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	<title>Dusan Writer's Metaverse &#187; ambient occlusion</title>
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		<title>Ambient Occlusion &#8211; Shadows in Second Life</title>
		<link>http://dusanwriter.com/index.php/2008/05/12/ambient-occlusion-shadows-in-second-life/</link>
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		<pubDate>Mon, 12 May 2008 11:24:14 +0000</pubDate>
		<dc:creator>Dusan</dc:creator>
				<category><![CDATA[Applications and Tools]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[ambient occlusion]]></category>
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		<description><![CDATA[On a platform where every object needs to be rezzed from the point of viewing, Second Life has had to make trade-offs to the appearance of the world. On gaming platforms, these trade-offs are handled through things like texture baking, polygon counts, and distribution of content on CD. Platforms like Blue Mars are throwing caution [...]]]></description>
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