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	<title>Comments for TextureMind</title>
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	<description>...the home page of Gianpaolo Ingegneri</description>
	<lastBuildDate>Mon, 30 Jan 2012 23:35:24 +0100</lastBuildDate>
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		<title>Comment on Unrelated Engine &#8211; Deferred Rendering and Antialiasing by admin</title>
		<link>http://www.texturemind.com/post928/comment-page-1/#comment-26209</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Mon, 30 Jan 2012 23:35:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.texturemind.com/?p=928#comment-26209</guid>
		<description>Thanks. I tried another technique because in many cases I cannot use FXAA as a post process filter on the light accumulation buffer. I resolved it using a normal multisample with an interpolation of the neighbour pixels in the light accumulation buffer. Sometime it misses some pixel in particular with thin polygons but after all it&#039;s good and pretty fast. Moreover, I can use FXAA as a post process filter in the last stage also to improve the final image. The result is pretty good with a 8x and fast, even if i consider how slow an explicit multisample could be.</description>
		<content:encoded><![CDATA[<p>Thanks. I tried another technique because in many cases I cannot use FXAA as a post process filter on the light accumulation buffer. I resolved it using a normal multisample with an interpolation of the neighbour pixels in the light accumulation buffer. Sometime it misses some pixel in particular with thin polygons but after all it&#8217;s good and pretty fast. Moreover, I can use FXAA as a post process filter in the last stage also to improve the final image. The result is pretty good with a 8x and fast, even if i consider how slow an explicit multisample could be.</p>
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		<title>Comment on Unrelated Engine &#8211; Deferred Rendering and Antialiasing by 2 Can Sam</title>
		<link>http://www.texturemind.com/post928/comment-page-1/#comment-26207</link>
		<dc:creator>2 Can Sam</dc:creator>
		<pubDate>Thu, 26 Jan 2012 23:59:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.texturemind.com/?p=928#comment-26207</guid>
		<description>Looks good. I think Skyrim is using a similar technique. They have very good texture filtering and anti-aliasing, even on Xbox360. I&#039;ve also noticed a strange white halo around characters standing in light. It&#039;s probably the post-process anti-aliasing being used for the deferred lighting.

Overall, I think it&#039;s a great technique, because it saves texture quality. Which is very important.</description>
		<content:encoded><![CDATA[<p>Looks good. I think Skyrim is using a similar technique. They have very good texture filtering and anti-aliasing, even on Xbox360. I&#8217;ve also noticed a strange white halo around characters standing in light. It&#8217;s probably the post-process anti-aliasing being used for the deferred lighting.</p>
<p>Overall, I think it&#8217;s a great technique, because it saves texture quality. Which is very important.</p>
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		<title>Comment on Unrelated Engine &#8211; Deferred Rendering and Antialiasing by Lauretta omega</title>
		<link>http://www.texturemind.com/post928/comment-page-1/#comment-26203</link>
		<dc:creator>Lauretta omega</dc:creator>
		<pubDate>Tue, 24 Jan 2012 12:40:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.texturemind.com/?p=928#comment-26203</guid>
		<description>Just bookmarked you under Digg under &quot;TextureMind  &#187; Blog Archive   &#187; Unrelated Engine &#8211; Deferred Rendering and Antialiasing&quot;. So hopefully our friends can give you a visit. Keep up the good stuff.</description>
		<content:encoded><![CDATA[<p>Just bookmarked you under Digg under &#8220;TextureMind  &raquo; Blog Archive   &raquo; Unrelated Engine &#8211; Deferred Rendering and Antialiasing&#8221;. So hopefully our friends can give you a visit. Keep up the good stuff.</p>
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		<title>Comment on Unrelated Engine &#8211; Deferred Rendering and Antialiasing by Darlene</title>
		<link>http://www.texturemind.com/post928/comment-page-1/#comment-26191</link>
		<dc:creator>Darlene</dc:creator>
		<pubDate>Mon, 16 Jan 2012 13:12:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.texturemind.com/?p=928#comment-26191</guid>
		<description>Nice to read your blog</description>
		<content:encoded><![CDATA[<p>Nice to read your blog</p>
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