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	<title>ClemensKernBlog &#187; Deferred Rendering</title>
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	<link>http://clemenskern.de</link>
	<description>about my life and personal projects</description>
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		<title>Summer Games University</title>
		<link>http://clemenskern.de/2010/07/28/summer-games-university/</link>
		<comments>http://clemenskern.de/2010/07/28/summer-games-university/#comments</comments>
		<pubDate>Wed, 28 Jul 2010 20:35:42 +0000</pubDate>
		<dc:creator>Clemens</dc:creator>
				<category><![CDATA[Personal]]></category>
		<category><![CDATA[Deferred Rendering]]></category>
		<category><![CDATA[Light Prepass]]></category>
		<category><![CDATA[Realtime Lighting]]></category>
		<category><![CDATA[SGU]]></category>
		<category><![CDATA[Vergence]]></category>

		<guid isPermaLink="false">http://clemenskern.de/?p=108</guid>
		<description><![CDATA[Today I gave a presentation at the first Summer University at the HdM. The last two days, Andreas Stiegler talked a lot about engine architecture, gameobjects and making everything ready for multiplayer games. I talked about how to connect a render pipeline to the engine and also about deferred rendering and lightprepass renderer. You can watch [...]]]></description>
			<content:encoded><![CDATA[<p>Today I gave a presentation at the first Summer University at the HdM. The last two days, <a href="http://blog.andreasstiegler.com/" target="_blank">Andreas Stiegler</a> talked a lot about engine architecture, gameobjects and making everything ready for multiplayer games. I talked about how to connect a render pipeline to the engine and also about deferred rendering and lightprepass renderer. You can watch the slides here:</p>
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<p>Or download as <a href="http://clemenskern.de/stuff/sgu_day3.pdf">pdf</a>. You can also watch my talk <a href="http://events.mi.hdm-stuttgart.de/2010-07-26-summer-games-university#peripherals" target="_blank">here</a>.</p>
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		<slash:comments>4</slash:comments>
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		<title>Disco Lights</title>
		<link>http://clemenskern.de/2009/12/15/disco-lights/</link>
		<comments>http://clemenskern.de/2009/12/15/disco-lights/#comments</comments>
		<pubDate>Tue, 15 Dec 2009 21:40:00 +0000</pubDate>
		<dc:creator>Clemens</dc:creator>
				<category><![CDATA[Vergence]]></category>
		<category><![CDATA[Deferred Rendering]]></category>
		<category><![CDATA[Realtime Lighting]]></category>

		<guid isPermaLink="false">http://clemenskern.de/?p=92</guid>
		<description><![CDATA[Here it is, the first shots with multiple lights in nice colors&#8230; Christmas time! Also note the slight depth blur in the second shot&#8230; still no shadows]]></description>
			<content:encoded><![CDATA[<p>Here it is, the first shots with multiple lights in nice colors&#8230; Christmas time! Also note the slight depth blur in the second shot&#8230;</p>

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<a href="http://clemenskern.de/wp-content/gallery/vergence2/09.jpg" title="multiple lights using deferred shading [Dec 14th, 2009 @ 20.39] - " rel="lightbox2[5]" >
	<img class="ngg-singlepic" src="http://clemenskern.de/wp-content/gallery/cache/116__240x240_09.jpg" alt="multiple lights using deferred shading" title="multiple lights using deferred shading" />
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<a href="http://clemenskern.de/wp-content/gallery/vergence2/10.jpg" title="distance fog with a slight blur [Dec 15th, 2009 @ 20.54] - " rel="lightbox2[5]" >
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<p>still no shadows <img src='http://clemenskern.de/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>Vergence SSAO improvements</title>
		<link>http://clemenskern.de/2009/11/04/vergence-ssao-improvements/</link>
		<comments>http://clemenskern.de/2009/11/04/vergence-ssao-improvements/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 20:26:53 +0000</pubDate>
		<dc:creator>Clemens</dc:creator>
				<category><![CDATA[Vergence]]></category>
		<category><![CDATA[Deferred Rendering]]></category>
		<category><![CDATA[SSAO]]></category>

		<guid isPermaLink="false">http://clemenskern.de/?p=86</guid>
		<description><![CDATA[I am currently improving the visual quality and performance of the deferred rendering system for the Vergence Game Engine. Here are some shots showing the screen space ambient occlusion we use. A really good trick is to use a very small random texture (4&#215;4 in my case) so you can blur out the noise easily. [...]]]></description>
			<content:encoded><![CDATA[<p>I am currently improving the visual quality and performance of the deferred rendering system for the Vergence Game Engine. Here are some shots showing the screen space ambient occlusion we use. A really good trick is to use a very small random texture (4&#215;4 in my case) so you can blur out the noise easily. I use four blur passes with a simple depth weighted cross filter, which runs super fast. Varying the blur kernel size over the passes gave me a stable result without any visible noise artifact.</p>

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<a href="http://clemenskern.de/wp-content/gallery/vergence2/07.jpg" title="Screenspace Ambient Occlusion [Nov 4th, 2009 @ 21.06] - absolutely no visible noise artefacts" rel="lightbox2[5]" >
	<img class="ngg-singlepic" src="http://clemenskern.de/wp-content/gallery/cache/112__240x240_07.jpg" alt="Screenspace Ambient Occlusion" title="Screenspace Ambient Occlusion" />
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<a href="http://clemenskern.de/wp-content/gallery/vergence2-making-of/08.jpg" title="improved & fast ssao [Nov 30th, -0001 @ 0.00] - absolutely no visible noise artefacts" rel="lightbox2[13]" >
	<img class="ngg-singlepic" src="http://clemenskern.de/wp-content/gallery/cache/130__240x240_08.jpg" alt="improved & fast ssao" title="improved & fast ssao" />
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<p>Next step will be view frustum culling (oh yes we don&#8217;t have the simple things <img src='http://clemenskern.de/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  ) and then hopefully get the multithreaded rendering system working. While profiling I recognized our HDR-Bloom is pretty expensive too. I will work on that later.</p>
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		<slash:comments>2</slash:comments>
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		<title>Gamesday 09</title>
		<link>http://clemenskern.de/2009/10/31/gamesday-09/</link>
		<comments>http://clemenskern.de/2009/10/31/gamesday-09/#comments</comments>
		<pubDate>Sat, 31 Oct 2009 08:31:34 +0000</pubDate>
		<dc:creator>Clemens</dc:creator>
				<category><![CDATA[Personal]]></category>
		<category><![CDATA[Deferred Rendering]]></category>
		<category><![CDATA[Gamesday]]></category>
		<category><![CDATA[Light Prepass]]></category>
		<category><![CDATA[Realtime Lighting]]></category>

		<guid isPermaLink="false">http://clemenskern.de/?p=83</guid>
		<description><![CDATA[Yesterday I gave a presentation at the gamesday at my university. The talk was about realtime lighting, especially about deferred and light prepass rendering. You can watch the slides here: Or download as pdf As soon as the videostream is ready, I will post the link here.]]></description>
			<content:encoded><![CDATA[<p>Yesterday I gave a presentation at the <a href="http://gamesday.mi.hdm-stuttgart.de/" target="_blank">gamesday</a> at my university. The talk was about realtime lighting, especially about deferred and light prepass rendering. You can watch the slides here:</p>
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<p>Or download as <a href="http://clemenskern.de/stuff/gamesday09_realtime_lighting.pdf">pdf</a></p>
<p>As soon as the videostream is ready, I will post the link here.</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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