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	<title>Comments on: Light Pre-Pass Round 2</title>
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	<link>http://mquandt.com/blog/2010/03/light-pre-pass-round-2/</link>
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		<title>By: XNA 4.0 Light Pre-Pass &#124; J.Coluna</title>
		<link>http://mquandt.com/blog/2010/03/light-pre-pass-round-2/comment-page-1/#comment-3250</link>
		<dc:creator>XNA 4.0 Light Pre-Pass &#124; J.Coluna</dc:creator>
		<pubDate>Wed, 19 Jan 2011 18:34:24 +0000</pubDate>
		<guid isPermaLink="false">http://mquandt.com/blog/2010/03/light-pre-pass-round-2/#comment-3250</guid>
		<description>[...] http://mquandt.com/blog/2010/03/light-pre-pass-round-2/ [...]</description>
		<content:encoded><![CDATA[<p>[...] <a href="http://mquandt.com/blog/2010/03/light-pre-pass-round-2/" rel="nofollow">http://mquandt.com/blog/2010/03/light-pre-pass-round-2/</a> [...]</p>
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		<title>By: Chr0n1x</title>
		<link>http://mquandt.com/blog/2010/03/light-pre-pass-round-2/comment-page-1/#comment-3219</link>
		<dc:creator>Chr0n1x</dc:creator>
		<pubDate>Sat, 05 Jun 2010 04:37:44 +0000</pubDate>
		<guid isPermaLink="false">http://mquandt.com/blog/2010/03/light-pre-pass-round-2/#comment-3219</guid>
		<description>Matt Pettino covered Inferred Rendering earlier this year in a blog post &lt;a href=&quot;http://mynameismjp.wordpress.com/2010/01/10/inferred-rendering/&quot; rel=&quot;nofollow&quot;&gt;http://mynameismjp.wordpress.com/2010/01/10/inf...&lt;/a&gt;&lt;br&gt;&lt;br&gt;I have not tried the technique, and don&#039;t really have any plans to at the moment, however the technique looks interesting from the paper.&lt;br&gt;I noticed Little Big Planet used a similar method to gain transparency, although without the DSF, it seems they use stippling, but take advantage of the way the PS3 handles 2xAA to get an extra layer.&lt;br&gt;&lt;br&gt;It certainly has a practical solution to the transparency issue, and if you are interested in gaining full flexibility at the cost of some overall image quality, it is certainly a viable solution given the right hardware. This seems to be a case of using the most appropriate technique for the target hardware, and of course it also needs to be based on the requirements of your game.</description>
		<content:encoded><![CDATA[<p>Matt Pettino covered Inferred Rendering earlier this year in a blog post <a href="http://mynameismjp.wordpress.com/2010/01/10/inferred-rendering/" rel="nofollow"></a><a href="http://mynameismjp.wordpress.com/2010/01/10/inf" rel="nofollow">http://mynameismjp.wordpress.com/2010/01/10/inf</a>&#8230;</p>
<p>I have not tried the technique, and don&#39;t really have any plans to at the moment, however the technique looks interesting from the paper.<br />I noticed Little Big Planet used a similar method to gain transparency, although without the DSF, it seems they use stippling, but take advantage of the way the PS3 handles 2xAA to get an extra layer.</p>
<p>It certainly has a practical solution to the transparency issue, and if you are interested in gaining full flexibility at the cost of some overall image quality, it is certainly a viable solution given the right hardware. This seems to be a case of using the most appropriate technique for the target hardware, and of course it also needs to be based on the requirements of your game.</p>
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		<title>By: Chr0n1x</title>
		<link>http://mquandt.com/blog/2010/03/light-pre-pass-round-2/comment-page-1/#comment-3218</link>
		<dc:creator>Chr0n1x</dc:creator>
		<pubDate>Tue, 01 Jun 2010 16:42:27 +0000</pubDate>
		<guid isPermaLink="false">http://mquandt.com/blog/2010/03/light-pre-pass-round-2/#comment-3218</guid>
		<description>Matt Pettino has a good article on Inferred Rendering, although he does not really compare the different techniques on offer in much detail.&lt;br&gt;&lt;a href=&quot;http://mynameismjp.wordpress.com/2010/01/10/inferred-rendering/&quot; rel=&quot;nofollow&quot;&gt;http://mynameismjp.wordpress.com/2010/01/10/inf...&lt;/a&gt;&lt;br&gt;&lt;br&gt;At the moment I do not really have any time to look into other rendering techniques, I&#039;m trying to get a good shadowing system done, and some other core utilities for my engine. At the same time I&#039;m dreading the migration to XNA 4.0 HiDef.&lt;br&gt;&lt;br&gt;I read the paper for IR when it came out, and after reading through Matt&#039;s article on the topic, I would have to say that just like LPP, it seems to be a case of the best technique for either your game, or target hardware.&lt;br&gt;&lt;br&gt;Having transparency built into the technique is quite nice, assuming you are willing to take the image quality hit that you get from a 1/4 light buffer. You could try using buffers 4x your back buffer size, but with modern resolutions this leaves you with giant surfaces, and on the XBOX that will lead to a lot of EDRAM tiling.&lt;br&gt;&lt;br&gt;It may be something to look at in future, assuming nothing newer/better comes out. When it comes to transparency, at the moment I am more interested in Order Independent Transparency, although that needs more than what XNA provides at the moment.&lt;br&gt;&lt;br&gt;Michael</description>
		<content:encoded><![CDATA[<p>Matt Pettino has a good article on Inferred Rendering, although he does not really compare the different techniques on offer in much detail.<br /><a href="http://mynameismjp.wordpress.com/2010/01/10/inferred-rendering/" rel="nofollow"></a><a href="http://mynameismjp.wordpress.com/2010/01/10/inf" rel="nofollow">http://mynameismjp.wordpress.com/2010/01/10/inf</a>&#8230;</p>
<p>At the moment I do not really have any time to look into other rendering techniques, I&#39;m trying to get a good shadowing system done, and some other core utilities for my engine. At the same time I&#39;m dreading the migration to XNA 4.0 HiDef.</p>
<p>I read the paper for IR when it came out, and after reading through Matt&#39;s article on the topic, I would have to say that just like LPP, it seems to be a case of the best technique for either your game, or target hardware.</p>
<p>Having transparency built into the technique is quite nice, assuming you are willing to take the image quality hit that you get from a 1/4 light buffer. You could try using buffers 4x your back buffer size, but with modern resolutions this leaves you with giant surfaces, and on the XBOX that will lead to a lot of EDRAM tiling.</p>
<p>It may be something to look at in future, assuming nothing newer/better comes out. When it comes to transparency, at the moment I am more interested in Order Independent Transparency, although that needs more than what XNA provides at the moment.</p>
<p>Michael</p>
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		<title>By: Quang Anh</title>
		<link>http://mquandt.com/blog/2010/03/light-pre-pass-round-2/comment-page-1/#comment-3217</link>
		<dc:creator>Quang Anh</dc:creator>
		<pubDate>Mon, 31 May 2010 20:08:30 +0000</pubDate>
		<guid isPermaLink="false">http://mquandt.com/blog/2010/03/light-pre-pass-round-2/#comment-3217</guid>
		<description>What about Inferred Rendering? I remember not seeing it anywhere in your blog. But it might not be a good choice comparing to Light Pre-pass or even vanila Deferred rendering</description>
		<content:encoded><![CDATA[<p>What about Inferred Rendering? I remember not seeing it anywhere in your blog. But it might not be a good choice comparing to Light Pre-pass or even vanila Deferred rendering</p>
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		<title>By: Light Pre Pass in XNA: Basic Implementation &#171; MQuandt.Blog</title>
		<link>http://mquandt.com/blog/2010/03/light-pre-pass-round-2/comment-page-1/#comment-3200</link>
		<dc:creator>Light Pre Pass in XNA: Basic Implementation &#171; MQuandt.Blog</dc:creator>
		<pubDate>Wed, 17 Mar 2010 03:50:07 +0000</pubDate>
		<guid isPermaLink="false">http://mquandt.com/blog/2010/03/light-pre-pass-round-2/#comment-3200</guid>
		<description>[...] NOTE: This article is now obsolete. An up-to-date sample and article can be found at http://mquandt.com/blog/2010/03/light-pre-pass-round-2/ [...]</description>
		<content:encoded><![CDATA[<p>[...] NOTE: This article is now obsolete. An up-to-date sample and article can be found at <a href="http://mquandt.com/blog/2010/03/light-pre-pass-round-2/" rel="nofollow">http://mquandt.com/blog/2010/03/light-pre-pass-round-2/</a> [...]</p>
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		<title>By: Chr0n1x</title>
		<link>http://mquandt.com/blog/2010/03/light-pre-pass-round-2/comment-page-1/#comment-3199</link>
		<dc:creator>Chr0n1x</dc:creator>
		<pubDate>Sat, 13 Mar 2010 04:20:42 +0000</pubDate>
		<guid isPermaLink="false">http://mquandt.com/blog/2010/03/light-pre-pass-round-2/#comment-3199</guid>
		<description>That will come in future. I plan to do articles on other light types like Point/Spot lights, and the first of those will have information on how to reconstruct position using arbitrary geometry.&lt;br&gt;&lt;br&gt;I will have further information on reconstructing position when using a fullscreen quad (like in the sample) next week.</description>
		<content:encoded><![CDATA[<p>That will come in future. I plan to do articles on other light types like Point/Spot lights, and the first of those will have information on how to reconstruct position using arbitrary geometry.</p>
<p>I will have further information on reconstructing position when using a fullscreen quad (like in the sample) next week.</p>
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		<title>By: Barry</title>
		<link>http://mquandt.com/blog/2010/03/light-pre-pass-round-2/comment-page-1/#comment-3198</link>
		<dc:creator>Barry</dc:creator>
		<pubDate>Fri, 12 Mar 2010 19:58:34 +0000</pubDate>
		<guid isPermaLink="false">http://mquandt.com/blog/2010/03/light-pre-pass-round-2/#comment-3198</guid>
		<description>Perhaps some more information on reconstructing the linear depth for other volumes?</description>
		<content:encoded><![CDATA[<p>Perhaps some more information on reconstructing the linear depth for other volumes?</p>
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		<title>By: FiSH</title>
		<link>http://mquandt.com/blog/2010/03/light-pre-pass-round-2/comment-page-1/#comment-3197</link>
		<dc:creator>FiSH</dc:creator>
		<pubDate>Fri, 12 Mar 2010 11:08:47 +0000</pubDate>
		<guid isPermaLink="false">http://mquandt.com/blog/2010/03/light-pre-pass-round-2/#comment-3197</guid>
		<description>At last! :)</description>
		<content:encoded><![CDATA[<p>At last! <img src='http://mquandt.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Light Pre-Pass &#171; Sgt. Conker</title>
		<link>http://mquandt.com/blog/2010/03/light-pre-pass-round-2/comment-page-1/#comment-3196</link>
		<dc:creator>Light Pre-Pass &#171; Sgt. Conker</dc:creator>
		<pubDate>Thu, 11 Mar 2010 15:14:41 +0000</pubDate>
		<guid isPermaLink="false">http://mquandt.com/blog/2010/03/light-pre-pass-round-2/#comment-3196</guid>
		<description>[...] Quandt has posted a write up detailing the theory behind his Light Pre-Pass code he released for educational use previously.   About Captain bokiNot quite &quot;absolutely fine&quot; yet   [...]</description>
		<content:encoded><![CDATA[<p>[...] Quandt has posted a write up detailing the theory behind his Light Pre-Pass code he released for educational use previously.   About Captain bokiNot quite &quot;absolutely fine&quot; yet   [...]</p>
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