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	<title>Don&#039;t Panic</title>
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	<link>http://forceflow.ulyssis.be</link>
	<description>Jeroen Baert / Forceflow&#039;s blog - It vorks!</description>
	<lastBuildDate>Thu, 11 Mar 2010 02:02:30 +0000</lastBuildDate>
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		<title>BRDFun</title>
		<link>http://forceflow.ulyssis.be/2010/03/11/brdfun/</link>
		<comments>http://forceflow.ulyssis.be/2010/03/11/brdfun/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 02:00:54 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[global illumination]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[java]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1208</guid>
		<description><![CDATA[Some renders from my CG2 practicum about global illumination. A very rough implementation of Cook-Torrance BRDF (left) and Oren-Nayar BRDF (right).

]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Thesis status february</title>
		<link>http://forceflow.ulyssis.be/2010/03/04/thesis-status-february/</link>
		<comments>http://forceflow.ulyssis.be/2010/03/04/thesis-status-february/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 21:05:09 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[contours]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1202</guid>
		<description><![CDATA[The presentation i&#8217;ll be giving tomorrow

]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GLSL Shader Results</title>
		<link>http://forceflow.ulyssis.be/2010/02/22/glsl-shader-results/</link>
		<comments>http://forceflow.ulyssis.be/2010/02/22/glsl-shader-results/#comments</comments>
		<pubDate>Mon, 22 Feb 2010 16:35:44 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[contours]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1185</guid>
		<description><![CDATA[After squashing a rather nasty bug this morning (GLSL shader memory alloc is tricky), I made some renders to demonstrate the algorithm.
The algorithm is an object-space algorithm.  This has some implications: Operations are performed with direct vertex info. No intermediate rendering+signal filtering is done. Rendering it on the GPU makes it hard to control line <a href='http://forceflow.ulyssis.be/2010/02/22/glsl-shader-results/'>[...]</a>]]></description>
		<wfw:commentRss>http://forceflow.ulyssis.be/2010/02/22/glsl-shader-results/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Thesis blooper</title>
		<link>http://forceflow.ulyssis.be/2010/02/22/thesis-blooper/</link>
		<comments>http://forceflow.ulyssis.be/2010/02/22/thesis-blooper/#comments</comments>
		<pubDate>Mon, 22 Feb 2010 10:59:36 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[contours]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1181</guid>
		<description><![CDATA[I don&#8217;t know what just happened to my shader, but this sure looks funky.

]]></description>
		<wfw:commentRss>http://forceflow.ulyssis.be/2010/02/22/thesis-blooper/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Image Space Oddity</title>
		<link>http://forceflow.ulyssis.be/2010/02/20/image-space-oddity/</link>
		<comments>http://forceflow.ulyssis.be/2010/02/20/image-space-oddity/#comments</comments>
		<pubDate>Sat, 20 Feb 2010 19:59:22 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[contours]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1169</guid>
		<description><![CDATA[I&#8217;ve been trying to work out a good CPU-accelerated version the my suggestive contours algorithm during the last few weeks, and after working through some technical difficulties, I managed to compute and draw regular contour lines this afternoon:

Hard to see? I know,  it looks craptastic.
But after an afternoon of reading tutorials, bulletin boards and newsgroups, <a href='http://forceflow.ulyssis.be/2010/02/20/image-space-oddity/'>[...]</a>]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Thesis Video Update</title>
		<link>http://forceflow.ulyssis.be/2010/02/10/thesis-video-update/</link>
		<comments>http://forceflow.ulyssis.be/2010/02/10/thesis-video-update/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 23:51:44 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[contours]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1158</guid>
		<description><![CDATA[An overview of the work done upto january on my thesis. My most recent work (on the GLSL implementation) is not included, this is all rendered using the CPU. The main differences with last video:

Better viewport consistency by applying fading of the contour lines. (Reduces flicker effect)
Optimalisation of suggestive contour rendering using an additional paper: <a href='http://forceflow.ulyssis.be/2010/02/10/thesis-video-update/'>[...]</a>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>First working GLSL Shader</title>
		<link>http://forceflow.ulyssis.be/2010/02/08/working-glsl-shader/</link>
		<comments>http://forceflow.ulyssis.be/2010/02/08/working-glsl-shader/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 22:45:42 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1154</guid>
		<description><![CDATA[Today I rewrote parts of Trimesh2&#8217;s Mesh Viewer to work with GLSL-shaders. I implemented a simple cartoon shader. This is still pretty basic, since it doesn&#8217;t involve sending information back and forth between OpenGL and the shader.
Still, here is the result.

]]></description>
		<wfw:commentRss>http://forceflow.ulyssis.be/2010/02/08/working-glsl-shader/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Thesis Twitter Feed</title>
		<link>http://forceflow.ulyssis.be/2010/02/08/thesis-twitter-feed/</link>
		<comments>http://forceflow.ulyssis.be/2010/02/08/thesis-twitter-feed/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 14:29:02 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[thesis]]></category>
		<category><![CDATA[hashtag]]></category>
		<category><![CDATA[rss]]></category>
		<category><![CDATA[twitter]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1151</guid>
		<description><![CDATA[Since Twitter is never far away when I&#8217;m working on something, I decided to consistently use the hashtag #thesis in all my tweets concerning my thesis. An RSS feed to grab them can be found here. When the deadlines creep closer and the pressure gets cooking, this feed might not be for the faint of <a href='http://forceflow.ulyssis.be/2010/02/08/thesis-twitter-feed/'>[...]</a>]]></description>
		<wfw:commentRss>http://forceflow.ulyssis.be/2010/02/08/thesis-twitter-feed/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GLSL Shader IDE&#8217;s</title>
		<link>http://forceflow.ulyssis.be/2010/02/07/glsl-shader-ides/</link>
		<comments>http://forceflow.ulyssis.be/2010/02/07/glsl-shader-ides/#comments</comments>
		<pubDate>Sat, 06 Feb 2010 23:05:43 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[thesis]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1145</guid>
		<description><![CDATA[Because my current Suggestive Contours/Suggestive Highlights implementation is written using OpenGL calls for rendering, it was best to start work on the vertex/fragment shaders for a GPU implementation in the OpenGL shading language (GLSL). This would reduce OS/Platform dependency too. Another option was using Nvidia&#8217;s Cg, which claims to be compatible with an OpenGL renderer <a href='http://forceflow.ulyssis.be/2010/02/07/glsl-shader-ides/'>[...]</a>]]></description>
		<wfw:commentRss>http://forceflow.ulyssis.be/2010/02/07/glsl-shader-ides/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>PC Game DRM measures are evil</title>
		<link>http://forceflow.ulyssis.be/2010/01/27/pc-game-drm-measures-are-evil/</link>
		<comments>http://forceflow.ulyssis.be/2010/01/27/pc-game-drm-measures-are-evil/#comments</comments>
		<pubDate>Wed, 27 Jan 2010 19:35:15 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[drm]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[securom]]></category>
		<category><![CDATA[steam]]></category>
		<category><![CDATA[tages]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1008</guid>
		<description><![CDATA[The last few months my jaw dropped to the floor so many times reading about and experiencing the new DRM systems deployed by game publishers I think it&#8217;s going to stay there forever. A couple of tales straight out of the hell a paying customer has to go through to get his/her game working follow behind <a href='http://forceflow.ulyssis.be/2010/01/27/pc-game-drm-measures-are-evil/'>[...]</a>]]></description>
		<wfw:commentRss>http://forceflow.ulyssis.be/2010/01/27/pc-game-drm-measures-are-evil/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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