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<channel>
	<title>Bruno Evangelista</title>
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	<link>http://www.brunoevangelista.com</link>
	<description>Computer Graphics and Game Programming</description>
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			<item>
		<title>Final Fantasy XIV on PIX</title>
		<link>http://www.brunoevangelista.com/2010/06/final-fantasy-xiv-on-pix/</link>
		<comments>http://www.brunoevangelista.com/2010/06/final-fantasy-xiv-on-pix/#comments</comments>
		<pubDate>Sun, 20 Jun 2010 00:33:23 +0000</pubDate>
		<dc:creator>Bruno Evangelista</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.brunoevangelista.com/?p=665</guid>
		<description><![CDATA[SquareEnix released a Final Fantasy XIV benchmark application, which according to them, displays actual maps and characters to assign a score to your PC and rate its performance for actual play of FINAL FANTASY XIV for Windows.
Being curious about the character&#8217;s polygon count and texture maps, I decided to get some information about the game [...]]]></description>
			<content:encoded><![CDATA[<p>SquareEnix released a <a href="http://www.finalfantasyxiv.com/media/benchmark/na/index.html">Final Fantasy XIV benchmark application</a>, which according to them, displays actual maps and characters to assign a score to your PC and rate its performance for actual play of FINAL FANTASY XIV for Windows.</p>
<p>Being curious about the character&#8217;s polygon count and texture maps, I decided to get some information about the game using PIX (Performance Investigator for DirectX), a tool that comes with the <a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba">DirectX SDK</a>. Using PIX, I ran the benchmark and when an interesting image appeared (shown in the screenshot below) I captured a Direct 3D frame, which contains all the API calls, data buffers (including vertices, textures and render targets) and shaders.</p>
<p><a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/screen-render.jpg"><img class="size-large wp-image-676 alignnone" title="screen-render" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/screen-render-300x168.jpg" alt="FFXIV Screenshot" width="300" height="168" /></a></p>
<p>First I would like to say that every time I captured a Direct3D frame it came with thousands of API calls, making it difficult to find out where the interesting information really was. Also, I believe that because it is a benchmark the game is doing some repeated/unnecessary work. The following picture shows some of the rendering calls captured with PIX.</p>
<p><a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/direct3d_frame.jpg"><img class="alignnone size-large wp-image-686" title="direct3d_frame" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/direct3d_frame-298x300.jpg" alt="Direct3D Frame" width="298" height="300" /></a></p>
<p>Next, I would like to investigate the rendering of the character who appears in the upper right part of the first picture. This character is draw inside the MultiScreenManager::Draw method as a set of parts/chunks. Note that in the previous picture the MultiScreenManager::Draw call was not expanded because it has lots of calls inside. The table below shows all the rendered parts/chunks of the investigated character. </p>
<table border="1" cellpadding="2">
<tbody>
<tr>
<td><strong>Part/Chunk Name&nbsp;&nbsp;&nbsp;&nbsp;</strong></td>
<td><strong>Vertex Count&nbsp;&nbsp;&nbsp;&nbsp;</strong></td>
<td><strong>Triangle Count&nbsp;&nbsp;&nbsp;&nbsp;</strong></td>
<td><strong>Vertex/Triangle Rate&nbsp;&nbsp;&nbsp;&nbsp;</strong></td>
</tr>
<tr>
<td>Head</td>
<td>1043</td>
<td>1322</td>
<td>0.788</td>
</tr>
<tr>
<td>Eye</td>
<td>50</td>
<td>64</td>
<td>0.781</td>
</tr>
<tr>
<td>Upper Body Cloth1</td>
<td>1000</td>
<td>840</td>
<td>1.190</td>
</tr>
<tr>
<td>Upper Body Cloth2</td>
<td>240</td>
<td>184</td>
<td>1.304</td>
</tr>
<tr>
<td>Upper Body Cloth3</td>
<td>654</td>
<td>752</td>
<td>0.869</td>
</tr>
<tr>
<td>Trousers</td>
<td>332</td>
<td>536</td>
<td>0.619</td>
</tr>
<tr>
<td>Hands</td>
<td>462</td>
<td>628</td>
<td>0.735</td>
</tr>
<tr>
<td>Foot Cloth</td>
<td>1008</td>
<td>434</td>
<td>2.322</td>
</tr>
<tr>
<td>Foot</td>
<td>214</td>
<td>168</td>
<td>1.273</td>
</tr>
<tr>
<td>Hair</td>
<td>939</td>
<td>1009</td>
<td>0.930</td>
</tr>
<tr>
<td><strong>TOTAL</strong></td>
<td>5942</td>
<td>5937</td>
<td>1.000</td>
</tr>
</tbody>
</table>
<p>As you can see, this character has almost 6K polygons divided into 10 chunks. All the chunks were drawn using an indexed triangle list with three DXT1 textures for diffuse color, normal map and specular map (or a mask, in some cases). I will not post any picture of the character textures but his face, for example, has three 128&#215;256 textures.</p>
<p>The analyzed chunks have an average rate of one vertex per triangle, however, in a closed mesh with lots of triangles, each vertex is shared on average by 6 faces. Therefore, it might be possible to achieve a 0.5 vertex/triangle rate but I will leave this discussion for a future post.</p>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Bump Mapping Without Parametrization</title>
		<link>http://www.brunoevangelista.com/2010/06/bump-mapping-without-parametrization/</link>
		<comments>http://www.brunoevangelista.com/2010/06/bump-mapping-without-parametrization/#comments</comments>
		<pubDate>Tue, 15 Jun 2010 03:51:54 +0000</pubDate>
		<dc:creator>Bruno Evangelista</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.brunoevangelista.com/?p=607</guid>
		<description><![CDATA[Yesterday, I read a recent paper (May 2010) from Morten Mikkelsen at Naughty Dog about a new bump mapping technique that does not require a given surface parametrization.
The idea of his work, as I understand it, was to calculate the surface parametrization at the time the surface&#8217;s fragments are begin processed in the Pixel Shader. [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday, I read a <a href="http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf">recent paper</a> (May 2010) from Morten Mikkelsen at <a href="http://www.naughtydog.com/">Naughty Dog</a> about a new bump mapping technique that does not require a given surface parametrization.</p>
<p>The idea of his work, as I understand it, was to calculate the surface parametrization at the time the surface&#8217;s fragments are begin processed in the Pixel Shader. For that purpose, he uses <em>ddx</em> and <em>ddy</em> functions to differentiate the surface&#8217;s eye-space position received from the Vertex Shader inside each fragment processed. That way, for an arbitrary triangular mesh, he does not need to store the usual per-vertex UV, tangent or bitangent (also known as binormal) parametrization vectors.</p>
<p>One disadvantage of this technique is that it relies entirely on GPUs that support Shader Model 3 but I wonder if it would not be possible/viable to differentiate the surface in a deferred pass using the PS3 SPUs.</p>
<p>I implemented Mikkelsen&#8217;s Bump Mapping technique inside my old <a href="http://www.brunoevangelista.com/wp-content/uploads/2010/03/detailed_surfaces.zip">Detailed Surfaces Viewer</a> project, making it easy for me to compare his technique with two others: Normal Mapping and Relief Mapping. My implementation differs from Mikkelsen because I still sample the surface&#8217;s height from a normal/height texture using an interpolated UV coordinate, and then use the <em>ddx</em> and <em>ddy</em> functions over it.</p>
<p>The first issue that I noticed in Mikkelsen technique was that I needed to scale the height map values to increase the normal displacement and make it looks like Normal Mapping. The following pictures show a flat surface rendered with Normal Mapping (left) and Relief Mapping (right) using the same normal/height RGBA texture/map.</p>
<p><a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/saints_normal.jpg"><img class="alignnone size-large wp-image-614" title="saints_normal" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/saints_normal-300x225.jpg" alt="Saints Normal Mapping" width="300" height="225" /> </a><a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/saints_relief.jpg"><img class="alignnone size-large wp-image-615" title="saints_relief" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/saints_relief-300x225.jpg" alt="Saints Relief Mapping" width="300" height="225" /></a></p>
<p>The following pictures show the same flat surface rendered with Mikkelsen&#8217;s technique using the same normal/height texture. In these pictures the height values acquired from the normal/height texture were scaled using a different factor varying is ascending order between 1, 4, 16 and 32.</p>
<p><a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/saints_bump_s1.jpg"><img class="alignnone size-large wp-image-616" title="saints_bump_s1" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/saints_bump_s1-300x225.jpg" alt="Saints Bump Mapping S1" width="300" height="225" /></a> <a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/saints_bump_s4.jpg"><img class="alignnone size-large wp-image-620" title="saints_bump_s4" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/saints_bump_s4-300x225.jpg" alt="Saints Bump Mapping S4" width="300" height="225" /></a><br />
<a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/saints_bump_s16.jpg"><img class="alignnone size-large wp-image-621" title="saints_bump_s16" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/saints_bump_s16-300x225.jpg" alt="Saints Bump Mapping S16" width="300" height="225" /></a> <a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/saints_bump_s32.jpg"><img class="alignnone size-large wp-image-622" title="saints_bump_s32" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/saints_bump_s32-300x225.jpg" alt="Saints Bump Mapping S32" width="300" height="225" /></a></p>
<p>As you can see, the results obtained exhibits low displacement and low noise in the first pictures but better displacement and higher noise in the last ones. I would like to further analyze this noise issue to make sure I didn&#8217;t do   anything wrong and to find out how to deal with it. Note that I&#8217;m using trilinear filtering here and that the height map is the same being used by the Relief Mapping technique.</p>
<p>The following pictures compare Mikkelsen&#8217;s Bump Mapping without parametrization (first line), Normal Mapping (second line) and Relief Mapping (third line) techniques using two other normal/height maps. Note that for the first technique a height scale factor of 16x was used for both maps.</p>
<p><a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/fourobjs_bump.jpg"><img class="alignnone size-large wp-image-630" title="fourobjs_bump" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/fourobjs_bump-300x225.jpg" alt="Four Objects Bump" width="300" height="225" /></a> <a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/rock_bump.jpg"><img class="alignnone size-large wp-image-633" title="rock_bump" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/rock_bump-300x225.jpg" alt="Rock Bump" width="300" height="225" /></a><a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/fourobjs_normal.jpg"><img class="alignnone size-large wp-image-631" title="fourobjs_normal" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/fourobjs_normal-300x225.jpg" alt="Four Objects Normal" width="300" height="225" /></a> <a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/rock_normal.jpg"><img class="alignnone size-large wp-image-634" title="rock_normal" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/rock_normal-300x225.jpg" alt="Rock Normal" width="300" height="225" /></a><a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/fourobjs_relief.jpg"><img class="alignnone size-large wp-image-632" title="fourobjs_relief" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/fourobjs_relief-300x225.jpg" alt="Four Objects Relief" width="300" height="225" /></a> <a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/rock_relief.jpg"><img class="alignnone size-large wp-image-637" title="rock_relief" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/rock_relief-300x225.jpg" alt="Rock Relief" width="300" height="225" /></a></p>
<p>I will update the <a href="http://www.brunoevangelista.com/wp-content/uploads/2010/03/detailed_surfaces.zip">Detailed Surfaces Viewer</a> project as soon as I deal with the noise problem.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>New Homepage</title>
		<link>http://www.brunoevangelista.com/2010/06/new-homepage/</link>
		<comments>http://www.brunoevangelista.com/2010/06/new-homepage/#comments</comments>
		<pubDate>Fri, 11 Jun 2010 22:42:41 +0000</pubDate>
		<dc:creator>Bruno Evangelista</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://bpevang.www52.a2hosting.com/?p=519</guid>
		<description><![CDATA[Almost two yeast have passed since my last post. During this time many big things happened in my live: I left my city (Belo Horizonte) and moved to Campinas to work at Tectoy Digital, I finished my M.Sc. in Computer Science, and finally, I got married! In the mean time, I also went to Siggraph [...]]]></description>
			<content:encoded><![CDATA[<p>Almost two yeast have passed since my last post. During this time many big things happened in my live: I left my city (Belo Horizonte) and moved to Campinas to work at <a href="http://www.tectoydigital.com">Tectoy Digital</a>, I finished my M.Sc. in Computer Science, and finally, I got married! In the mean time, I also went to Siggraph 2009 as a Student Volunteer, and a new version of our <a href="http://www.brunoevangelista.com/publications/">XNA book</a> was published. So many things have happened that I will not be able to talk about all of them now.</p>
<p>I was trying to update this website for a long time but after joining <a href="http://www.tectoydigital.com">Tectoy Digital</a> I could not find any free time to do that. Fortunately, I could find some time to work on this website again in the past weeks and after a lot of word it is finally ready! I tried to port all the content from my previous website to this new one but I decided to drop some old posts and projects leaving more space for the new stuff that is coming.</p>
<p>This new site was made using <a href="http://www.wordpress.com">Wordpress</a> and it has some features that I believe everyone will enjoy, such as commenting the posts or rating it. In the following weeks I will try to post some materials (projects and talks) that I worked in the past two years, as well as some interesting news. I hope you enjoy this new website!</p>
]]></content:encoded>
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		<item>
		<title>[projects] XNAnimation 0.7</title>
		<link>http://www.brunoevangelista.com/2010/02/projects-xnanimation-0-7/</link>
		<comments>http://www.brunoevangelista.com/2010/02/projects-xnanimation-0-7/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 18:05:49 +0000</pubDate>
		<dc:creator>Bruno Evangelista</dc:creator>
				<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://bpevang.www52.a2hosting.com/?p=281</guid>
		<description><![CDATA[

XNAnimation 0.7 Beta3  [C# / XNA / Win32+Xbox360] &#8211; Feb 2010

XNAnimation is a skeletal animation library for XNA, which allows developers to easily manipulate, playback, interpolate and blend animations. Main features:

Plays animations forward and backward with speed and loop controls.
Supports linear, cubic and spherical keyframe interpolation, with translation, orientation and scale channels being interpolated separately.
Supports [...]]]></description>
			<content:encoded><![CDATA[<div class="post_leftitem"><img class="alignleft size-thumbnail wp-image-292" title="xnanimation" src="http://www.brunoevangelista.com/wp-content/uploads/2010/02/xnanimation-128x96.png" alt="XNAnimation Library" width="128" height="96" /></div>
<div class="post_rightitem">
<p><strong><a href="http://www.brunoevangelista.com/wp-content/uploads/2010/03/XNAnimation_0.7.0.0_BETA3.zip">XNAnimation 0.7 Beta3  [C# / XNA / Win32+Xbox360] &#8211; Feb 2010</a></strong><strong><a href="http://www.brunoevangelista.com/wp-content/uploads/2010/03/XNAnimation_0.7.0.0_BETA3.zip"><br />
</a></strong></p>
<p>XNAnimation is a skeletal animation library for XNA, which allows developers to easily manipulate, playback, interpolate and blend animations. Main features:</p>
<ul>
<li>Plays animations forward and backward with speed and loop controls.</li>
<li>Supports linear, cubic and spherical keyframe interpolation, with translation, orientation and scale channels being interpolated separately.</li>
<li>Supports cross fade blending between animation clips.</li>
<li>Supports meshes with up to 80 bones.</li>
<li>Supports resource sharing (skeletons, animations and meshes).</li>
<li>Skin meshes on the GPU (SM 2.0/3.0), while interpolate and blend poses on the CPU.</li>
</ul>
<p>[<a href="http://xnanimation.codeplex.com/">Homepage</a> | <a href="http://www.youtube.com/watch?v=F5IPglddQes">Video1 YouTube</a> | <a href="http://www.youtube.com/watch?v=77wfrXvOkIQ">Video2 YouTube</a> | <a href="http://www.brunoevangelista.com/wp-content/uploads/2010/02/XNAnimation.avi">Video1 AVI</a>]</p>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
<enclosure url="http://bpevang.www52.a2hosting.com/wp-content/uploads/2010/02/XNAnimation.avi" length="6219866" type="video/x-msvideo" />
<enclosure url="http://www.brunoevangelista.com/wp-content/uploads/2010/02/XNAnimation.avi" length="6219866" type="video/x-msvideo" />
		</item>
		<item>
		<title>[books] Beginning XNA3 PT</title>
		<link>http://www.brunoevangelista.com/2010/01/publications_beginningxna3_pt/</link>
		<comments>http://www.brunoevangelista.com/2010/01/publications_beginningxna3_pt/#comments</comments>
		<pubDate>Sun, 24 Jan 2010 23:52:47 +0000</pubDate>
		<dc:creator>Bruno Evangelista</dc:creator>
				<category><![CDATA[Books]]></category>
		<category><![CDATA[Publications]]></category>

		<guid isPermaLink="false">http://bpevang.www52.a2hosting.com/?p=190</guid>
		<description><![CDATA[

XNA 3.0 para Desenvolvimento de Jogos no Windows, Zune e Xbox 360. (PT)
LOBAO, Alexandre S.; EVANGELISTA, Bruno P.; FARIAS, José A. L.; OLIVEIRA, Patryck P.
BRASPORT 2010

]]></description>
			<content:encoded><![CDATA[<div class="post_leftitem"><a href="http://www.brunoevangelista.com/wp-content/uploads/2010/01/xna3pt_book.jpg"><img class="alignleft size-thumbnail wp-image-195" title="xna3pt_book" src="http://www.brunoevangelista.com/wp-content/uploads/2010/01/xna3pt_book-96x96.jpg" alt="Desenvolvimento de Jogos para XNA 3.0" width="96" height="96" /></a></div>
<div class="post_rightitem">
<p><strong><a href="http://www.brasport.com.br/index.php?dispatch=products.view&amp;product_id=610">XNA 3.0 para Desenvolvimento de Jogos no Windows, Zune e Xbox 360. (PT)</a></strong></p>
<p>LOBAO, Alexandre S.; EVANGELISTA, Bruno P.; FARIAS, José A. L.; OLIVEIRA, Patryck P.</p>
<p><strong>BRASPORT 2010</strong></p>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>[papers] Master Thesis</title>
		<link>http://www.brunoevangelista.com/2009/12/publications_masterthesis/</link>
		<comments>http://www.brunoevangelista.com/2009/12/publications_masterthesis/#comments</comments>
		<pubDate>Tue, 01 Dec 2009 00:22:10 +0000</pubDate>
		<dc:creator>Bruno Evangelista</dc:creator>
				<category><![CDATA[Papers]]></category>
		<category><![CDATA[Publications]]></category>

		<guid isPermaLink="false">http://bpevang.www52.a2hosting.com/?p=198</guid>
		<description><![CDATA[

Real-Time Rendering of Fur Applied Over Arbitrary Three-Dimensional Meshes Obtained From Real World Objects. (PT)
EVANGELISTA, Bruno P.
UFMG, M.Sc. Thesis 2009 [Abstract &#124; Slides &#124; Video YouTube]

]]></description>
			<content:encoded><![CDATA[<div class="post_leftitem"><a href="http://www.brunoevangelista.com/wp-content/uploads/2009/12/fur_rendering.png"><img class="alignleft size-thumbnail wp-image-207" title="fur_rendering" src="http://www.brunoevangelista.com/wp-content/uploads/2009/12/fur_rendering-128x96.png" alt="Fur Rendering Over Arbitrary Meshes" width="128" height="96" /></a></div>
<div class="post_rightitem">
<p><strong><a href="http://www.brunoevangelista.com/wp-content/uploads/2010/03/master_thesis.pdf">Real-Time Rendering of Fur Applied Over Arbitrary Three-Dimensional Meshes Obtained From Real World Objects. (PT)</a></strong></p>
<p>EVANGELISTA, Bruno P.</p>
<p><strong>UFMG, M.Sc. Thesis 2009</strong> [<a href="http://www.brunoevangelista.com/wp-content/uploads/2009/12/abstract_fur_rendering.txt">Abstract</a> | <a href="http://www.brunoevangelista.com/wp-content/uploads/2009/12/fur_rendering_slides.pdf">Slides</a> | <a href="http://www.youtube.com/watch?v=Z8LBrV4QoRs">Video YouTube</a>]</p>
</div>
]]></content:encoded>
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		</item>
		<item>
		<title>[projects] Fur Rendering</title>
		<link>http://www.brunoevangelista.com/2009/06/projects-fur-rendering/</link>
		<comments>http://www.brunoevangelista.com/2009/06/projects-fur-rendering/#comments</comments>
		<pubDate>Mon, 01 Jun 2009 00:00:40 +0000</pubDate>
		<dc:creator>Bruno Evangelista</dc:creator>
				<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://www.brunoevangelista.com/?p=571</guid>
		<description><![CDATA[

Fur Rendering [C++ / DirectX10 / Win32] &#8211; Jun 2009
Real-time fur rendering over arbitrary meshes. The fur is rendered as multiple mesh layers, where fur is applied through environment (Cube/Sphere) mapping.  Main features:

Controls: fur density, thickness, height, color, and number of layers.
Pre-process meshes reordering and indexing vertices for cache.
Pre-process meshes&#8217; positions and normals providing a [...]]]></description>
			<content:encoded><![CDATA[<div class="post_leftitem"><a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/fur_rendering.jpg"><img class="alignleft size-thumbnail wp-image-574" title="fur_rendering" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/fur_rendering-128x96.jpg" alt="Fur Rendering" width="128" height="96" /></a></div>
<div class="post_rightitem">
<p><strong><a href="http://www.brunoevangelista.com/wp-content/uploads/2010/06/shellmap_fur_dx10.zip">Fur Rendering [C++ / DirectX10 / Win32] &#8211; Jun 2009</a></strong></p>
<p>Real-time fur rendering over arbitrary meshes. The fur is rendered as multiple mesh layers, where fur is applied through environment (Cube/Sphere) mapping.  Main features:</p>
<ul>
<li>Controls: fur density, thickness, height, color, and number of layers.</li>
<li>Pre-process meshes reordering and indexing vertices for cache.</li>
<li>Pre-process meshes&#8217; positions and normals providing a better  distribution of position/normals used for addressing the environment  mapping.</li>
</ul>
<p>[<a href="http://www.youtube.com/watch?v=Z8LBrV4QoRs">Video YouTube</a>]</p>
</div>
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<enclosure url="http://www.brunoevangelista.com/wp-content/uploads/2010/02/XNAnimation.avi" length="6219866" type="video/x-msvideo" />
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		<title>[books] Beginning XNA3</title>
		<link>http://www.brunoevangelista.com/2009/04/publications_beginningxna3/</link>
		<comments>http://www.brunoevangelista.com/2009/04/publications_beginningxna3/#comments</comments>
		<pubDate>Wed, 22 Apr 2009 22:33:37 +0000</pubDate>
		<dc:creator>Bruno Evangelista</dc:creator>
				<category><![CDATA[Books]]></category>
		<category><![CDATA[Publications]]></category>

		<guid isPermaLink="false">http://bpevang.www52.a2hosting.com/?p=169</guid>
		<description><![CDATA[

Beginning XNA 3.0 Game Programming: From Novice to Professional. (EN)
LOBAO, Alexandre S.; EVANGELISTA, Bruno P.; FARIAS, José A. L.; GROOTJANS, Riemer.
APRESS 2009 [Source Code]

]]></description>
			<content:encoded><![CDATA[<div class="post_leftitem"><a href="http://www.brunoevangelista.com/wp-content/uploads/2010/03/xna3_book.jpg"><img class="alignleft size-medium wp-image-170" title="xna3_book" src="http://www.brunoevangelista.com/wp-content/uploads/2010/03/xna3_book-128x128.jpg" alt="XNA Beginning XNA 3.0 Book" width="96" height="96" /></a></div>
<div class="post_rightitem">
<p><strong><a href="http://www.amazon.com/Beginning-XNA-3-0-Game-Programming/dp/1430218177/">Beginning XNA 3.0 Game Programming: From Novice to Professional. (EN)</a></strong></p>
<p>LOBAO, Alexandre S.; EVANGELISTA, Bruno P.; FARIAS, José A. L.; GROOTJANS, Riemer.</p>
<p><strong>APRESS 2009</strong> [<a href="http://apress.com/book/downloadfile/4355">Source Code</a>]</p>
</div>
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		<title>Attending to Siggraph 2008</title>
		<link>http://www.brunoevangelista.com/2008/07/attending-to-siggraph-2008/</link>
		<comments>http://www.brunoevangelista.com/2008/07/attending-to-siggraph-2008/#comments</comments>
		<pubDate>Thu, 17 Jul 2008 14:18:37 +0000</pubDate>
		<dc:creator>Bruno Evangelista</dc:creator>
				<category><![CDATA[News]]></category>

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		<description><![CDATA[Siggraph is the world&#8217;s premiere  conference for Computer Graphics and Interactive Techniques. It is a  huge conference, attended by tens of thousands of people, and this year  it will be held on Los Angeles. Well, this year I will attend to  Siggraph for the first time and as a Student Volunteer!!!

Siggraph’s [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.siggraph.org/">Siggraph</a> is the world&#8217;s premiere  conference for Computer Graphics and Interactive Techniques. It is a  huge conference, attended by tens of thousands of people, and this year  it will be held on Los Angeles. Well, this year I will attend to  Siggraph for the first time and as a Student Volunteer!!!</p>
<p><img class="aligncenter size-full wp-image-512" title="Siggraph08" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/Siggraph08.jpg" alt="Siggraph" width="426" height="240" /></p>
<p>Siggraph’s Student Volunteer is great program that provides students  with a Full Conference Pass which allows you to go almost anywhere in  the conference.  As a volunteer you can apply for 18 or 30 hours of  work, and if you apply for 30 hours you can also be awarded with  housing. It was the second time that I applied for the volunteer  program, and fortunately, I was accepted! =D</p>
<p><strong>Are you attending to <a href="http://www.siggraph.org/s2008/">Siggraph</a> this year? I would really like to meet you there. It will be my first  time there and I would like to meet a lot of people.</strong></p>
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		<title>Brazilian team wins ImagineCup&#8217;s 2008 Game Development</title>
		<link>http://www.brunoevangelista.com/2008/07/brazilian-team-wins-imaginecups-2008-game-development/</link>
		<comments>http://www.brunoevangelista.com/2008/07/brazilian-team-wins-imaginecups-2008-game-development/#comments</comments>
		<pubDate>Wed, 09 Jul 2008 14:14:44 +0000</pubDate>
		<dc:creator>Bruno Evangelista</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://bpevang.www52.a2hosting.com/?p=508</guid>
		<description><![CDATA[Yes, they made it! The Mother  Gaia Studio team (a brazilian team) is the winner of the Game  Development category at Imagine Cup  2008. They took home the Game Development prize with the City Rain game, a game with a strong  environmental focus. As I said in my  old post, [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Yes, they made it!</strong> The <a href="http://www.cityra.in/">Mother  Gaia Studio</a> team (a brazilian team) is the winner of the Game  Development category at <a href="http://www.imaginecup.com/">Imagine Cup  2008</a>. They took home the Game Development prize with the <a href="http://www.cityra.in/">City Rain</a> game, a game with a strong  environmental focus. As I said in my  old post, Brazil always perform well on Imagine Cup, and they made me  no regreat my words!</p>
<p style="text-align: center;"><img class="size-full wp-image-509 aligncenter" title="cityrain2" src="http://www.brunoevangelista.com/wp-content/uploads/2010/06/cityrain2.jpg" alt="City Rain" width="500" height="375" /></p>
<p>It was the first time Imagine Cup featured a Game Development category,  where students from all around the world competed creating a <a href="http://creators.xna.com/">XNA games</a> with the theme: &#8220;<strong>Imagine  a world where technology enables a sustainable environment.</strong>&#8221;</p>
<p>Besides the Game Development category another brazilian team  reached the forth place in the Software Design category. Check the Imagine Cup 2008 winners <a href="http://imaginecup.com/about/news.aspx">here</a>.</p>
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