<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments for Yakiimo3D</title>
	<atom:link href="http://www.yakiimo3d.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.yakiimo3d.com</link>
	<description>Mostly DirectX 11 Programming</description>
	<lastBuildDate>Sun, 08 Aug 2010 14:05:28 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>Comment on DX11 DirectCompute Buddhabrot &amp; Nebulabrot Renderer by Butaman Renderer - smallpt</title>
		<link>http://www.yakiimo3d.com/2010/03/29/dx11-directcompute-buddhabrot-nebulabrot/comment-page-1/#comment-309</link>
		<dc:creator>Butaman Renderer - smallpt</dc:creator>
		<pubDate>Sun, 08 Aug 2010 14:05:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.yakiimo3d.com/?p=481#comment-309</guid>
		<description>[...] I looked at the source code of smallpt a couple of months ago after the OpenCL GPGPU implementation of it, SmallptGPU (http://davibu.interfree.it/opencl/smallptgpu/smallptGPU.html), came out. I was learning DirectCompute and thought it would be good for me to write a DirectCompute version of smallpt, but instead of doing that I ended up writing a DirectCompute Buddhabrot renderer (http://www.yakiimo3d.com/2010/03/29/dx11-directcompute-buddhabrot-nebulabrot/). [...]</description>
		<content:encoded><![CDATA[<p>[...] I looked at the source code of smallpt a couple of months ago after the OpenCL GPGPU implementation of it, SmallptGPU (<a href="http://davibu.interfree.it/opencl/smallptgpu/smallptGPU.html" rel="nofollow" onclick="pageTracker._trackPageview('/outgoing/davibu.interfree.it/opencl/smallptgpu/smallptGPU.html?referer=');">http://davibu.interfree.it/opencl/smallptgpu/smallptGPU.html</a>), came out. I was learning DirectCompute and thought it would be good for me to write a DirectCompute version of smallpt, but instead of doing that I ended up writing a DirectCompute Buddhabrot renderer (<a href="http://www.yakiimo3d.com/2010/03/29/dx11-directcompute-buddhabrot-nebulabrot/" rel="nofollow">http://www.yakiimo3d.com/2010/03/29/dx11-directcompute-buddhabrot-nebulabrot/</a>). [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on DX11 DirectCompute Buddhabrot &amp; Nebulabrot Renderer by yakiimo02</title>
		<link>http://www.yakiimo3d.com/2010/03/29/dx11-directcompute-buddhabrot-nebulabrot/comment-page-1/#comment-305</link>
		<dc:creator>yakiimo02</dc:creator>
		<pubDate>Tue, 03 Aug 2010 15:41:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.yakiimo3d.com/?p=481#comment-305</guid>
		<description>Hi, thanks for reading my blog! I don&#039;t think there is much more than regular alphablended or alphatested rasterization that you can do in order to display your scrolling text bar. Display a scrolling text bar seems to be just a rasterization problem instead of computation problem, so I don&#039;t think DirectCompute is going to help. I don&#039;t have much experience with programming movie playback so maybe I&#039;m misunderstanding the question, but that&#039;s my answer.</description>
		<content:encoded><![CDATA[<p>Hi, thanks for reading my blog! I don&#8217;t think there is much more than regular alphablended or alphatested rasterization that you can do in order to display your scrolling text bar. Display a scrolling text bar seems to be just a rasterization problem instead of computation problem, so I don&#8217;t think DirectCompute is going to help. I don&#8217;t have much experience with programming movie playback so maybe I&#8217;m misunderstanding the question, but that&#8217;s my answer.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on DX11 DirectCompute Buddhabrot &amp; Nebulabrot Renderer by Mike</title>
		<link>http://www.yakiimo3d.com/2010/03/29/dx11-directcompute-buddhabrot-nebulabrot/comment-page-1/#comment-303</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Tue, 03 Aug 2010 05:42:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.yakiimo3d.com/?p=481#comment-303</guid>
		<description>Hi and thanks a lot for this detailed blog.
I m just beginning with directcompute as I would need to display a scrolling text banner with transparency over a video. For the moment I ve succeded in displaying a red circle with transparency in the corners so I can see through the background movie. However I m not really sure about how I could use directcompute to display the scrolling text through the gpu using directcompute .could you give me your opinion? As I need a perfectly smooth banner and also low CPU usage.
Thanks
mike</description>
		<content:encoded><![CDATA[<p>Hi and thanks a lot for this detailed blog.<br />
I m just beginning with directcompute as I would need to display a scrolling text banner with transparency over a video. For the moment I ve succeded in displaying a red circle with transparency in the corners so I can see through the background movie. However I m not really sure about how I could use directcompute to display the scrolling text through the gpu using directcompute .could you give me your opinion? As I need a perfectly smooth banner and also low CPU usage.<br />
Thanks<br />
mike</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on DX11 Order Independent Transparency by DX11 Order Independent Transparency with MSAA &#124; Yakiimo3D</title>
		<link>http://www.yakiimo3d.com/2010/07/19/dx11-order-independent-transparency/comment-page-1/#comment-289</link>
		<dc:creator>DX11 Order Independent Transparency with MSAA &#124; Yakiimo3D</dc:creator>
		<pubDate>Sun, 25 Jul 2010 11:42:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.yakiimo3d.com/?p=759#comment-289</guid>
		<description>[...] DX11 Order Independent Transparency [...]</description>
		<content:encoded><![CDATA[<p>[...] DX11 Order Independent Transparency [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on DX11 &#8220;High-Quality Global Illumination Rendering Using Rasterization&#8221; by DX11 Order Independent Transparency &#124; Yakiimo3D</title>
		<link>http://www.yakiimo3d.com/2010/06/19/dx11-high-quality-global-illumination-rendering-using-rasterization/comment-page-1/#comment-280</link>
		<dc:creator>DX11 Order Independent Transparency &#124; Yakiimo3D</dc:creator>
		<pubDate>Mon, 19 Jul 2010 03:45:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.yakiimo3d.com/?p=714#comment-280</guid>
		<description>[...] DX11 &#8220;High-Quality Global Illumination Rendering Using Rasterization&#8221; [...]</description>
		<content:encoded><![CDATA[<p>[...] DX11 &#8220;High-Quality Global Illumination Rendering Using Rasterization&#8221; [...]</p>
]]></content:encoded>
	</item>
</channel>
</rss>
