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	<title>Terry Butler &#187; Ray Tracing</title>
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	<copyright>Copyright © Terry Butler 2011 </copyright>
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	<itunes:summary>MOD Monday is your weekly fix for classic Amiga tracker music!</itunes:summary>
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	<itunes:author>Terry Butler</itunes:author>
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		<title>Worth-See Ray Tracing Videos</title>
		<link>http://www.terrybutler.co.uk/2011/08/09/worth-see-ray-tracing-videos/</link>
		<comments>http://www.terrybutler.co.uk/2011/08/09/worth-see-ray-tracing-videos/#comments</comments>
		<pubDate>Tue, 09 Aug 2011 18:27:04 +0000</pubDate>
		<dc:creator>Terry</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[CyrilCrassin]]></category>
		<category><![CDATA[QuadTree]]></category>
		<category><![CDATA[Radulphi]]></category>
		<category><![CDATA[Ray Tracing]]></category>
		<category><![CDATA[Sparse Voxel Octree]]></category>
		<category><![CDATA[SVC]]></category>
		<category><![CDATA[Videos]]></category>
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		<description><![CDATA[Animated Sparse Voxel Octrees: In-depth pt1/3 Animated Sparse Voxel Octrees: In-depth pt2/3 Animated Sparse Voxel Octrees: In-depth pt3/3 Interactive Indirect Illumination Using Voxel Cone Tracing]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.youtube.com/watch?v=gNZtx3ijjpo&amp;feature=channel_video_title">Animated Sparse Voxel Octrees: In-depth pt1/3</a></p>
<p><a href="http://www.youtube.com/watch?v=Hnvr0hxyDvk&amp;feature=channel_video_title">Animated Sparse Voxel Octrees: In-depth pt2/3</a></p>
<p><a href="http://www.youtube.com/watch?v=chNGaKBvFcU&amp;feature=channel_video_title">Animated Sparse Voxel Octrees: In-depth pt3/3</a></p>
<p><a href="http://www.youtube.com/watch?v=fAsg_xNzhcQ&amp;feature=player_embedded">Interactive Indirect Illumination Using Voxel Cone Tracing</a></p>
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		<title>Ray Tracing #5</title>
		<link>http://www.terrybutler.co.uk/2009/12/12/ray-tracing-5/</link>
		<comments>http://www.terrybutler.co.uk/2009/12/12/ray-tracing-5/#comments</comments>
		<pubDate>Sat, 12 Dec 2009 18:06:28 +0000</pubDate>
		<dc:creator>Terry</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[Compute Shaders]]></category>
		<category><![CDATA[DirectX 11]]></category>
		<category><![CDATA[Ray Tracing]]></category>

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		<description><![CDATA[Things have been a little slow recently. I’ve been generally reading about other aspects of graphics programming as well as generally being busy and now I’ve come down with something. Blocked ear, runny nose, bad headaches, dizziness and more. My best excuse for not getting as much programming done has to be that I’ve given [...]]]></description>
			<content:encoded><![CDATA[<p align="left">Things have been a little slow recently. I’ve been generally reading about other aspects of graphics programming as well as generally being busy and now I’ve come down with something. Blocked ear, runny nose, bad headaches, dizziness and more. </p>
<p align="left">My best excuse for not getting as much programming done has to be that I’ve given coffee a bit of a hiatus for a while just to get some of the benefits of caffeine back. Good for the health though! … <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p align="left">I’ve still managed to get the majority of the ray tracer working in a DirectX 11 Compute Shader (working on DirectX 10 hardware using CS_4_0), although I have some small issues that I can’t track down before I can release a screenshot that looks identical to what I already have put up, albeit at 100 times better performance <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p align="left">Unfortunately there are no recursive functions allowed in the Compute Shaders, which means that I’m going to need to rethink stuff like the reflection traces and whatnot.</p>
<p align="left">DirectX 11 (and DirectX in general) is still weird to work with, but slowly, things are coming together. </p>
<p align="left">On a side note, I spent some of today looking at the Quake source and thinking about how cool a DirectX 11 port might be.</p>
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		<title>Impending DirectX 11 based fun</title>
		<link>http://www.terrybutler.co.uk/2009/12/03/impending-directx-11-based-fun/</link>
		<comments>http://www.terrybutler.co.uk/2009/12/03/impending-directx-11-based-fun/#comments</comments>
		<pubDate>Thu, 03 Dec 2009 15:43:33 +0000</pubDate>
		<dc:creator>Terry</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Compute Shaders]]></category>
		<category><![CDATA[DirectX 11]]></category>
		<category><![CDATA[Ray Tracing]]></category>

		<guid isPermaLink="false">http://www.terrybutler.co.uk/?p=247</guid>
		<description><![CDATA[I&#8217;ve just started dabbling with DirectX 10 and learnt enough to convert the basic Microsoft triangle demo over to DirectX 11, which is my primary goal given the nifty compute shaders. It&#8217;s worth noting that it&#8217;s quite a savage humbling to be taken back to being capable of rendering just a single primitive to the [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve just started dabbling with DirectX 10 and learnt enough to convert the basic Microsoft triangle demo over to DirectX 11, which is my primary goal given the nifty compute shaders. It&#8217;s worth noting that it&#8217;s quite a savage humbling to be taken back to being capable of rendering just a single primitive to the screen, I can tell you that <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I&#8217;ve decided to finally learn DirectX after all these years of using OpenGL and a portion of time spent using XNA, which has been a decent intermediary to give me a bit of background on Direct3D (Change from right-handed to left-handed matrix, changing to GLSL from to HLSL, etc) and my first DirectX 11 project will be biting off more than I can chew by using the compute shaders in DirectX 11 to accelerate ray tracing.</p>
<p>It&#8217;ll be refreshing to be working on something graphics programming related that is current and isn&#8217;t catching up on something that happened anywhere from 5 to 20 years ago, which has been the case right up until now. At least as far as DirectX 11 goes anyway.. Ray tracing on the other hand, is like a plethora of graphics programming techniques, in that the algorithms and/or concepts have been around for years, but only now are they becoming a possibility in real-time rendering.</p>
<p>As far as the compute shaders go, they are quite a different experience and will take some getting used to. I hope to post some progress over the next week or two.</p>
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