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	<title>Pixels, Too Many..</title>
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		<title>Pixels, Too Many..</title>
		<link>http://pixelstoomany.wordpress.com</link>
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		<item>
		<title>Michael Abrash&#8217;s First Look at the Larrabee New Instructions (LRBni)</title>
		<link>http://pixelstoomany.wordpress.com/2009/04/01/michael-abrashs-first-look-at-the-larrabee-new-instructions-lrbni/</link>
		<comments>http://pixelstoomany.wordpress.com/2009/04/01/michael-abrashs-first-look-at-the-larrabee-new-instructions-lrbni/#comments</comments>
		<pubDate>Wed, 01 Apr 2009 16:39:54 +0000</pubDate>
		<dc:creator>Marco Salvi</dc:creator>
				<category><![CDATA[Larrabee]]></category>

		<guid isPermaLink="false">http://pixelstoomany.wordpress.com/?p=95</guid>
		<description><![CDATA[Dr. Dobb&#8217;s just published the first of a new series of detailed articles related to Larrabee hardware and software architecture written by Michael Abrash. A First Look at the Larrabee New Instructions (LRBni) Larrabee is an architecture, rather than a product, with three distinct aspects &#8212; many cores, many threads, and a new vector instruction set &#8212; [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixelstoomany.wordpress.com&#038;blog=1589984&#038;post=95&#038;subd=pixelstoomany&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://pixelstoomany.wordpress.com/2009/04/01/michael-abrashs-first-look-at-the-larrabee-new-instructions-lrbni/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
	
		<media:content url="http://2.gravatar.com/avatar/b51fad0aff3812dcc766a89f9fa1889f?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Marco Salvi</media:title>
		</media:content>
	</item>
		<item>
		<title>C++ implementation of Larrabee new instructions</title>
		<link>http://pixelstoomany.wordpress.com/2009/03/25/c-implementation-of-larrabee-new-instructions/</link>
		<comments>http://pixelstoomany.wordpress.com/2009/03/25/c-implementation-of-larrabee-new-instructions/#comments</comments>
		<pubDate>Wed, 25 Mar 2009 15:05:09 +0000</pubDate>
		<dc:creator>Marco Salvi</dc:creator>
				<category><![CDATA[Larrabee]]></category>

		<guid isPermaLink="false">http://pixelstoomany.wordpress.com/?p=76</guid>
		<description><![CDATA[Intel has recently released a C++ implementation of Larrabee new instructions (LRBni). Grab it if you like to be ahead of the curve starting to write software for LRB right now,  or if you simply want to  have a glimpse of LRB architecture. Prototype Primitives Guide   Overview This .inl file provides a C++-implementation of [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixelstoomany.wordpress.com&#038;blog=1589984&#038;post=76&#038;subd=pixelstoomany&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://pixelstoomany.wordpress.com/2009/03/25/c-implementation-of-larrabee-new-instructions/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
	
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			<media:title type="html">Marco Salvi</media:title>
		</media:content>
	</item>
		<item>
		<title>A peek into the future of interactive computer graphics</title>
		<link>http://pixelstoomany.wordpress.com/2008/10/06/a-peek-into-the-future-of-interactive-computer-graphics/</link>
		<comments>http://pixelstoomany.wordpress.com/2008/10/06/a-peek-into-the-future-of-interactive-computer-graphics/#comments</comments>
		<pubDate>Tue, 07 Oct 2008 00:17:39 +0000</pubDate>
		<dc:creator>Marco Salvi</dc:creator>
				<category><![CDATA[Ct]]></category>
		<category><![CDATA[CUDA]]></category>
		<category><![CDATA[Data Level Parallelism]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[GPUs architecture]]></category>
		<category><![CDATA[Larrabee]]></category>
		<category><![CDATA[GPUs]]></category>

		<guid isPermaLink="false">http://pixelstoomany.wordpress.com/?p=29</guid>
		<description><![CDATA[Ars Technica&#8217;s recently published interview with game developer extraordinaire Tim Sweeney has given me the perfect excuse to finally sit down and write a few thoughts on the future of GPUs and real-time graphics in general. In his interview Mr. Sweeney makes some interesting points about the next generation of graphics hardware &#38; software architectures: 3D [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixelstoomany.wordpress.com&#038;blog=1589984&#038;post=29&#038;subd=pixelstoomany&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://pixelstoomany.wordpress.com/2008/10/06/a-peek-into-the-future-of-interactive-computer-graphics/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
	
		<media:content url="http://2.gravatar.com/avatar/b51fad0aff3812dcc766a89f9fa1889f?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Marco Salvi</media:title>
		</media:content>
	</item>
		<item>
		<title>Another day, another HDR rendering trick and some hope for the future.</title>
		<link>http://pixelstoomany.wordpress.com/2008/07/05/another-day-another-hdr-rendering-trick-and-some-hope-for-the-future/</link>
		<comments>http://pixelstoomany.wordpress.com/2008/07/05/another-day-another-hdr-rendering-trick-and-some-hope-for-the-future/#comments</comments>
		<pubDate>Sat, 05 Jul 2008 16:41:26 +0000</pubDate>
		<dc:creator>Marco Salvi</dc:creator>
				<category><![CDATA[GPUs architecture]]></category>
		<category><![CDATA[HDR]]></category>
		<category><![CDATA[Tips&Tricks]]></category>

		<guid isPermaLink="false">http://pixelstoomany.wordpress.com/?p=19</guid>
		<description><![CDATA[Today I&#8217;m going to talk about an idea I came up with in Boston, at Siggraph 2006, while attending a couple of very inspiring lectures given by Jason Mitchell, Gary McTaggart and Chris Green (Valve Software). They have played over the years with a few different HDR rendering schemes and one of the key insights from their [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixelstoomany.wordpress.com&#038;blog=1589984&#038;post=19&#038;subd=pixelstoomany&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://pixelstoomany.wordpress.com/2008/07/05/another-day-another-hdr-rendering-trick-and-some-hope-for-the-future/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
	
		<media:content url="http://2.gravatar.com/avatar/b51fad0aff3812dcc766a89f9fa1889f?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Marco Salvi</media:title>
		</media:content>
	</item>
		<item>
		<title>A conceptually simple(r) way to derive exponential shadow maps + sample code</title>
		<link>http://pixelstoomany.wordpress.com/2008/06/12/a-conceptually-simpler-way-to-derive-exponential-shadow-maps-sample-code/</link>
		<comments>http://pixelstoomany.wordpress.com/2008/06/12/a-conceptually-simpler-way-to-derive-exponential-shadow-maps-sample-code/#comments</comments>
		<pubDate>Fri, 13 Jun 2008 04:47:17 +0000</pubDate>
		<dc:creator>Marco Salvi</dc:creator>
				<category><![CDATA[Exponential Shadow Maps]]></category>
		<category><![CDATA[Filtering]]></category>
		<category><![CDATA[Shadow Maps]]></category>

		<guid isPermaLink="false">http://pixelstoomany.wordpress.com/?p=17</guid>
		<description><![CDATA[A few months ago, while working on an improved version of exponential shadow maps, I stumbled on a new way to derive ESM equations which looks more simple and intuitive than previous attempts. There is no need to invoke Markov&#8217;s inequality, higher order moments or convolutions. In fact all we have to do is to [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixelstoomany.wordpress.com&#038;blog=1589984&#038;post=17&#038;subd=pixelstoomany&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://pixelstoomany.wordpress.com/2008/06/12/a-conceptually-simpler-way-to-derive-exponential-shadow-maps-sample-code/feed/</wfw:commentRss>
		<slash:comments>27</slash:comments>
	
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			<media:title type="html">Marco Salvi</media:title>
		</media:content>
	</item>
		<item>
		<title>Another brief update: GDC08 and ShaderX6</title>
		<link>http://pixelstoomany.wordpress.com/2008/02/24/another-brief-update-gdc08-and-shaderx6/</link>
		<comments>http://pixelstoomany.wordpress.com/2008/02/24/another-brief-update-gdc08-and-shaderx6/#comments</comments>
		<pubDate>Sun, 24 Feb 2008 07:38:05 +0000</pubDate>
		<dc:creator>Marco Salvi</dc:creator>
				<category><![CDATA[Exponential Shadow Maps]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[Percentage Closer Filtering]]></category>
		<category><![CDATA[Shadows]]></category>

		<guid isPermaLink="false">http://pixelstoomany.wordpress.com/?p=15</guid>
		<description><![CDATA[How do you feel right before giving the first lecture of your life? The answer is: not well! I felt so tense that I forgot half of what I wanted to say, and even though I was probably speaking a bit too fast I believe my lecture at GDC went quite well. The room was [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixelstoomany.wordpress.com&#038;blog=1589984&#038;post=15&#038;subd=pixelstoomany&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://pixelstoomany.wordpress.com/2008/02/24/another-brief-update-gdc08-and-shaderx6/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
	
		<media:content url="http://2.gravatar.com/avatar/b51fad0aff3812dcc766a89f9fa1889f?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Marco Salvi</media:title>
		</media:content>
	</item>
		<item>
		<title>Time for a brief update</title>
		<link>http://pixelstoomany.wordpress.com/2008/01/23/time-for-a-brief-update/</link>
		<comments>http://pixelstoomany.wordpress.com/2008/01/23/time-for-a-brief-update/#comments</comments>
		<pubDate>Wed, 23 Jan 2008 09:32:45 +0000</pubDate>
		<dc:creator>Marco Salvi</dc:creator>
				<category><![CDATA[GDC]]></category>
		<category><![CDATA[Shader X6]]></category>
		<category><![CDATA[Shadow Maps]]></category>
		<category><![CDATA[Shadows]]></category>

		<guid isPermaLink="false">http://pixelstoomany.wordpress.com/2008/01/23/time-for-a-brief-update/</guid>
		<description><![CDATA[Four months ago I tried to stimulate your curiosity with this post. Next month I will try to stimulate it even more with this talk at the upcoming Game Developers Conference in San Francisco. A few simple approaches will be presented, though I will focus a bit more on a technique called ESM (short for [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixelstoomany.wordpress.com&#038;blog=1589984&#038;post=14&#038;subd=pixelstoomany&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://pixelstoomany.wordpress.com/2008/01/23/time-for-a-brief-update/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
	
		<media:content url="http://2.gravatar.com/avatar/b51fad0aff3812dcc766a89f9fa1889f?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Marco Salvi</media:title>
		</media:content>
	</item>
		<item>
		<title>Fast Percentage Closer Filtering on Deferred Cascaded Shadow Maps</title>
		<link>http://pixelstoomany.wordpress.com/2007/09/21/fast-percentage-closer-filtering-on-deferred-cascaded-shadow-maps/</link>
		<comments>http://pixelstoomany.wordpress.com/2007/09/21/fast-percentage-closer-filtering-on-deferred-cascaded-shadow-maps/#comments</comments>
		<pubDate>Fri, 21 Sep 2007 08:17:09 +0000</pubDate>
		<dc:creator>Marco Salvi</dc:creator>
				<category><![CDATA[Cascaded Shadow Maps]]></category>
		<category><![CDATA[Deferred Shadowing]]></category>
		<category><![CDATA[Depth Bounds Test]]></category>
		<category><![CDATA[Dynamic Branching]]></category>
		<category><![CDATA[Filtering]]></category>
		<category><![CDATA[Parallel Split Shadow Maps]]></category>
		<category><![CDATA[Percentage Closer Filtering]]></category>
		<category><![CDATA[Shadow Maps]]></category>
		<category><![CDATA[Shadows]]></category>
		<category><![CDATA[Tips&Tricks]]></category>

		<guid isPermaLink="false">http://pixelstoomany.wordpress.com/2007/09/21/fast-percentage-closer-filtering-on-deferred-cascaded-shadow-maps/</guid>
		<description><![CDATA[Here&#8217;s a nice trick for whoever has implemented (as a single pass that operates in screen space) deferred cascaded/parallel split shadow maps on hardware that does not allow to index texture samplers associated with different view space splits. One way to address this issue is to store multiple shadow maps (usually one per split) into [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixelstoomany.wordpress.com&#038;blog=1589984&#038;post=13&#038;subd=pixelstoomany&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://pixelstoomany.wordpress.com/2007/09/21/fast-percentage-closer-filtering-on-deferred-cascaded-shadow-maps/feed/</wfw:commentRss>
		<slash:comments>23</slash:comments>
	
		<media:content url="http://2.gravatar.com/avatar/b51fad0aff3812dcc766a89f9fa1889f?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Marco Salvi</media:title>
		</media:content>
	</item>
		<item>
		<title>Why GPUs are not (so) good at post processing images</title>
		<link>http://pixelstoomany.wordpress.com/2007/09/13/why-gpus-are-not-so-good-at-post-processing-images/</link>
		<comments>http://pixelstoomany.wordpress.com/2007/09/13/why-gpus-are-not-so-good-at-post-processing-images/#comments</comments>
		<pubDate>Thu, 13 Sep 2007 15:11:41 +0000</pubDate>
		<dc:creator>Marco Salvi</dc:creator>
				<category><![CDATA[CPUs architecture]]></category>
		<category><![CDATA[Filtering]]></category>
		<category><![CDATA[GPUs architecture]]></category>
		<category><![CDATA[Post Processing]]></category>

		<guid isPermaLink="false">http://pixelstoomany.wordpress.com/2007/09/13/why-gpus-are-not-so-good-at-post-processing-images/</guid>
		<description><![CDATA[Now I know the title of this post may sound controversial, but keep on reading, you might even end up agreeing with me. Post processing effects are often implemented via convolutions, reductions and more sophisticated filters such as bilateral filters. What is interesting here is that the vast majority of these techniques all have something [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixelstoomany.wordpress.com&#038;blog=1589984&#038;post=12&#038;subd=pixelstoomany&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://pixelstoomany.wordpress.com/2007/09/13/why-gpus-are-not-so-good-at-post-processing-images/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
	
		<media:content url="http://2.gravatar.com/avatar/b51fad0aff3812dcc766a89f9fa1889f?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Marco Salvi</media:title>
		</media:content>
	</item>
		<item>
		<title>A (not so) little teaser</title>
		<link>http://pixelstoomany.wordpress.com/2007/09/03/a-not-so-little-teaser/</link>
		<comments>http://pixelstoomany.wordpress.com/2007/09/03/a-not-so-little-teaser/#comments</comments>
		<pubDate>Tue, 04 Sep 2007 01:00:02 +0000</pubDate>
		<dc:creator>Marco Salvi</dc:creator>
				<category><![CDATA[Filtering]]></category>
		<category><![CDATA[Light Bleeding]]></category>
		<category><![CDATA[Light Leaks]]></category>
		<category><![CDATA[Percentage Closer Filtering]]></category>
		<category><![CDATA[Shader X6]]></category>
		<category><![CDATA[Shadow Maps]]></category>
		<category><![CDATA[Shadows]]></category>
		<category><![CDATA[Variance Shadow Maps]]></category>

		<guid isPermaLink="false">http://pixelstoomany.wordpress.com/2007/09/03/a-not-so-little-teaser/</guid>
		<description><![CDATA[When it comes down to real time computer graphics, shadows rendering is one of the hottest topics. Shadow maps are currently the most used shadowing technique: they are reasonably fast, simple to implement (in their basic incarnations at least!) and unlike stencil shadows, they work even with not manifold meshes. Unfortunately shadow maps can look [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixelstoomany.wordpress.com&#038;blog=1589984&#038;post=5&#038;subd=pixelstoomany&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://pixelstoomany.wordpress.com/2007/09/03/a-not-so-little-teaser/feed/</wfw:commentRss>
		<slash:comments>28</slash:comments>
	
		<media:content url="http://2.gravatar.com/avatar/b51fad0aff3812dcc766a89f9fa1889f?s=96&#38;d=identicon&#38;r=G" medium="image">
			<media:title type="html">Marco Salvi</media:title>
		</media:content>

		<media:content url="http://pixelstoomany.files.wordpress.com/2007/08/pixelstoomany_vsm.png" medium="image">
			<media:title type="html">Variance Shadow Maps - 1</media:title>
		</media:content>

		<media:content url="http://pixelstoomany.files.wordpress.com/2007/08/pixelstoomany_vsm_bleeding.png" medium="image">
			<media:title type="html">Variance Shadow Maps - Light Bleeding</media:title>
		</media:content>

		<media:content url="http://pixelstoomany.files.wordpress.com/2007/08/pixelstoomany_vsm_morebleeding.png" medium="image">
			<media:title type="html">Variance Shadow Maps - Even More Light Bleeding</media:title>
		</media:content>

		<media:content url="http://pixelstoomany.files.wordpress.com/2007/08/pixelstoomany_newshadtech.png" medium="image">
			<media:title type="html">ESM</media:title>
		</media:content>

		<media:content url="http://pixelstoomany.files.wordpress.com/2007/08/pixelstoomany_newshadtech_nobleeding.png" medium="image">
			<media:title type="html">ESM - no bleeding</media:title>
		</media:content>
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