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	<title>Don&#039;t Panic - Jeroen Baert&#039;s Blog &#187; c++</title>
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	<link>http://forceflow.ulyssis.be</link>
	<description>It&#039;s too late for the government to train me as a secret weapon.</description>
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		<title>Structure From Motion: Heads</title>
		<link>http://forceflow.ulyssis.be/2010/05/15/structure-from-motion-heads/</link>
		<comments>http://forceflow.ulyssis.be/2010/05/15/structure-from-motion-heads/#comments</comments>
		<pubDate>Sat, 15 May 2010 09:46:39 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[capita selecta]]></category>
		<category><![CDATA[en]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[computer graphics]]></category>
		<category><![CDATA[sfm]]></category>
		<category><![CDATA[structure from motion]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1353</guid>
		<description><![CDATA[So, we&#8217;ve been busy building a good light stage during the last week. We captured some rotating heads (including our professor&#8217;s) and ran them through our Structure From Motion pipeline (using Point-Based Multiview Stereo), which could now be run on several machines in the computer rooms. Steven wrote a script to automate the tasks of <a href='http://forceflow.ulyssis.be/2010/05/15/structure-from-motion-heads/'>[...]</a>]]></description>
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		<slash:comments>0</slash:comments>
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		<title>PBRT Renders</title>
		<link>http://forceflow.ulyssis.be/2010/05/05/pbrt-renders/</link>
		<comments>http://forceflow.ulyssis.be/2010/05/05/pbrt-renders/#comments</comments>
		<pubDate>Wed, 05 May 2010 16:14:13 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[global illumination]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[pbrt]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[render]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1344</guid>
		<description><![CDATA[Here are some PBRT renders I made, to compare between using photon mapping and using regular raybouncing. I recompiled PBRT with the advanced Photon Mapping Integrator (C++ code available here) to speed up the Final Gathering algorithm. There&#8217;s still a lot of noise in the final image, but the caustics are clearly visible. I&#8217;ve also <a href='http://forceflow.ulyssis.be/2010/05/05/pbrt-renders/'>[...]</a>]]></description>
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		<slash:comments>0</slash:comments>
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		<title>VBO Win</title>
		<link>http://forceflow.ulyssis.be/2010/04/12/vbo-win/</link>
		<comments>http://forceflow.ulyssis.be/2010/04/12/vbo-win/#comments</comments>
		<pubDate>Mon, 12 Apr 2010 18:42:26 +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>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[shaders]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1298</guid>
		<description><![CDATA[Using Vertex Buffer Objects to transfer my mesh data (vertices, normals, curvatures) directly into GPU memory using STATIC_DRAW_ARB pointers just tripled the performance of my GLSL shader implementation. Running a heavy model (+300k vertices) drawn with contours and suggestive contours at 24 fps, average.]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Thesis Update</title>
		<link>http://forceflow.ulyssis.be/2010/04/09/thesis-update/</link>
		<comments>http://forceflow.ulyssis.be/2010/04/09/thesis-update/#comments</comments>
		<pubDate>Fri, 09 Apr 2010 13:51:46 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[thesis]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[contours]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[shaders]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1287</guid>
		<description><![CDATA[The current plan for my thesis is to compare several implementations I made, which all have the same purpose: draw contours and suggestive contours on a given mesh, as fast as possible, as correct as possible. It&#8217;s time to review the status of the current builds of these different tools. All of them are written <a href='http://forceflow.ulyssis.be/2010/04/09/thesis-update/'>[...]</a>]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Markosian Suggestive Contours</title>
		<link>http://forceflow.ulyssis.be/2010/03/15/markosian-suggestive-contours/</link>
		<comments>http://forceflow.ulyssis.be/2010/03/15/markosian-suggestive-contours/#comments</comments>
		<pubDate>Sun, 14 Mar 2010 23:53:58 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[suggestive contours]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1233</guid>
		<description><![CDATA[I&#8217;ve implemented the pick-some-random-faces-algorithm (the algorithm formerly known as the Markosian algorithm, from this paper) for suggestive contours too now. Results are a bit better when it comes to framerate, with the big gains of course in models with more faces. For example, of the 40000 faces of the skull, only testing 400 for contours <a href='http://forceflow.ulyssis.be/2010/03/15/markosian-suggestive-contours/'>[...]</a>]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Random Contour Faces</title>
		<link>http://forceflow.ulyssis.be/2010/03/13/random-contour-faces/</link>
		<comments>http://forceflow.ulyssis.be/2010/03/13/random-contour-faces/#comments</comments>
		<pubDate>Sat, 13 Mar 2010 20:52:32 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[markosian]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[random]]></category>
		<category><![CDATA[suggestive contours]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1222</guid>
		<description><![CDATA[I&#8217;ve been implementing an alternative CPU algorithm to draw contours last week. It was pitched by Markosian et. al, and I based my implementation on this Siggraph 2008 class by D. Decarlo. Instead of testing all faces of a mesh for contours, I only test a configurable amount of random faces. When a contour is <a href='http://forceflow.ulyssis.be/2010/03/13/random-contour-faces/'>[...]</a>]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Thesis Blooper #3</title>
		<link>http://forceflow.ulyssis.be/2010/03/12/thesis-blooper-3/</link>
		<comments>http://forceflow.ulyssis.be/2010/03/12/thesis-blooper-3/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 22:42:53 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[oops]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1217</guid>
		<description><![CDATA[This is starting to be a weekly issue. Today&#8217;s edition: find the rabbit.]]></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&#8242;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>First Suggestive Contours</title>
		<link>http://forceflow.ulyssis.be/2009/11/26/first-suggestive-contours/</link>
		<comments>http://forceflow.ulyssis.be/2009/11/26/first-suggestive-contours/#comments</comments>
		<pubDate>Thu, 26 Nov 2009 20:09:55 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[npr]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[suggestive contours]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=842</guid>
		<description><![CDATA[Still needs filtering and optimization, but it&#8217;s a first step. On the to-do list: Implement filtering Optimize computation of derivatives Clean up code Make new keyboard shortcuts to play with tresholds Have a re-look at normal contours to fix &#8216;holes&#8217; in contour lines]]></description>
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