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	<title>Comments on: I love depth of field</title>
	<atom:link href="http://encelo.netsons.org/blog/2008/03/23/i-love-depth-of-field/feed/" rel="self" type="application/rss+xml" />
	<link>http://encelo.netsons.org/blog/2008/03/23/i-love-depth-of-field/</link>
	<description>When I grow up I want to be a game developer</description>
	<lastBuildDate>Mon, 23 Nov 2009 21:22:27 +0100</lastBuildDate>
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		<title>By: hellohuan</title>
		<link>http://encelo.netsons.org/blog/2008/03/23/i-love-depth-of-field/comment-page-1/#comment-1420</link>
		<dc:creator>hellohuan</dc:creator>
		<pubDate>Wed, 10 Dec 2008 03:23:44 +0000</pubDate>
		<guid isPermaLink="false">http://encelo.netsons.org/blog/2008/03/23/i-love-depth-of-field/#comment-1420</guid>
		<description>Hi,
    but the Reused method i think is to store a depth-texture,it will help to do other post-process,like motion blur, but i am Doubt that whith depth should be stored in the depth-texture, the Z in the ViewMatrix or the Z/W after being Projected. Expect for your reply. my msn is helloahuan@163.com</description>
		<content:encoded><![CDATA[<p>Hi,<br />
    but the Reused method i think is to store a depth-texture,it will help to do other post-process,like motion blur, but i am Doubt that whith depth should be stored in the depth-texture, the Z in the ViewMatrix or the Z/W after being Projected. Expect for your reply. my msn is <a href="mailto:helloahuan@163.com">helloahuan@163.com</a></p>
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		<title>By: encelo</title>
		<link>http://encelo.netsons.org/blog/2008/03/23/i-love-depth-of-field/comment-page-1/#comment-183</link>
		<dc:creator>encelo</dc:creator>
		<pubDate>Fri, 04 Apr 2008 15:23:47 +0000</pubDate>
		<guid isPermaLink="false">http://encelo.netsons.org/blog/2008/03/23/i-love-depth-of-field/#comment-183</guid>
		<description>Hi Peppestar,
first of all I have to say that the same effect is possible to achieve in many different ways, someone could be less precise, more approximated or based on a more complex or easier model of what happens in reality.

1) The performances should scale with raw GPU power, of course, but I think that, for this effect to be included in a 3d game engine, it should be modified a lot to become less heavy, maybe the whole implementation and mathematic model should be swapped with something else.

2) These post-processing effects all use shaders, on Xbox360 shader language is really similar to HLSL (the shader language used by D3D). About PS3, it should use OpenGL and GLSL, like my demos. ;)
But maybe you intended to know whether the implementation I use is the same other programmers use in theri games, in this case I really don&#039;t know. ;)</description>
		<content:encoded><![CDATA[<p>Hi Peppestar,<br />
first of all I have to say that the same effect is possible to achieve in many different ways, someone could be less precise, more approximated or based on a more complex or easier model of what happens in reality.</p>
<p>1) The performances should scale with raw GPU power, of course, but I think that, for this effect to be included in a 3d game engine, it should be modified a lot to become less heavy, maybe the whole implementation and mathematic model should be swapped with something else.</p>
<p>2) These post-processing effects all use shaders, on Xbox360 shader language is really similar to HLSL (the shader language used by D3D). About PS3, it should use OpenGL and GLSL, like my demos. <img src='http://encelo.netsons.org/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
But maybe you intended to know whether the implementation I use is the same other programmers use in theri games, in this case I really don&#8217;t know. <img src='http://encelo.netsons.org/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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	<item>
		<title>By: Peppestar</title>
		<link>http://encelo.netsons.org/blog/2008/03/23/i-love-depth-of-field/comment-page-1/#comment-182</link>
		<dc:creator>Peppestar</dc:creator>
		<pubDate>Fri, 04 Apr 2008 08:03:25 +0000</pubDate>
		<guid isPermaLink="false">http://encelo.netsons.org/blog/2008/03/23/i-love-depth-of-field/#comment-182</guid>
		<description>Hy Encelo!!!!!
Good work, i like a lot your animation and i have two question for you....

1) depth of field seems slow on a NVidia GeForce 8600GT, do you thin that performance will grow whit a GeForce 9800GX2 or this kind of graphic adapter need different source code????

2)  depth of field work on next gen console too. Does it use the same source code of pc???

Sorry for my English and for my question that for you may be stupid...

waiting for your answer
Thanks</description>
		<content:encoded><![CDATA[<p>Hy Encelo!!!!!<br />
Good work, i like a lot your animation and i have two question for you&#8230;.</p>
<p>1) depth of field seems slow on a NVidia GeForce 8600GT, do you thin that performance will grow whit a GeForce 9800GX2 or this kind of graphic adapter need different source code????</p>
<p>2)  depth of field work on next gen console too. Does it use the same source code of pc???</p>
<p>Sorry for my English and for my question that for you may be stupid&#8230;</p>
<p>waiting for your answer<br />
Thanks</p>
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	<item>
		<title>By: ech0s7</title>
		<link>http://encelo.netsons.org/blog/2008/03/23/i-love-depth-of-field/comment-page-1/#comment-174</link>
		<dc:creator>ech0s7</dc:creator>
		<pubDate>Tue, 25 Mar 2008 00:57:36 +0000</pubDate>
		<guid isPermaLink="false">http://encelo.netsons.org/blog/2008/03/23/i-love-depth-of-field/#comment-174</guid>
		<description>Ciao, sono un tuo coetaneo, utilizzo archlinux e faccio la tua stessa facoltà a napoli, mi farebbe piacere scambiare due chiacchiere... mandami una mail, oppure vieni a trovarci su #archlinux di Azzurra...

Saluti e complimenti per il blog</description>
		<content:encoded><![CDATA[<p>Ciao, sono un tuo coetaneo, utilizzo archlinux e faccio la tua stessa facoltà a napoli, mi farebbe piacere scambiare due chiacchiere&#8230; mandami una mail, oppure vieni a trovarci su #archlinux di Azzurra&#8230;</p>
<p>Saluti e complimenti per il blog</p>
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