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	<title>Don&#039;t Panic - Jeroen Baert&#039;s Blog &#187; graphics</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 Update</title>
		<link>http://forceflow.ulyssis.be/2010/05/24/structure-from-motion-update/</link>
		<comments>http://forceflow.ulyssis.be/2010/05/24/structure-from-motion-update/#comments</comments>
		<pubDate>Mon, 24 May 2010 15:35:46 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[capita selecta]]></category>
		<category><![CDATA[en]]></category>
		<category><![CDATA[bundler]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[pmvs]]></category>
		<category><![CDATA[sfm]]></category>
		<category><![CDATA[structure from motion]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1362</guid>
		<description><![CDATA[This is one of the latest results of our Capita Selecta project (Selected Heads. Hah, the things I do with language &#8230;), in which we try to reconstruct human faces using Structure From Motion techniques. I refer to the previous posts about this subject for technical details, but in short: we only use a camera <a href='http://forceflow.ulyssis.be/2010/05/24/structure-from-motion-update/'>[...]</a>]]></description>
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		<slash:comments>2</slash:comments>
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		<title>Building the lightstage</title>
		<link>http://forceflow.ulyssis.be/2010/05/07/building-the-lightstage/</link>
		<comments>http://forceflow.ulyssis.be/2010/05/07/building-the-lightstage/#comments</comments>
		<pubDate>Fri, 07 May 2010 18:06:19 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[capita selecta]]></category>
		<category><![CDATA[en]]></category>
		<category><![CDATA[camera]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[lightstage]]></category>
		<category><![CDATA[photo]]></category>
		<category><![CDATA[structure from motion]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1348</guid>
		<description><![CDATA[Me and Steven building the lightstage for our final structure-from-motion project, which I will call PH3D. We&#8217;ll be scanning faces using an HD camera next week.]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<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>
		</item>
		<item>
		<title>Contour and Valley detection using GLSL</title>
		<link>http://forceflow.ulyssis.be/2010/04/14/contour-and-valley-detection-using-glsl/</link>
		<comments>http://forceflow.ulyssis.be/2010/04/14/contour-and-valley-detection-using-glsl/#comments</comments>
		<pubDate>Wed, 14 Apr 2010 21:12:54 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[Featured]]></category>
		<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[programming]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1307</guid>
		<description><![CDATA[Today, I managed to perform contour/suggestive contour rendering in imagespace &#8211; thus working on a rendered diffuse shaded image. After using the Sobel edge detection filter  to detect regular contours, I looked for an efficient algorithm to detect valleys and creases, in order to draw suggestive contours as well. As the original paper from D. <a href='http://forceflow.ulyssis.be/2010/04/14/contour-and-valley-detection-using-glsl/'>[...]</a>]]></description>
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		<slash:comments>0</slash:comments>
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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>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 <a href='http://forceflow.ulyssis.be/2010/02/22/glsl-shader-results/'>[...]</a>]]></description>
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		<slash:comments>0</slash:comments>
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		<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[Featured]]></category>
		<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 <a href='http://forceflow.ulyssis.be/2010/02/20/image-space-oddity/'>[...]</a>]]></description>
		<wfw:commentRss>http://forceflow.ulyssis.be/2010/02/20/image-space-oddity/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<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 <a href='http://forceflow.ulyssis.be/2010/02/10/thesis-video-update/'>[...]</a>]]></description>
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		<slash:comments>0</slash:comments>
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		<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>
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