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  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22087">
    <title>Re: Procedural scenes</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22087</link>
    <description>&lt;pre&gt;http://www.eamobile.com/bejeweled
This looks like Terragen to me.
http://www.planetside.co.uk/


On Sat, Apr 28, 2012 at 9:27 AM, Gino van den Bergen &amp;lt;
gino.vandenbergen&amp;lt; at &amp;gt;gmail.com&amp;gt; wrote:

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    <dc:creator>Eric Chadwick</dc:creator>
    <dc:date>2012-04-28T13:58:47</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22086">
    <title>Re: Procedural scenes</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22086</link>
    <description>&lt;pre&gt;It could be Bryce: http://www.daz3d.com/i/products/bryce?

Op 28-4-2012 12:36, Jose Marin schreef:


&lt;/pre&gt;</description>
    <dc:creator>Gino van den Bergen</dc:creator>
    <dc:date>2012-04-28T13:27:58</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22085">
    <title>Re: Procedural scenes</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22085</link>
    <description>&lt;pre&gt; From a quick peek at screen shots on Google Images, I would say those 
backgrounds are hand drawn.

So the answer is: Photoshop.  Probably.


Jose Marin wrote:
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    <dc:creator>James Robertson</dc:creator>
    <dc:date>2012-04-28T11:50:32</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22084">
    <title>Procedural scenes</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22084</link>
    <description>&lt;pre&gt;Hi.

Sorry for this OT, but I need to know from the experts.

Do you know which software generates backgrounds like in Bejeweled?

Thanks.

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  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22083">
    <title>CFP - INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCEAND EXPERT SYSTEMS (IJAE)</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22083</link>
    <description>&lt;pre&gt;
 
CALL FOR PAPERS - INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE AND EXPERT SYSTEMS (IJAE)
ISSN: 2180-124X

Volume 3, Issue 3

Info. at http://www.cscjournals.org/csc/journals/IJAE/journal_cfp.php?JCode=IJAE

Computer Science Journals (CSC Journals) invites researchers, editors, scientists &amp;amp; scholars to publish their scientific research papers in an International Journal of Artificial Intelligence and Expert Systems (IJAE) Volume 3, Issue 3.

 

The main aim of the International Journal of Artificial Intelligence and Expert Systems (IJAE) is to provide a platform to AI &amp;amp; Expert Systems (ES) scientists and professionals to share their research and report new advances in the field of AI and ES. IJAE is a refereed journal producing well-written original research articles and studies, high quality papers as well as state-of-the-art surveys related to AI and ES. By establishing an effective channel of communication between theoretical researchers and practitioners, IJAE provides necessary support to practitioners in the design and development of intelligent and expert systems, and the difficulties faced by the practitioners in using the theoretical results provide feedback to the theoreticians to revalidate their models. IJAE thus meets the demand of both theoretical and applied researchers in artificial intelligence, soft computing and expert systems. 

IJAE is a broad journal covering all branches of Artificial Intelligence and Expert Systems and its application in the topics including but not limited to technology &amp;amp; computing, fuzzy logic, expert systems, neural networks, reasoning and evolution, automatic control, mechatronics, robotics, web intelligence applications, heuristic and AI planning strategies and tools, computational theories of learning, intelligent system architectures.

 

CSC Journals anticipate and invite papers on any of the following topics:

 

 

      AI for Service Engineering
     Integrated/Hybrid AI Approaches
     
       

      AI for Web Intelligence Applications
      

      Intelligent Planning
     
       

      AI in Bioinformatics
      

      Intelligent Search
     
       

      AI Parallel Processing Tools
      

      Intelligent System Architectures
     
       

      AI Tools for CAD and VLSI Analysis/Design/Testing
      

      Knowledge Acquisition
     
       

      AI Tools for Computer Vision and Speech Understand
      

      Knowledge-Based Systems
     
       

      AI Tools for Multimedia
      

      Knowledge-Based/Expert Systems
     
       

      Application in VLSI Algorithms and Mobile Communication
      

      Logic Programming
     
       

      Automated Reasoning
      

      Machine learning
     
       

      Case-based reasoning
      

      Multi-agent Systems
     
       

      Data and Web Mining
      

      Neural Computing
     
       

      Derivative-free Optimization Algorithms
      

      Neural Networks for AI
     
       

      Emotional Intelligence
      

      Object-Oriented Programming for AI
     
       

      Evolutionary and Swarm Algorithms
      

      Parallel and Distributed Realization of Intelligence
     
       

      Expert System Development Stages
      

      Problem solving Methods
     
       

      Expert Systems Components
      

      Reasoning and Evolution of Knowledge Bases
     
       

      Expert-System Development Lifecycle
      

      Rough Sets
     
       

      Fuzzy Sets and logic
      

      Rule-Based Systems
     
       

      Heuristic and AI Planning Strategies and Tools
      

      Self-Healing and Autonomous 

      Systems
     
       

      Hybridization of Intelligent Models/algorithms
      

      Uncertainty
     
       

      Image Understanding
      

      Visual/linguistic Perception
     
       

      Inference
      
     



Important Dates - IJAE CFP - Volume 3, Issue 3.

Paper Submission: March 31, 2012 
Author Notification: May 15, 2012 

Issue Publication: June 2012 



For complete details about IJAE archives publications, abstracting/indexing, editorial board and other important information, please refer to IJAE homepage.

 

We look forward to receive your valuable papers. If you have further questions please do not hesitate to contact us at cscpress&amp;lt; at &amp;gt;cscjournals.org. Our team is committed to provide a quick and supportive service throughout the publication process.



A complete list of journals can be found at http://www.cscjournals.org/csc/bysubject.php



Sincerely,
 
J. Stewart
Computer Science Journals (CSC Journals)
 
B-5-8 Plaza Mont Kiara, Mont Kiara
50480, Kuala Lumpur, Malaysia
 
Tel: + 603 6207 1607, + 603 2782 6991
Fax:+ 603 6207 1697
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  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22082">
    <title>Re: CFP - INTERNATIONAL JOURNAL OF EXPERIMENTALALGORITHMS(IJEA)</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22082</link>
    <description>&lt;pre&gt;Oh, look, yet another questionable "academic" for-profit posting on
gd-algorithms!

This "international" journal should not be confused with the ACM "Journal
of Experimental Algorithms" (which has been going on for a long time.)

That being said -- while the quality of the ACM publication is much higher,
the politics and governance of the ACM has gotten so contrary to anything
reasonable that I stopped paying my dues...

Sincerely,

jw



--
Americans might object: there is no way we would sacrifice our living
standards for the benefit of people in the rest of the world. Nevertheless,
whether we get there willingly or not, we shall soon have lower consumption
rates, because our present rates are unsustainable.



On Tue, Feb 21, 2012 at 10:52 AM, J. Stewart &amp;lt;cfp&amp;lt; at &amp;gt;cscjournals.org&amp;gt; wrote:

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    <dc:creator>Jon Watte</dc:creator>
    <dc:date>2012-02-21T21:26:23</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22081">
    <title>CFP - INTERNATIONAL JOURNAL OF EXPERIMENTALALGORITHMS(IJEA)</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22081</link>
    <description>&lt;pre&gt;

CALL FOR PAPERS - INTERNATIONAL JOURNAL OF EXPERIMENTAL ALGORITHMS (IJEA)
ISSN:  2180-1282

Volume 3, Issue 1
Info. at http://www.cscjournals.org/csc/journals/IJEA/journal_cfp.php?JCode=IJEA
 
Computer Science Journals (CSC Journals) invites researchers, editors, scientists &amp;amp; scholars to publish their scientific research papers in an International Journal of Experimental Algorithms (IJEA) Volume 3, Issue 1.

 

Experimental Algorithmics studies algorithms and data structures by joining experimental studies with the more traditional theoretical analyses. With this regard, the aim of The International Journal of Experimental Algorithms (IJEA) is (1) to stimulate research in algorithms based upon implementation and experimentation; in particular, to encourage testing, evaluation and reuse of complex theoretical algorithms and data structures; and (2) to distribute programs and testbeds throughout the research community and to provide a repository of useful programs and packages to both researchers and practitioners. IJEA is a high-quality, refereed, archival journal devoted to the study of algorithms and data structures through a combination of experimentation and classical analysis and design techniques. IJEA contributions are also in the area of test generation and result assessment as applied to algorithms.

 

CSC Journals anticipate and invite papers on any of the following topics:

 

 

      Algorithm Engineering
     Dynamic Graph Algorithms
     
       

      Algorithmic Code
      

      Experimental Techniques and Statistics
     
       

      Algorithmic Engineering
      

      Graph Manipulation
     
       

      Algorithmic Network Analysis
      

      Graphics
     
       

      Analysis of Algorithms
      

      Heuristics
     
       

      Approximation Techniques
      

      Mathematical Programming For Algorithms
     
       

      Cache Oblivious algorithm
      

      Metaheuristic Methodologies
     
       

      Combinatorial Optimization
      

      Network Design
     
       

      Combinatorial Structures and Graphs
      

      Parallel Processing
     
       

      Computational Biology
      

      Randomized Techniques in Algorithms
     
       

      Computational Geometry
      

      Routing and Scheduling
     
       

      Computational Learning Theory
      

      Searching and Sorting
     
       

      Computational Optimization
      

      Topological Accuracy
     
       

      Data Structures
      

      Visualization Code
     
       

      Distributed and Parallel Algorithms
      

      VLSI Design
     



Important Dates - IJEA CFP - Volume 3, Issue 1.

Paper Submission: March 31, 2012 

Author Notification: May 15, 2012 

Issue Publication: June 2012 



For complete details about IJEA archives publications, abstracting/indexing, editorial board and other important information, please refer to IJEA homepage.

 

We look forward to receive your valuable papers. If you have further questions please do not hesitate to contact us at cscpress&amp;lt; at &amp;gt;cscjournals.org. Our team is committed to provide a quick and supportive service throughout the publication process.

 



A complete list of journals can be found at http://www.cscjournals.org/csc/bysubject.php



Sincerely,
 
J. Stewart
Computer Science Journals (CSC Journals)
 
B-5-8 Plaza Mont Kiara, Mont Kiara
50480, Kuala Lumpur, Malaysia
 
Tel: + 603 6207 1607, + 603 2782 6991
Fax:+ 603 6207 1697
Url: http://www.cscjournals.org
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    <dc:creator>J. Stewart</dc:creator>
    <dc:date>2012-02-21T18:52:28</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22080">
    <title>Re: Pick dominant light from sh coeffs</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22080</link>
    <description>&lt;pre&gt;So in layman's terms I am using these three http://imgur.com/oOddh coefficients
to derive the direction of the strongest light. Makes sense now.

That is much easier than I expected, thank you for taking the time to
explain it.

On Fri, Feb 3, 2012 at 10:21 AM, Peter-Pike Sloan &amp;lt;
peter_pike_sloan&amp;lt; at &amp;gt;hotmail.com&amp;gt; wrote:

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    <dc:creator>Dan Treble</dc:creator>
    <dc:date>2012-02-03T01:28:09</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22079">
    <title>Re: Pick dominant light from sh coeffs</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22079</link>
    <description>&lt;pre&gt;
This is actually quite straightforward.
The optimal linear direction is -L[3],-L[1],L[3] - assuming the usual sign conventions, storage, etc.
where in your case L could be the luminance of the RGB SH vectors.
If you are using the coefficients from appendix 10, it turns out to be even simpler - it is just the .xyz coefficients after doing a luminance weighting of cAr/cAg/cAb.
That give you the direction. 
To generate the color of the light, you can simply evaluate the outgoing radiance using the above direction (as in the shader code in the appendix), and that's the color for the light (if illuminating a white material that is the light in the given direction that would give you the same diffuse response as the SH probe.)
See the section of the paper titled: "Extracting Conventional Lights from SH" on a technique to solve for both a colored directional light and an ambient light given SH coefficients, but if you are using the storage in appendix 10 it's a bit trickier since the DC term has been "polluted" by part of the quadratic ZH function to make evaluation faster. You would have to reconstruct the original vector to do the math...
Peter-Pike Sloan

Date: Fri, 3 Feb 2012 09:22:21 +1000
From: daniel.treble&amp;lt; at &amp;gt;gmail.com
To: gdalgorithms-list&amp;lt; at &amp;gt;lists.sourceforge.net
Subject: [Algorithms] Pick dominant light from sh coeffs

I have 9 red, 9 green and 9 blue sh coefficients (packed using the method in appendix 10 of http://www.ppsloan.org/publications/StupidSH36.pdf).

I want to pick a single dominant light to use for specular. How would I go about efficiently extracting the direction and color of that light from the coefficients?
Looks like I need to calculate the "optimal linear direction" which is supposedly in this paper http://research.microsoft.com/en-us/um/people/johnsny/papers/ldprt.pdf, however I can't see it. Worse still, if it is in there, it is probably an integral that I will struggle to turn into code!

Thanks
Dan



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    <dc:date>2012-02-03T00:21:51</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22078">
    <title>Re: Pick dominant light from sh coeffs</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22078</link>
    <description>&lt;pre&gt;Looks like you want to normalize the 3d vector made from the basis
coefficients (-f[1,1], -f[1,-1], f[1,0]). Section 3.3 ZH Error Analysis
paragraph 2.

 

-= Dave

 

From: Dan Treble [mailto:daniel.treble&amp;lt; at &amp;gt;gmail.com] 
Sent: Thursday, February 02, 2012 3:22 PM
To: gdalgorithms-list&amp;lt; at &amp;gt;lists.sourceforge.net
Subject: [Algorithms] Pick dominant light from sh coeffs

 

I have 9 red, 9 green and 9 blue sh coefficients (packed using the
method in appendix 10 of
http://www.ppsloan.org/publications/StupidSH36.pdf).

 

I want to pick a single dominant light to use for specular. How would I
go about efficiently extracting the direction and color of that light
from the coefficients?

 

Looks like I need to calculate the "optimal linear direction" which is
supposedly in this paper
http://research.microsoft.com/en-us/um/people/johnsny/papers/ldprt.pdf,
however I can't see it. Worse still, if it is in there, it is probably
an integral that I will struggle to turn into code!

 

Thanks

 

Dan

 

 

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    <dc:creator>David Neubelt</dc:creator>
    <dc:date>2012-02-02T23:54:11</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22077">
    <title>Pick dominant light from sh coeffs</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22077</link>
    <description>&lt;pre&gt;I have 9 red, 9 green and 9 blue sh coefficients (packed using the method
in appendix 10 of http://www.ppsloan.org/publications/StupidSH36.pdf).

I want to pick a single dominant light to use for specular. How would I go
about efficiently extracting the direction and color of that light from the
coefficients?

Looks like I need to calculate the "optimal linear direction" which is
supposedly in this paper
http://research.microsoft.com/en-us/um/people/johnsny/papers/ldprt.pdf, however
I can't see it. Worse still, if it is in there, it is probably an integral
that I will struggle to turn into code!

Thanks

Dan
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    <dc:creator>Dan Treble</dc:creator>
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    <dc:creator>marcsh</dc:creator>
    <dc:date>2011-10-23T00:20:24</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22074">
    <title>Re: procedural star graph generator</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22074</link>
    <description>&lt;pre&gt;
The graph theoretic version of star graphs is trivial! You just have N 
vertices and N-1 edges. One vertex is in the "center" (suppose without 
loss of generality it's the first one) and then the edges are {1,i} with 
2 &amp;lt;= i &amp;lt;= N. "Procedurally generating" such a graph is a single for loop!

Considering your reference to cellular textures, what you probably mean 
are Voronoi diagrams:

   http://en.wikipedia.org/wiki/Voronoi_diagram

If so, there's (reasonably well-known) algorithms for generating it from 
a set of points. The complexity of both the algorithms and 
implementation depends considerably on your requirements; if you just 
need a solution for a low number of points in the plane, that can be 
done with relatively little code. Higher dimensions require more work, 
and algorithms with optimal O(n log n) complexity (this is a lower bound 
for the complexity of algorithms that determine planar Voronoi 
diagrams!) are more involved than O(n^2) or worse algorithms.

-Fabian

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&lt;/pre&gt;</description>
    <dc:creator>Fabian Giesen</dc:creator>
    <dc:date>2011-09-10T08:51:13</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22073">
    <title>Re: procedural star graph generator</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22073</link>
    <description>&lt;pre&gt;graph theory Not astronomy sorry

I've been do some reading and Cellular Texture seams like what I need but the example I've seen are texture-centric


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&lt;/pre&gt;</description>
    <dc:creator>Tom Sparks</dc:creator>
    <dc:date>2011-09-10T08:23:16</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22072">
    <title>Re: procedural star graph generator</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22072</link>
    <description>&lt;pre&gt;I think you need to define which interpretation of "star graph" you actually
mean.

Graph theory, or astronomy?

Sincerely,

jw


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On Fri, Sep 9, 2011 at 1:10 AM, Tom Sparks &amp;lt;tom_a_sparks&amp;lt; at &amp;gt;yahoo.com.au&amp;gt;wrote:

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    <dc:creator>Jon Watte</dc:creator>
    <dc:date>2011-09-09T17:49:30</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22071">
    <title>Re: procedural star graph generator</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22071</link>
    <description>&lt;pre&gt;
When you say procedural there are two distinct ways of looking
at this word, either phenomenological or essentialist.

In other words, either start with a definition of
the results you want and work back to a generative basis, 
or start with some principles and develop a simplified
model. For the latter approach two knowledge sources 
to integrate could be

(1) Hughes, E.E Jr "The Luminosities and spatial distribution
of stars detected on a two micron sky survey" CalTec 1969

with

(2) Knuth V2 3.41/3.4.2 pp 119-142 Numerical Distributions

Draw a line through your sky to represent galactic equator.
Now use tables, functions and thresholing data from (1) with
methods from (2) to make your own plausible Milky Way*


* Eating sweets between meals _may_ ruin your appetite





On Fri, 9 Sep 2011 01:10:27 -0700 (PDT)
Tom Sparks &amp;lt;tom_a_sparks&amp;lt; at &amp;gt;yahoo.com.au&amp;gt; wrote:



&lt;/pre&gt;</description>
    <dc:creator>Andy Farnell</dc:creator>
    <dc:date>2011-09-09T16:32:59</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22070">
    <title>Re: procedural star graph generator</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22070</link>
    <description>&lt;pre&gt;I don't have a specific algorithm, but, I suspect if you were to apply the
Delaunay triangulation algorithm (
http://en.wikipedia.org/wiki/Delaunay_triangulation) to a slightly sparse
point set, and create a star at the center of mass of each resultant
triangle, you'd get something very close to what you want.

If I were to create an algorithm for such, I'd start there.  I'd implement
multiple layer point clouds, with different densities per, and for each
layer generate a different sort of star size depending on density / triangle
count of resultant surface.  For the stars themselves, it seems like you
could throw together a couple of simple algorithms based on 1/x / x2 / x3 /
etc to create variations of the traditional 4 point star shape, and then
color/scale them procedurally again depending on the relative density of the
layer into which they were being dropped.

The result should be a desirable and customizable spacing of stars with
appropriate distribution of near and distant stars, etc.

... but it depends on your actual requirements.  The above would create a
map appropriate for certain styles of games, but it wouldn't be a purely
realistic view of the night sky.


&lt;/pre&gt;</description>
    <dc:creator>Megan Fox</dc:creator>
    <dc:date>2011-09-09T14:36:37</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22069">
    <title>procedural star graph generator</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22069</link>
    <description>&lt;pre&gt;

I am looking for some code that can procedurally generate a star graph

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&lt;/pre&gt;</description>
    <dc:creator>Tom Sparks</dc:creator>
    <dc:date>2011-09-09T08:10:27</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22068">
    <title>Re: Good sources / RSS feeds to track emergingresearch papers?</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22068</link>
    <description>&lt;pre&gt;Hello,


I would like to add &amp;lt;http://academic.research.microsoft.com/&amp;gt;. It cross-links citations.


Jonathan


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&lt;/pre&gt;</description>
    <dc:creator>Jonathan Sauer</dc:creator>
    <dc:date>2011-08-26T14:18:58</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22067">
    <title>Re: mesh to 3D texture?</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22067</link>
    <description>&lt;pre&gt;Hi Jeff,

recently did some research myself, haven't yet come to the 
implementation side of things, so can't say much about real-world 
applicability:

These are IMHO the most promising results, when it comes to 
non-exlusively-binary voxelization:

Real-time GPU-based Voxelization and Applications (March 2011)
http://www.cs.wisc.edu/techreports/viewreport.php?report=1688

Two Simple Single-pass GPU methods for Multi-channel Surface 
Voxelization of Dynamic Scenes (Pacific Graphics 2011)
http://graphics.cs.aueb.gr/graphics/docs/papers/PG-2011optimized.pdf

They both give a nice wrap-up of previous work (especially Eisemann) and 
discuss the kind of problems you are worried about.
I will go for the second paper as basis for my implementation, not 
completely sure about performance though.

&amp;lt; at &amp;gt;all: if anyone has experience with those two papers, I'd be glad to know :)

Chris


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    <dc:date>2011-08-26T10:28:59</dc:date>
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