><![CDATA[We&#8217;ve recently started searching for ways to optimize our terrain renderer. Our current implementation uses material splatting with user specified weights per material, as well as decals for extra details (e.g. roads, foot steps, etc.). For distant terrain we use a base layer, in order to minimize the amount of work required to render the [...]]]></description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&#038;p=12</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Percentage Closer Soft Shadows</title>
		<link>http://blog.makingartstudios.com/?p=9</link>
		<comments>http://blog.makingartstudios.com/?p=9#comments</comments>
		<pubDate>Thu, 12 Jun 2008 14:52:58 +0000</pubDate>
		<dc:creator>AD</dc:creator>
				<category><![CDATA[rendering]]></category>
		<category><![CDATA[shadows]]></category>

		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=9</guid>
		<description><![CDATA[One method for reducing the aliasing of traditional shadow maps, is to soften the edges. By using such a technique the alliasing problem of the depth shadow maps is less noticeable and the resulting image is closer to the real world shadows. Also textures with lower resolution can be used without noticeable visual artifacts. So, [...]]]></description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&#038;p=9</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Parallel Split Shadow Maps</title>
		<link>http://blog.makingartstudios.com/?p=8</link>
		<comments>http://blog.makingartstudios.com/?p=8#comments</comments>
		<pubDate>Wed, 11 Jun 2008 18:08:58 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[rendering]]></category>
		<category><![CDATA[shadows]]></category>

		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=8</guid>
		<description><![CDATA[Update 2012-06-24: Links to the original page/paper seems to be dead. Search for Parallel-Split Shadow Maps for Large-scale Virtual Environments on google and you&#8217;ll find it. Parallel Split Shadow Maps (PSSM) is a shadow mapping technique which tries to minimize shadow aliasing by splitting the view frustum into smaller regions, each one covered by a [...]]]></description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&#038;p=8</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Shadow masks and stencil buffer optimization</title>
		<link>http://blog.makingartstudios.com/?p=7</link>
		<comments>http://blog.makingartstudios.com/?p=7#comments</comments>
		<pubDate>Thu, 05 Jun 2008 06:53:36 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[rendering]]></category>
		<category><![CDATA[optimization]]></category>
		<category><![CDATA[shadows]]></category>

		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=7</guid>
		<description><![CDATA[We&#8217;ve recently added shadow mask support in one of the render paths used in Lightning Engine, and i thought of testing how much does stencil masking helps performance. Shadow masks are screen sized textures containing the shadow term, and possibly attenuation calculations, for a light, for each pixel. Since they don&#8217;t contain color information, one [...]]]></description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&#038;p=7</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>First post (and hopefully not the last)&#8230;</title>
		<link>http://blog.makingartstudios.com/?p=3</link>
		<comments>http://blog.makingartstudios.com/?p=3#comments</comments>
		<pubDate>Thu, 15 May 2008 17:35:46 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[general]]></category>

		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=3</guid>
		<description><![CDATA[Hi We would like to welcome you to our web site. We are planning to post updates on Lightning Engine in this blog, so if you are interested in the engine, or real-time graphics in general we would like to hear your comments/thoughts. Thank you for visiting. The Lightning Engine Dev team Tweet]]></description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&#038;p=3</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
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