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<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/atom10full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" gd:etag="W/&quot;CUIBQHo4fSp7ImA9WhVWFUk.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951</id><updated>2012-04-27T17:19:11.435+01:00</updated><category term="animator" /><category term="GI" /><category term="eqsl" /><category term="procedural" /><category term="renderman" /><category term="aqsis-1.8" /><category term="piqsl" /><category term="animation" /><category term="bug" /><category term="teqser" /><category term="raytracing" /><category term="development" /><category term="shader" /><category term="PBGI" /><category term="hdri" /><category term="lua" /><category term="ambient occlusion" /><category term="gui" /><category term="giselle" /><title>Aqsis Renderer : Blog</title><subtitle type="html">well, it was only a matter of time.</subtitle><link rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml" href="http://blog.aqsis.org/feeds/posts/default" /><link rel="alternate" type="text/html" href="http://blog.aqsis.org/" /><author><name>renderguy</name><uri>http://www.blogger.com/profile/02364048842957934384</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><generator version="7.00" uri="http://www.blogger.com">Blogger</generator><openSearch:totalResults>15</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/atom+xml" href="http://feeds.feedburner.com/aqsis/blog" /><feedburner:info uri="aqsis/blog" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><entry gd:etag="W/&quot;CUcFQXg9cSp7ImA9WhZUEE8.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951.post-3425557244319851257</id><published>2011-06-02T14:00:00.006+01:00</published><updated>2011-06-02T14:56:50.669+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-06-02T14:56:50.669+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ambient occlusion" /><category scheme="http://www.blogger.com/atom/ns#" term="aqsis-1.8" /><category scheme="http://www.blogger.com/atom/ns#" term="GI" /><category scheme="http://www.blogger.com/atom/ns#" term="PBGI" /><title>Point based global illumination</title><summary type="html">It's been a while since I last posted here, so I thought I'd post an update.  I'm sure people are interested in the new core, but unfortunately real life (ie., desperately trying to finish my PhD) has got in the way so I have had limited time in the last several months.While progress has been slow in that area, there's been a recent need for more advanced illumination techniques, and since this &lt;img src="http://feeds.feedburner.com/~r/aqsis/blog/~4/zq6f2fCb7GI" height="1" width="1"/&gt;</summary><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=266984754729760951&amp;postID=3425557244319851257" title="7 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/3425557244319851257?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/3425557244319851257?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/aqsis/blog/~3/zq6f2fCb7GI/point-based-global-illumination.html" title="Point based global illumination" /><author><name>Chris Foster</name><uri>http://www.blogger.com/profile/05377091131707362075</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-gv62SD3jCls/TeeRDghkY2I/AAAAAAAAAGI/ugmST1g5NJM/s72-c/menger_111101111_101000101_111101111.png" height="72" width="72" /><thr:total>7</thr:total><feedburner:origLink>http://blog.aqsis.org/2011/06/point-based-global-illumination.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D08GQX89cSp7ImA9Wx9SGEw.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951.post-2731866024337449991</id><published>2010-12-08T12:24:00.005Z</published><updated>2010-12-08T13:43:40.169Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-12-08T13:43:40.169Z</app:edited><title>Depth of field and motion blur in aqsis-2.0</title><summary type="html">In the last few weeks I've been working on getting motion blur and depth of field rendering working in the new aqsis-2.0 rendering core.  It more or less works now, so I thought I'd post an update on the progress along with another screencast:The method I've chosen to use so far is called "interleaved sampling" as nicely described in "Data-Parallel Rasterization of Micropolygons with Defocus and &lt;img src="http://feeds.feedburner.com/~r/aqsis/blog/~4/oWr1TmSWNOQ" height="1" width="1"/&gt;</summary><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=266984754729760951&amp;postID=2731866024337449991" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/2731866024337449991?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/2731866024337449991?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/aqsis/blog/~3/oWr1TmSWNOQ/depth-of-field-and-motion-blur-in-aqsis.html" title="Depth of field and motion blur in aqsis-2.0" /><author><name>Chris Foster</name><uri>http://www.blogger.com/profile/05377091131707362075</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>2</thr:total><feedburner:origLink>http://blog.aqsis.org/2010/12/depth-of-field-and-motion-blur-in-aqsis.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkIBRH04fyp7ImA9Wx5bFk8.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951.post-1187728948373940772</id><published>2010-11-01T00:10:00.007Z</published><updated>2010-11-01T16:22:35.337Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-11-01T16:22:35.337Z</app:edited><title>Interactive rendering with the aqsis-2.0 core</title><summary type="html">This blog has been pretty quiet for a while, but aqsis development has been coming along behind the scenes.  During the aqsis-1.6 development last year I focussed a lot on making aqsis faster.  After working on this for a while it became obvious that some major changes were needed for the code to be really fast.  In particular, the aqsis sampler code is geared toward dealing with single &lt;img src="http://feeds.feedburner.com/~r/aqsis/blog/~4/PR9evpauiaI" height="1" width="1"/&gt;</summary><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=266984754729760951&amp;postID=1187728948373940772" title="11 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/1187728948373940772?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/1187728948373940772?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/aqsis/blog/~3/PR9evpauiaI/interactive-rendering-with-aqsis-20.html" title="Interactive rendering with the aqsis-2.0 core" /><author><name>Chris Foster</name><uri>http://www.blogger.com/profile/05377091131707362075</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>11</thr:total><feedburner:origLink>http://blog.aqsis.org/2010/11/interactive-rendering-with-aqsis-20.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Dk8FSHc9fyp7ImA9WxBRF0U.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951.post-2725207571879805940</id><published>2010-01-06T13:24:00.003Z</published><updated>2010-01-06T13:33:39.967Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-01-06T13:33:39.967Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="procedural" /><category scheme="http://www.blogger.com/atom/ns#" term="animation" /><category scheme="http://www.blogger.com/atom/ns#" term="giselle" /><category scheme="http://www.blogger.com/atom/ns#" term="lua" /><category scheme="http://www.blogger.com/atom/ns#" term="renderman" /><category scheme="http://www.blogger.com/atom/ns#" term="animator" /><title>Giselle Source Available</title><summary type="html">I finally stopped tinkering and delaying, the source to Giselle is now available from the Aqsis SourceForge git storage. It's in its own repository, as I believe this tool could become quite big over time, so didn't want to overload the Aqsis repository.You can get the source from git using...git clone git://aqsis.git.sourceforge.net/gitroot/aqsis/giselleBuilding shouldn't be too difficult once &lt;img src="http://feeds.feedburner.com/~r/aqsis/blog/~4/R5COCBTWNnY" height="1" width="1"/&gt;</summary><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=266984754729760951&amp;postID=2725207571879805940" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/2725207571879805940?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/2725207571879805940?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/aqsis/blog/~3/R5COCBTWNnY/giselle-source-available.html" title="Giselle Source Available" /><author><name>Paul Gregory</name><uri>http://www.blogger.com/profile/08705457560158879814</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>1</thr:total><feedburner:origLink>http://blog.aqsis.org/2010/01/giselle-source-available.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C08HRHozcSp7ImA9WxBRF0w.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951.post-9032178644818399667</id><published>2010-01-05T15:22:00.003Z</published><updated>2010-01-05T17:17:15.489Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-01-05T17:17:15.489Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="procedural" /><category scheme="http://www.blogger.com/atom/ns#" term="development" /><category scheme="http://www.blogger.com/atom/ns#" term="animation" /><category scheme="http://www.blogger.com/atom/ns#" term="lua" /><category scheme="http://www.blogger.com/atom/ns#" term="renderman" /><category scheme="http://www.blogger.com/atom/ns#" term="animator" /><title>Another Update</title><summary type="html">Long overdue, I've been promising this for a while, but each time I'm about ready I think of something else to change. This one doesn't look drastically different from the last, the main change in the interface is the tabbed editor, which allows you to keep multiple model's code open simultaneously. However, there have been many many changes under the hood.Hopefully this will be the last before &lt;img src="http://feeds.feedburner.com/~r/aqsis/blog/~4/UMAI7ikmoqQ" height="1" width="1"/&gt;</summary><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=266984754729760951&amp;postID=9032178644818399667" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/9032178644818399667?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/9032178644818399667?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/aqsis/blog/~3/UMAI7ikmoqQ/another-update.html" title="Another Update" /><author><name>Paul Gregory</name><uri>http://www.blogger.com/profile/08705457560158879814</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>0</thr:total><feedburner:origLink>http://blog.aqsis.org/2010/01/another-update.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEUNRX4-fip7ImA9WxNaFUQ.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951.post-1902461369551941622</id><published>2009-11-30T14:43:00.001Z</published><updated>2009-11-30T14:44:54.056Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2009-11-30T14:44:54.056Z</app:edited><title>Quick screencast</title><summary type="html">Just a quick (and boring I'm afraid) screencast of the new interface. No sound this time, as my mic is awful, until I get a headset.&lt;img src="http://feeds.feedburner.com/~r/aqsis/blog/~4/--yRp66UFNY" height="1" width="1"/&gt;</summary><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=266984754729760951&amp;postID=1902461369551941622" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/1902461369551941622?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/1902461369551941622?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/aqsis/blog/~3/--yRp66UFNY/quick-screencast.html" title="Quick screencast" /><author><name>Paul Gregory</name><uri>http://www.blogger.com/profile/08705457560158879814</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>2</thr:total><feedburner:origLink>http://blog.aqsis.org/2009/11/quick-screencast.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUUCQnwzeip7ImA9WxNaEkg.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951.post-1221983949446280246</id><published>2009-11-26T16:14:00.004Z</published><updated>2009-11-26T16:34:23.282Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2009-11-26T16:34:23.282Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="animation" /><category scheme="http://www.blogger.com/atom/ns#" term="gui" /><category scheme="http://www.blogger.com/atom/ns#" term="lua" /><category scheme="http://www.blogger.com/atom/ns#" term="animator" /><title>As promised...</title><summary type="html">As eluded to in the last post, here is a quick sneak peek of the GUI I'm working on for the new Lua based animation system. It's been created in Qt using the new QtCreator IDE, which I have to say is a very nice system for building cross platform GUI applications.Key elements are...Multi-window design using Qt's docking facilities. The Avar table, OpenGL preview and time control can all be &lt;img src="http://feeds.feedburner.com/~r/aqsis/blog/~4/vWHoQk4FYyk" height="1" width="1"/&gt;</summary><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=266984754729760951&amp;postID=1221983949446280246" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/1221983949446280246?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/1221983949446280246?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/aqsis/blog/~3/vWHoQk4FYyk/as-promised.html" title="As promised..." /><author><name>Paul Gregory</name><uri>http://www.blogger.com/profile/08705457560158879814</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_EdcqQTxYL7w/Sw6p8E39xoI/AAAAAAAAAVM/V7FroeHFVnc/s72-c/ta2.png" height="72" width="72" /><thr:total>2</thr:total><feedburner:origLink>http://blog.aqsis.org/2009/11/as-promised.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Ak8BSXc4eSp7ImA9WxNVGUw.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951.post-1586641883294101226</id><published>2009-10-30T15:38:00.004Z</published><updated>2009-10-30T16:07:38.931Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2009-10-30T16:07:38.931Z</app:edited><title>Moving on from Io</title><summary type="html">After the excitement of my last post I've had to abandon Io as my language of choice. While it has a beautifully succinct syntax, it proved to be a bit slow for my plans.I spent some time looking for alternatives that could provide the same, or similar, level of flexibility and control, without the speed implications. My research led me eventually to Lua. I'd already looked at Lua some time ago, &lt;img src="http://feeds.feedburner.com/~r/aqsis/blog/~4/jdaGvGFM-no" height="1" width="1"/&gt;</summary><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=266984754729760951&amp;postID=1586641883294101226" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/1586641883294101226?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/1586641883294101226?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/aqsis/blog/~3/jdaGvGFM-no/moving-on-from-io.html" title="Moving on from Io" /><author><name>Paul Gregory</name><uri>http://www.blogger.com/profile/08705457560158879814</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>1</thr:total><feedburner:origLink>http://blog.aqsis.org/2009/10/moving-on-from-io.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CE8ESXozfSp7ImA9WxJSFkw.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951.post-4358122022490611529</id><published>2009-05-06T12:50:00.007+01:00</published><updated>2009-05-06T13:26:48.485+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2009-05-06T13:26:48.485+01:00</app:edited><title>Io...Io...It's off to work we go...</title><summary type="html">I've been working on a binding for RenderMan to the Io scripting language. My plans are to make this a default scripting language for generating content for Aqsis for the following reasons.Io has a very clean and simple syntax, making it really easy to pick up for anyone who has a modicum of programming/scripting experience.It is very easy to write extensions to Io, as shown by the RenderMan &lt;img src="http://feeds.feedburner.com/~r/aqsis/blog/~4/KLqDSNFMwDw" height="1" width="1"/&gt;</summary><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=266984754729760951&amp;postID=4358122022490611529" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/4358122022490611529?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/4358122022490611529?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/aqsis/blog/~3/KLqDSNFMwDw/ioioits-off-to-work-we-go.html" title="Io...Io...It's off to work we go..." /><author><name>Paul Gregory</name><uri>http://www.blogger.com/profile/08705457560158879814</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>0</thr:total><feedburner:origLink>http://blog.aqsis.org/2009/05/ioioits-off-to-work-we-go.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C0EGQHY_fyp7ImA9WxVaEk0.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951.post-8627001769578214524</id><published>2009-04-08T15:27:00.004+01:00</published><updated>2009-04-08T15:40:21.847+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2009-04-08T15:40:21.847+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="development" /><title>Ongoing Optimisation Effort</title><summary type="html">Just a quick update to show that we (the developers) aren't just sitting around doing nothing. We've been very busy over the last few months trying to identify and improve the performance issues with Aqsis.We've hit some major obstacles on the way, and have often found ourselves going two steps backwards instead of one forwards. The positives to be taken are that the changes we are making are &lt;img src="http://feeds.feedburner.com/~r/aqsis/blog/~4/8mt9j-m7fcU" height="1" width="1"/&gt;</summary><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=266984754729760951&amp;postID=8627001769578214524" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/8627001769578214524?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/8627001769578214524?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/aqsis/blog/~3/8mt9j-m7fcU/ongoing-optimisation-effort.html" title="Ongoing Optimisation Effort" /><author><name>Paul Gregory</name><uri>http://www.blogger.com/profile/08705457560158879814</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>1</thr:total><feedburner:origLink>http://blog.aqsis.org/2009/04/ongoing-optimisation-effort.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkMFSHk8eyp7ImA9WxZVFU8.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951.post-6335895652403260934</id><published>2008-03-25T16:42:00.008Z</published><updated>2008-03-26T09:40:19.773Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-03-26T09:40:19.773Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="eqsl" /><category scheme="http://www.blogger.com/atom/ns#" term="development" /><title>Aqsis GUI</title><summary type="html">A recent addition to the Aqsis toolsuite comes in the form of a small GUI application which allows quick/simple access to our (most commonly used) tools...This is useful to both new users, who sometimes struggle with commandline-based applications, as well as existing users looking for a faster/alternative way into Aqsis.A functional version has been committed to our SVN repository (revision 2005&lt;img src="http://feeds.feedburner.com/~r/aqsis/blog/~4/DpYMP1-IQ0k" height="1" width="1"/&gt;</summary><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=266984754729760951&amp;postID=6335895652403260934" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/6335895652403260934?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/6335895652403260934?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/aqsis/blog/~3/DpYMP1-IQ0k/aqsis-gui.html" title="Aqsis GUI" /><author><name>renderguy</name><uri>http://www.blogger.com/profile/02364048842957934384</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_psvmM_xlQiQ/R-ktVoyMmPI/AAAAAAAAACg/O5nybEjZCao/s72-c/eqsl.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://blog.aqsis.org/2008/03/aqsis-gui.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0UESHkyeyp7ImA9WBFaEkk.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951.post-3296527595173491274</id><published>2007-05-15T13:36:00.001+01:00</published><updated>2007-05-15T17:06:49.793+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2007-05-15T17:06:49.793+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="development" /><category scheme="http://www.blogger.com/atom/ns#" term="teqser" /><title>Improved Texture Filtering</title><summary type="html">It seems Aqsis has a few problems with texture filtering at present, with some complaining of too much blurring, so I've been hacking 'texturemap.cpp' over the last few weeks to find a better solution.Texture access can be achieved using several methods. For realtime graphics, 'Trilinear' and 'Bilinear' filtering have been popular because they give reasonable results quite quickly, though it's &lt;img src="http://feeds.feedburner.com/~r/aqsis/blog/~4/eQT4qoDSnxk" height="1" width="1"/&gt;</summary><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=266984754729760951&amp;postID=3296527595173491274" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/3296527595173491274?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/3296527595173491274?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/aqsis/blog/~3/eQT4qoDSnxk/texture-filtering-with-ewa-filters.html" title="Improved Texture Filtering" /><author><name>Chris Foster</name><uri>http://www.blogger.com/profile/05377091131707362075</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/_K6EeWSxhnsA/RknDBUzSH9I/AAAAAAAAAAM/f_FUFDDrwS4/s72-c/perspec_warp_input_tex.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://blog.aqsis.org/2007/05/texture-filtering-with-ewa-filters.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEcFRHc5eCp7ImA9WB5QF0w.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951.post-1402454841258447801</id><published>2007-05-13T11:13:00.000+01:00</published><updated>2007-07-06T09:53:35.920+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2007-07-06T09:53:35.920+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="development" /><category scheme="http://www.blogger.com/atom/ns#" term="piqsl" /><title>Advanced Framebuffer</title><summary type="html">Work is currently underway on a new standalone framebuffer to compliment the Aqsis toolset, offering greater functionality than our existing effort...Though only in the early stages of development it's already looking very promising, and a definite improvement over the standard framebuffer - Even in its present state!While the featureset's still subject to change the following is planned...&lt;img src="http://feeds.feedburner.com/~r/aqsis/blog/~4/MtS5fFJLwbs" height="1" width="1"/&gt;</summary><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=266984754729760951&amp;postID=1402454841258447801" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/1402454841258447801?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/1402454841258447801?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/aqsis/blog/~3/MtS5fFJLwbs/advanced-framebuffer.html" title="Advanced Framebuffer" /><author><name>renderguy</name><uri>http://www.blogger.com/profile/02364048842957934384</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_psvmM_xlQiQ/RkblBkfny5I/AAAAAAAAABA/QtGnDQDIRlA/s72-c/eqshibit.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://blog.aqsis.org/2007/05/advanced-framebuffer.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0AGRH0-fSp7ImA9WBFTEkg.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951.post-3639218608099868388</id><published>2007-01-03T22:43:00.000Z</published><updated>2007-01-31T15:02:05.355Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2007-01-31T15:02:05.355Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="ambient occlusion" /><category scheme="http://www.blogger.com/atom/ns#" term="shader" /><category scheme="http://www.blogger.com/atom/ns#" term="raytracing" /><title>Reflection Without Raytracing</title><summary type="html">Further to my recent IBL experience, I decided to write a simple texture-based 'surface' shader for use in situations where reflection is desired - A common work-around due to the expensive nature of raytracing.../* Simple environment-mapping shader */surfaceenvmap(float Ka = 1,Kd = 1,intensity = 1.0;string texturename = "";float blur = 0.01;){point Nf = faceforward (normalize(N),I);if (&lt;img src="http://feeds.feedburner.com/~r/aqsis/blog/~4/dvS3zo80txQ" height="1" width="1"/&gt;</summary><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=266984754729760951&amp;postID=3639218608099868388" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/3639218608099868388?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/3639218608099868388?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/aqsis/blog/~3/dvS3zo80txQ/reflection-without-raytracing.html" title="Reflection Without Raytracing" /><author><name>renderguy</name><uri>http://www.blogger.com/profile/02364048842957934384</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_psvmM_xlQiQ/RZ4zptttGNI/AAAAAAAAAAk/mXCHgdrmD14/s72-c/envmap.png" height="72" width="72" /><thr:total>1</thr:total><feedburner:origLink>http://blog.aqsis.org/2007/01/reflection-without-raytracing.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEYNR308cSp7ImA9WxZREEs.&quot;"><id>tag:blogger.com,1999:blog-266984754729760951.post-7840923975822032018</id><published>2006-12-30T19:25:00.000Z</published><updated>2008-02-03T18:09:56.379Z</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-02-03T18:09:56.379Z</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="shader" /><category scheme="http://www.blogger.com/atom/ns#" term="hdri" /><category scheme="http://www.blogger.com/atom/ns#" term="bug" /><title>Image-based Lighting</title><summary type="html">I recently thought I'd have a go at writing an IBL shader to compliment a new 'Howto' currently underway for Aqsis... in a similar vein to my previous 'Armageddon' work.Though shader authoring isn't my forte I was willing to have a go, plus had a free weekend, so armed with Google and the RISpec (3.2) I proceeded to create a simple 'light' (not 'surface') shader which uses a texture within its &lt;img src="http://feeds.feedburner.com/~r/aqsis/blog/~4/HXT3I_ywMOM" height="1" width="1"/&gt;</summary><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=266984754729760951&amp;postID=7840923975822032018" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/7840923975822032018?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/266984754729760951/posts/default/7840923975822032018?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/aqsis/blog/~3/HXT3I_ywMOM/image-based-lighting.html" title="Image-based Lighting" /><author><name>renderguy</name><uri>http://www.blogger.com/profile/02364048842957934384</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_psvmM_xlQiQ/RZ2roNttGMI/AAAAAAAAAAU/BCh2MZp-BUo/s72-c/imagelight.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://blog.aqsis.org/2006/12/image-based-lighting.html</feedburner:origLink></entry></feed>
