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	<title>Dusan Writer's Metaverse &#187; rendering</title>
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	<description>Virtual worlds and creativity, business, collaboration, and identity.</description>
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		<title>Gaikai Cloud Service for Games: Bringing Virtual Worlds to a Site Near You?</title>
		<link>http://dusanwriter.com/index.php/2010/10/09/gaikai-cloud-service-for-games-bringing-virtual-worlds-to-a-site-near-you/</link>
		<comments>http://dusanwriter.com/index.php/2010/10/09/gaikai-cloud-service-for-games-bringing-virtual-worlds-to-a-site-near-you/#comments</comments>
		<pubDate>Sat, 09 Oct 2010 05:37:16 +0000</pubDate>
		<dc:creator>Dusan</dc:creator>
				<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Virtual World Platforms]]></category>
		<category><![CDATA[cloud]]></category>
		<category><![CDATA[gaikai]]></category>
		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[Otoy]]></category>
		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://dusanwriter.com/?p=2604</guid>
		<description><![CDATA[While OnLive and Otoy are the tip-of-the tongue names when it comes to server-side rendering approaches to delivering games, Gaikai promises something else: a business model in which affiliate Web sites can host games (or virtual worlds) and earn money by doing so. Develop a Steampunk game, embed it in your Steampunk site, and make [...]]]></description>
		<wfw:commentRss>http://dusanwriter.com/index.php/2010/10/09/gaikai-cloud-service-for-games-bringing-virtual-worlds-to-a-site-near-you/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
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		<title>The Virtual Keeps Getting More Real: Raytracing, Mars and Shiny Things</title>
		<link>http://dusanwriter.com/index.php/2008/09/09/the-virtual-keeps-getting-more-real-real-time-raytracing/</link>
		<comments>http://dusanwriter.com/index.php/2008/09/09/the-virtual-keeps-getting-more-real-real-time-raytracing/#comments</comments>
		<pubDate>Wed, 10 Sep 2008 03:14:46 +0000</pubDate>
		<dc:creator>Dusan</dc:creator>
				<category><![CDATA[Applications and Tools]]></category>
		<category><![CDATA[Virtual World Platforms]]></category>
		<category><![CDATA[Visualization in 3D]]></category>
		<category><![CDATA[ray-tracing]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[shadows]]></category>
		<category><![CDATA[windlight]]></category>

		<guid isPermaLink="false">http://dusanwriter.com/?p=900</guid>
		<description><![CDATA[I&#8217;ve long been an advocate that what drives a virtual world isn&#8217;t how real it looks &#8211; it&#8217;s what you can do, who you meet, and how robust the tools are for collaboration and generating content. Real is for games &#8211; you know, the code heads who drool over how brilliant the water is, say, [...]]]></description>
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		<slash:comments>3</slash:comments>
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		<title>A Mesh of Chips: Rendering Virtual Worlds and Saying Goodbye to the Second Life Prim?</title>
		<link>http://dusanwriter.com/index.php/2008/08/26/a-mesh-of-chips-rendering-virtual-worlds-and-saying-goodbye-to-the-second-life-prim/</link>
		<comments>http://dusanwriter.com/index.php/2008/08/26/a-mesh-of-chips-rendering-virtual-worlds-and-saying-goodbye-to-the-second-life-prim/#comments</comments>
		<pubDate>Tue, 26 Aug 2008 18:40:21 +0000</pubDate>
		<dc:creator>Dusan</dc:creator>
				<category><![CDATA[Applications and Tools]]></category>
		<category><![CDATA[Business in Virtual Worlds]]></category>
		<category><![CDATA[Virtual World Platforms]]></category>
		<category><![CDATA[Visualization in 3D]]></category>
		<category><![CDATA[AMD]]></category>
		<category><![CDATA[graphics technology]]></category>
		<category><![CDATA[Nurien technology]]></category>
		<category><![CDATA[NVIDIA]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Virtual worlds]]></category>

		<guid isPermaLink="false">http://dusanwriter.com/?p=845</guid>
		<description><![CDATA[I&#8217;ve been gorging on chips lately, and it feels like the time I went to the UK and discovered that the &#8216;crisp&#8217; can be a meal &#8211; where I&#8217;m from you have sour cream and onion and BBQ and a few others, but over in England they pack a feast into your typical bag of [...]]]></description>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>It It It&#8217;s Aliiiiive (evil cackle): Rendering Reality in Games and Virtual Worlds</title>
		<link>http://dusanwriter.com/index.php/2008/08/22/it-it-its-aliiiiive-evil-cackle-rendering-reality-in-games-and-virtual-worlds/</link>
		<comments>http://dusanwriter.com/index.php/2008/08/22/it-it-its-aliiiiive-evil-cackle-rendering-reality-in-games-and-virtual-worlds/#comments</comments>
		<pubDate>Sat, 23 Aug 2008 03:59:13 +0000</pubDate>
		<dc:creator>Dusan</dc:creator>
				<category><![CDATA[Applications and Tools]]></category>
		<category><![CDATA[Business in Virtual Worlds]]></category>
		<category><![CDATA[Virtual World Platforms]]></category>
		<category><![CDATA[Visualization in 3D]]></category>
		<category><![CDATA[AMD chip]]></category>
		<category><![CDATA[blue mars]]></category>
		<category><![CDATA[Otoy]]></category>
		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://dusanwriter.com/?p=840</guid>
		<description><![CDATA[Real-time rendering of the realistic, the promise of graphics so stunningly real that you&#8217;ll really&#8230;.OK, well you get the idea, although the use of realism in virtual worlds and games cycles us back to that odd difficulty: when it seems really real, the imperfections make it feel fake. Make sense? Well&#8230;let&#8217;s just say that the [...]]]></description>
		<wfw:commentRss>http://dusanwriter.com/index.php/2008/08/22/it-it-its-aliiiiive-evil-cackle-rendering-reality-in-games-and-virtual-worlds/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<item>
		<title>Render Shadows in Second Life: Compiled Viewer</title>
		<link>http://dusanwriter.com/index.php/2008/08/22/render-shadows-in-second-life-compiled-viewer/</link>
		<comments>http://dusanwriter.com/index.php/2008/08/22/render-shadows-in-second-life-compiled-viewer/#comments</comments>
		<pubDate>Fri, 22 Aug 2008 15:05:26 +0000</pubDate>
		<dc:creator>Dusan</dc:creator>
				<category><![CDATA[Applications and Tools]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[shadows]]></category>
		<category><![CDATA[viewer]]></category>

		<guid isPermaLink="false">http://dusanwriter.com/?p=831</guid>
		<description><![CDATA[Some time ago Torley posted breathlessly about the ability to render shadows in Second Life, which fed a broad discussion about the computing power needed to do this and whether its inclusion in the SL viewer would cut off those whose machines couldn&#8217;t handle it. Regardless, I could never find a compiled viewer &#8211; I [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>Autodesk, MegaPrims, and the 3D Pipeline Puzzles Continue</title>
		<link>http://dusanwriter.com/index.php/2008/05/14/autodesk-megaprims-and-the-3d-pipeline-puzzles-continue/</link>
		<comments>http://dusanwriter.com/index.php/2008/05/14/autodesk-megaprims-and-the-3d-pipeline-puzzles-continue/#comments</comments>
		<pubDate>Thu, 15 May 2008 00:05:11 +0000</pubDate>
		<dc:creator>Dusan</dc:creator>
				<category><![CDATA[Applications and Tools]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Virtual World Platforms]]></category>
		<category><![CDATA[Visualization in 3D]]></category>
		<category><![CDATA[3d pipelines]]></category>
		<category><![CDATA[3dvia]]></category>
		<category><![CDATA[google]]></category>
		<category><![CDATA[maya. millanium]]></category>
		<category><![CDATA[microsoft]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[sketch up]]></category>

		<guid isPermaLink="false">http://dusanwriter.com/?p=481</guid>
		<description><![CDATA[Second Life set out on its own, carving a path outside of the usual frontiers of game development and virtual reality headsets and imagined a virtual world where the tools for building 3D objects were accessible to all. Remember, this was back in the day before Google Sketch-Up, before Content Paradise and 3Daz and Poser&#8230;.or [...]]]></description>
		<wfw:commentRss>http://dusanwriter.com/index.php/2008/05/14/autodesk-megaprims-and-the-3d-pipeline-puzzles-continue/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<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>
		<comments>http://dusanwriter.com/index.php/2008/05/12/ambient-occlusion-shadows-in-second-life/#comments</comments>
		<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>
		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://dusanwriter.com/?p=472</guid>
		<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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		<slash:comments>5</slash:comments>
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