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<title>Video Game Developer Mind Sharing / Published Resource</title>
<link>http://www.indexbuffer.com</link>
<description>Pligg Web 2.0 Content Management System  votes</description>
<pubDate>Mon, 12 Jan 2009 08:43:10 CST</pubDate>
<language>en</language>
<item>
<title><![CDATA[How to Choose between Hardware and Software Prefetch on 32-Bit Intel]]></title>
<link>http://www.indexbuffer.com/story.php?title=how-to-choose-between-hardware-and-software-prefetch-on-32-bit-intel-1</link>
<comments>http://www.indexbuffer.com/story.php?title=how-to-choose-between-hardware-and-software-prefetch-on-32-bit-intel-1</comments>
<pubDate>Mon, 12 Jan 2009 08:43:10 CST</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=how-to-choose-between-hardware-and-software-prefetch-on-32-bit-intel-1</guid>
<description><![CDATA[Hardware and software prefetching has both pros and cons.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Optimizing Application Performance on Intel Corea4 Microarchitecture Using Hardware-Implemented Prefetchers - Intel Software Network]]></title>
<link>http://www.indexbuffer.com/story.php?title=optimizing-application-performance-on-intel%AE-coretrade-microarchitecture-using-hardware-implemented-prefetchers---intel%AE-software-network</link>
<comments>http://www.indexbuffer.com/story.php?title=optimizing-application-performance-on-intel%AE-coretrade-microarchitecture-using-hardware-implemented-prefetchers---intel%AE-software-network</comments>
<pubDate>Mon, 12 Jan 2009 08:38:47 CST</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=optimizing-application-performance-on-intel%AE-coretrade-microarchitecture-using-hardware-implemented-prefetchers---intel%AE-software-network</guid>
<description><![CDATA[Interesting.  Depending on your application, you may want to disable hardware prefetching.  Here's how you can disable prefetching in the bios<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Lightcuts: A Scalable Approach to Illumination]]></title>
<link>http://www.indexbuffer.com/story.php?title=lightcuts-a-scalable-approach-to-illumination</link>
<comments>http://www.indexbuffer.com/story.php?title=lightcuts-a-scalable-approach-to-illumination</comments>
<pubDate>Tue, 06 Jan 2009 16:57:34 CST</pubDate>
<dc:creator>BrianRichardson</dc:creator>
<category>Advanced White Papers/.ppt</category>
<guid>http://www.indexbuffer.com/story.php?title=lightcuts-a-scalable-approach-to-illumination</guid>
<description><![CDATA[A neat approach for supporting a lot of lights.  This is a framework for collapsing a set of lights down to a single light to increase rendering speed.  This should become interesting when doing instant radiosity and other GI things.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Restricted Pointers in C (Draft 2), X3J11.1 93-006]]></title>
<link>http://www.indexbuffer.com/story.php?title=restricted-pointers-in-c-draft-2-x3j11-1-93-006</link>
<comments>http://www.indexbuffer.com/story.php?title=restricted-pointers-in-c-draft-2-x3j11-1-93-006</comments>
<pubDate>Tue, 30 Dec 2008 17:48:44 CST</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=restricted-pointers-in-c-draft-2-x3j11-1-93-006</guid>
<description><![CDATA[Some good info on the restrict keyword and how it relates to aliased pointers.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[The Efficacy of Software Prefetching and Locality Optimizations on Future Memory Systems]]></title>
<link>http://www.indexbuffer.com/story.php?title=the-efficacy-of-software-prefetching-and-locality-optimizations-on-future-memory-systems</link>
<comments>http://www.indexbuffer.com/story.php?title=the-efficacy-of-software-prefetching-and-locality-optimizations-on-future-memory-systems</comments>
<pubDate>Sun, 21 Dec 2008 21:05:49 CST</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=the-efficacy-of-software-prefetching-and-locality-optimizations-on-future-memory-systems</guid>
<description><![CDATA[a review on software prefetching methods.  A look at harware and software prefetching together.  An exploration of hardware prefetching.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Windows Data Alignment on IPF, x86, and x86-64]]></title>
<link>http://www.indexbuffer.com/story.php?title=windows-data-alignment-on-ipf-x86-and-x86-64</link>
<comments>http://www.indexbuffer.com/story.php?title=windows-data-alignment-on-ipf-x86-and-x86-64</comments>
<pubDate>Thu, 04 Dec 2008 19:58:01 CST</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=windows-data-alignment-on-ipf-x86-and-x86-64</guid>
<description><![CDATA[Still unsure about how data aligment effects your code?  Here is a great explanation by Microsoft.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Displacement Mapping on the GPUa4State of the Art]]></title>
<link>http://www.indexbuffer.com/story.php?title=displacement-mapping-on-the-gpumdashstate-of-the-art</link>
<comments>http://www.indexbuffer.com/story.php?title=displacement-mapping-on-the-gpumdashstate-of-the-art</comments>
<pubDate>Tue, 02 Dec 2008 11:06:57 CST</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Advanced White Papers/.ppt</category>
<guid>http://www.indexbuffer.com/story.php?title=displacement-mapping-on-the-gpumdashstate-of-the-art</guid>
<description><![CDATA[Everything you wanted to know about displacing verts and pixels<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Instancing on DX10 - the follow up to the dx 9 instancing pdf]]></title>
<link>http://www.indexbuffer.com/story.php?title=instancing-on-dx10---the-follow-up-to-the-dx-9-instancing-pdf</link>
<comments>http://www.indexbuffer.com/story.php?title=instancing-on-dx10---the-follow-up-to-the-dx-9-instancing-pdf</comments>
<pubDate>Sat, 08 Nov 2008 10:18:37 CST</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=instancing-on-dx10---the-follow-up-to-the-dx-9-instancing-pdf</guid>
<description><![CDATA[Instancing on DX10 - the follow up to the dx 9 instancing pdf<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Mesh Instancing in Dx 9.c]]></title>
<link>http://www.indexbuffer.com/story.php?title=mesh-instancing-in-dx-9-c</link>
<comments>http://www.indexbuffer.com/story.php?title=mesh-instancing-in-dx-9-c</comments>
<pubDate>Sat, 08 Nov 2008 07:39:00 CST</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=mesh-instancing-in-dx-9-c</guid>
<description><![CDATA[I found this article interesting.  I'm not sure if the chart they are showing supports some of the conclusions.  I would like to know more info.  For instance, when instancing and non-instanced performance interstects, is the application GPU or CPU bound?  If it's GPU bound, then I'm not sure th<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[AMD x 86 Optimization Guide]]></title>
<link>http://www.indexbuffer.com/story.php?title=amd-x-86-optimization-guide</link>
<comments>http://www.indexbuffer.com/story.php?title=amd-x-86-optimization-guide</comments>
<pubDate>Thu, 30 Oct 2008 23:07:41 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=amd-x-86-optimization-guide</guid>
<description><![CDATA[AMD's guide to optimization.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Linear-Speed Vertex Cache Optimisation]]></title>
<link>http://www.indexbuffer.com/story.php?title=linear-speed-vertex-cache-optimisation</link>
<comments>http://www.indexbuffer.com/story.php?title=linear-speed-vertex-cache-optimisation</comments>
<pubDate>Thu, 30 Oct 2008 21:57:35 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=linear-speed-vertex-cache-optimisation</guid>
<description><![CDATA[Post-TnL cache sizes differ from card to card.  Tom Forsyth (now working on Intel Larrabbe) of RAD Game Tools proposes a more general algorithm for Post-TNL cache optimization that accommodates varying Post-TNL cache size.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Efficient Gather and Scatter Operations on Graphics Processors]]></title>
<link>http://www.indexbuffer.com/story.php?title=efficient-gather-and-scatter-operations-on-graphics-processors</link>
<comments>http://www.indexbuffer.com/story.php?title=efficient-gather-and-scatter-operations-on-graphics-processors</comments>
<pubDate>Thu, 30 Oct 2008 21:57:35 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>GPGPU</category>
<guid>http://www.indexbuffer.com/story.php?title=efficient-gather-and-scatter-operations-on-graphics-processors</guid>
<description><![CDATA[Scatter and gather operations are essential to many parallel processing algorithms.  This white paper details the performance analysis of both.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Intel Software Optimization Manual -Sept 08]]></title>
<link>http://www.indexbuffer.com/story.php?title=intel-software-optimization-manual--sept-08</link>
<comments>http://www.indexbuffer.com/story.php?title=intel-software-optimization-manual--sept-08</comments>
<pubDate>Tue, 28 Oct 2008 16:47:12 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=intel-software-optimization-manual--sept-08</guid>
<description><![CDATA[Intel's optimization guide to everything....Intel.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[BSGP: Bulk-Synchronous GPU Programming]]></title>
<link>http://www.indexbuffer.com/story.php?title=bsgp-bulk-synchronous-gpu-programming</link>
<comments>http://www.indexbuffer.com/story.php?title=bsgp-bulk-synchronous-gpu-programming</comments>
<pubDate>Tue, 28 Oct 2008 09:15:30 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>GPGPU</category>
<guid>http://www.indexbuffer.com/story.php?title=bsgp-bulk-synchronous-gpu-programming</guid>
<description><![CDATA[Could this be the future way we implement GPGPU programming in DX?  This language seems to map well to something like the Larrabee.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[MSDN online doc for VS 2008: inline, __inline, __forceinline]]></title>
<link>http://www.indexbuffer.com/story.php?title=msdn-online-doc-for-vs-2008-inline---inline---forceinline</link>
<comments>http://www.indexbuffer.com/story.php?title=msdn-online-doc-for-vs-2008-inline---inline---forceinline</comments>
<pubDate>Sun, 26 Oct 2008 22:06:53 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=msdn-online-doc-for-vs-2008-inline---inline---forceinline</guid>
<description><![CDATA[It may surprise you. Do you know what occurs when inlining functions?<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[EASTL - Electronic Arts STL Library]]></title>
<link>http://www.indexbuffer.com/story.php?title=eastl---electronic-arts-stl-library</link>
<comments>http://www.indexbuffer.com/story.php?title=eastl---electronic-arts-stl-library</comments>
<pubDate>Tue, 21 Oct 2008 09:45:03 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Misc Games</category>
<guid>http://www.indexbuffer.com/story.php?title=eastl---electronic-arts-stl-library</guid>
<description><![CDATA[Gaming platforms and game designs place requirements on game software which differ from requirements of other platforms. Most significantly, game software requires large amounts of memory but has a limited amount to work with. Gaming software is also faced with other limitations such as weaker proc<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[GRAMPS: A Programming Model for Graphics Pipelines]]></title>
<link>http://www.indexbuffer.com/story.php?title=gramps-a-programming-model-for-graphics-pipelines</link>
<comments>http://www.indexbuffer.com/story.php?title=gramps-a-programming-model-for-graphics-pipelines</comments>
<pubDate>Mon, 20 Oct 2008 09:22:06 CDT</pubDate>
<dc:creator>BrianRichardson</dc:creator>
<category>Advanced White Papers/.ppt</category>
<guid>http://www.indexbuffer.com/story.php?title=gramps-a-programming-model-for-graphics-pipelines</guid>
<description><![CDATA[This is a pipeline design model / language.  It will definitely be interesting to read through with Larrabee / new CUDA extensions in mind.<br/><br/>3 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Software optimization resources. C++ and assembly. Windows, Linux, BSD, Mac OS X]]></title>
<link>http://www.indexbuffer.com/story.php?title=software-optimization-resources--c-and-assembly--windows-linux-bsd-mac-os-x</link>
<comments>http://www.indexbuffer.com/story.php?title=software-optimization-resources--c-and-assembly--windows-linux-bsd-mac-os-x</comments>
<pubDate>Sun, 05 Oct 2008 21:58:19 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=software-optimization-resources--c-and-assembly--windows-linux-bsd-mac-os-x</guid>
<description><![CDATA[Quite a gold mind for optimization.  Not for the beginner and probably better for a compiler developer than your average game programmer.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[How to Use Strip Mining to Optimize Memory Use on 32-Bit Intelr Architecture - Intel Software Network]]></title>
<link>http://www.indexbuffer.com/story.php?title=how-to-use-strip-mining-to-optimize-memory-use-on-32-bit-intelr-architecture---intel%AE-software-network</link>
<comments>http://www.indexbuffer.com/story.php?title=how-to-use-strip-mining-to-optimize-memory-use-on-32-bit-intelr-architecture---intel%AE-software-network</comments>
<pubDate>Sun, 28 Sep 2008 20:04:27 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=how-to-use-strip-mining-to-optimize-memory-use-on-32-bit-intelr-architecture---intel%AE-software-network</guid>
<description><![CDATA[Stripmining, a way of getting better cache performance for array of structure access.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Gamasutra - Features &quot;Pentium III Prefetch Optimizations using VTune&quot; [07.23.99]]]></title>
<link>http://www.indexbuffer.com/story.php?title=gamasutra---features-pentium-iii-prefetch-optimizations-using-vtune-07-23-99</link>
<comments>http://www.indexbuffer.com/story.php?title=gamasutra---features-pentium-iii-prefetch-optimizations-using-vtune-07-23-99</comments>
<pubDate>Sun, 28 Sep 2008 20:01:16 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=gamasutra---features-pentium-iii-prefetch-optimizations-using-vtune-07-23-99</guid>
<description><![CDATA[When cache misses are high, consider using software prefetches.  They've existed since the pentium III.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Herb Sutter Home Page (GotW.ca)]]></title>
<link>http://www.indexbuffer.com/story.php?title=herb-sutter-home-page-gotw-ca</link>
<comments>http://www.indexbuffer.com/story.php?title=herb-sutter-home-page-gotw-ca</comments>
<pubDate>Mon, 22 Sep 2008 09:57:37 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Web Sites</category>
<guid>http://www.indexbuffer.com/story.php?title=herb-sutter-home-page-gotw-ca</guid>
<description><![CDATA[Do you want to write multi-threaded code for your game?  Spend some time getting to know herb sutter.  He leads the Microsoft compiler team.<br/><br/>2 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Gamefest 08 CPU Presentations]]></title>
<link>http://www.indexbuffer.com/story.php?title=gamefest-08-cpu-presentations</link>
<comments>http://www.indexbuffer.com/story.php?title=gamefest-08-cpu-presentations</comments>
<pubDate>Mon, 22 Sep 2008 09:50:04 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Conferences</category>
<guid>http://www.indexbuffer.com/story.php?title=gamefest-08-cpu-presentations</guid>
<description><![CDATA[A one stop shop for everything game and CPU related.  I highly suggest &quot;Memory Models: Foundational Knowledge for Concurrent Code&quot; if you are interested in multi-threading your game.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[TG Daily - Tim Sweeney, Part 2: DirectX 10 is the last relevant graphics API]]></title>
<link>http://www.indexbuffer.com/story.php?title=tg-daily---tim-sweeney-part-2-%C2directx-10-is-the-last-relevant-graphics-api%C2</link>
<comments>http://www.indexbuffer.com/story.php?title=tg-daily---tim-sweeney-part-2-%C2directx-10-is-the-last-relevant-graphics-api%C2</comments>
<pubDate>Mon, 22 Sep 2008 09:50:04 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>News/Hype</category>
<guid>http://www.indexbuffer.com/story.php?title=tg-daily---tim-sweeney-part-2-%C2directx-10-is-the-last-relevant-graphics-api%C2</guid>
<description><![CDATA[A prelude to the arstechnica interview where Tim Sweeney describes how the rendering world will return to software rendering.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Prism: A Principle-Based Sequential Memory Model for Microsoft Native Code Platforms]]></title>
<link>http://www.indexbuffer.com/story.php?title=prism-a-principle-based-sequential-memory-model-for-microsoft-native-code-platforms</link>
<comments>http://www.indexbuffer.com/story.php?title=prism-a-principle-based-sequential-memory-model-for-microsoft-native-code-platforms</comments>
<pubDate>Mon, 22 Sep 2008 09:50:04 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Concurency</category>
<guid>http://www.indexbuffer.com/story.php?title=prism-a-principle-based-sequential-memory-model-for-microsoft-native-code-platforms</guid>
<description><![CDATA[Reference in Herb Sutter's Game Fest concurency discussion titled &quot;Memory Models: Foundational Knowledge for Concurrent Code&quot;.  You only need to read this if you want to write lockless algorithims or you occasionally write race conditions (in other words: everyone)<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Advanced Character Physics]]></title>
<link>http://www.indexbuffer.com/story.php?title=advanced-character-physics</link>
<comments>http://www.indexbuffer.com/story.php?title=advanced-character-physics</comments>
<pubDate>Sat, 20 Sep 2008 10:14:44 CDT</pubDate>
<dc:creator>lee</dc:creator>
<category>Advanced White Papers/.ppt</category>
<guid>http://www.indexbuffer.com/story.php?title=advanced-character-physics</guid>
<description><![CDATA[Perhaps this should be titled: Simple Character Physics. A great approach to a physically based animation system as implemented by IO Interactive's Thomas Jakobsen for the game Hitman: Codename 47.<br/><br/>3 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Twilight of the GPU: an epic interview with Tim Sweeney: Page 1]]></title>
<link>http://www.indexbuffer.com/story.php?title=twilight-of-the-gpu-an-epic-interview-with-tim-sweeney-page-1</link>
<comments>http://www.indexbuffer.com/story.php?title=twilight-of-the-gpu-an-epic-interview-with-tim-sweeney-page-1</comments>
<pubDate>Sat, 20 Sep 2008 08:13:57 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>News/Hype</category>
<guid>http://www.indexbuffer.com/story.php?title=twilight-of-the-gpu-an-epic-interview-with-tim-sweeney-page-1</guid>
<description><![CDATA[Tim Sweeney speaks on the evolution of graphics programming from software to dedicated hardware back to software.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Holistic Optimization, Austin GDC 08]]></title>
<link>http://www.indexbuffer.com/story.php?title=holistic-optimization-austin-gdc-08</link>
<comments>http://www.indexbuffer.com/story.php?title=holistic-optimization-austin-gdc-08</comments>
<pubDate>Thu, 18 Sep 2008 14:17:01 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=holistic-optimization-austin-gdc-08</guid>
<description><![CDATA[Many optimization talks are only on one component.  These slides provide an overview of how to holistically find and solve optimization issues.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[NVIDIA Paper: Programming Graphics Hardware]]></title>
<link>http://www.indexbuffer.com/story.php?title=nvidia-paper-programming-graphics-hardware</link>
<comments>http://www.indexbuffer.com/story.php?title=nvidia-paper-programming-graphics-hardware</comments>
<pubDate>Thu, 18 Sep 2008 14:17:01 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=nvidia-paper-programming-graphics-hardware</guid>
<description><![CDATA[A no BS guide to the gpu and rasterization.  A must read.  14 pages compiled from years 2000 to 2004.  A bit outdated since 4.0 hardware doesn't exist at the time this document was created -yet still very relavant today.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[Batch, Batch, Batch]]></title>
<link>http://www.indexbuffer.com/story.php?title=batch-batch-batch</link>
<comments>http://www.indexbuffer.com/story.php?title=batch-batch-batch</comments>
<pubDate>Thu, 18 Sep 2008 14:17:01 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=batch-batch-batch</guid>
<description><![CDATA[Everyone knows to batch renderstates, but what does that really mean.<br/><br/>2 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[CUDA 2.0 Programming Guide]]></title>
<link>http://www.indexbuffer.com/story.php?title=cuda-2-0-programming-guide</link>
<comments>http://www.indexbuffer.com/story.php?title=cuda-2-0-programming-guide</comments>
<pubDate>Thu, 04 Sep 2008 07:25:49 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>GPGPU</category>
<guid>http://www.indexbuffer.com/story.php?title=cuda-2-0-programming-guide</guid>
<description><![CDATA[When in doubt, always take the time to look at the CUDA programming guide.<br/><br/>1 Vote(s) ]]></description>
</item>

<item>
<title><![CDATA[GPU based interactive displacement mapping]]></title>
<link>http://www.indexbuffer.com/story.php?title=gpu-based-interactive-displacement-mapping</link>
<comments>http://www.indexbuffer.com/story.php?title=gpu-based-interactive-displacement-mapping</comments>
<pubDate>Tue, 02 Sep 2008 12:43:01 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>GPGPU</category>
<guid>http://www.indexbuffer.com/story.php?title=gpu-based-interactive-displacement-mapping</guid>
<description><![CDATA[A simple paper describing the success of collision on displaced surfaces.  Simple enough not to be included in advanced white papers.<br/><br/>1 Vote(s) ]]></description>
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<title><![CDATA[Displacement Mapping for Sculpting and Painting with a Haptic Device]]></title>
<link>http://www.indexbuffer.com/story.php?title=displacement-mapping-for-sculpting-and-painting-with-a-haptic-device</link>
<comments>http://www.indexbuffer.com/story.php?title=displacement-mapping-for-sculpting-and-painting-with-a-haptic-device</comments>
<pubDate>Mon, 01 Sep 2008 09:19:26 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Advanced White Papers/.ppt</category>
<guid>http://www.indexbuffer.com/story.php?title=displacement-mapping-for-sculpting-and-painting-with-a-haptic-device</guid>
<description><![CDATA[Displacement Mapping for Sculpting and Painting with a Haptic Device.  This technique subdivides surfaces using and interpolation method and a fast look up to determine collision with surfaces and the properties of collision at that surface.<br/><br/>1 Vote(s) ]]></description>
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<title><![CDATA[The Top 10 Myths of Video Game Optimization]]></title>
<link>http://www.indexbuffer.com/story.php?title=the-top-10-myths-of-video-game-optimization</link>
<comments>http://www.indexbuffer.com/story.php?title=the-top-10-myths-of-video-game-optimization</comments>
<pubDate>Sun, 24 Aug 2008 10:46:10 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Optimization</category>
<guid>http://www.indexbuffer.com/story.php?title=the-top-10-myths-of-video-game-optimization</guid>
<description><![CDATA[Article describing the top 10 myths of video game optimization.<br/><br/>1 Vote(s) ]]></description>
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<title><![CDATA[Richard Thomson's DirectX 9 and 8.1 Pipeline Poster]]></title>
<link>http://www.indexbuffer.com/story.php?title=richard-thomsons-directx-9-and-8-1-pipeline-poster</link>
<comments>http://www.indexbuffer.com/story.php?title=richard-thomsons-directx-9-and-8-1-pipeline-poster</comments>
<pubDate>Sun, 24 Aug 2008 09:29:10 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>DirectX</category>
<guid>http://www.indexbuffer.com/story.php?title=richard-thomsons-directx-9-and-8-1-pipeline-poster</guid>
<description><![CDATA[Richard Thomson's DirectX 9 and 8.1 Pipeline Poster<br/><br/>2 Vote(s) ]]></description>
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<title><![CDATA[Building a Million Particle System]]></title>
<link>http://www.indexbuffer.com/story.php?title=building-a-million-particle-system</link>
<comments>http://www.indexbuffer.com/story.php?title=building-a-million-particle-system</comments>
<pubDate>Fri, 22 Aug 2008 08:37:46 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Conferences</category>
<guid>http://www.indexbuffer.com/story.php?title=building-a-million-particle-system</guid>
<description><![CDATA[Often reference 04 GDC talk on rendering and updating a million particles on the GPU.<br/><br/>1 Vote(s) ]]></description>
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<title><![CDATA[Realtime Particle Systems on the GPU in Dynamic Environments]]></title>
<link>http://www.indexbuffer.com/story.php?title=realtime-particle-systems-on-the-gpu-in-dynamic-environments</link>
<comments>http://www.indexbuffer.com/story.php?title=realtime-particle-systems-on-the-gpu-in-dynamic-environments</comments>
<pubDate>Fri, 22 Aug 2008 08:33:50 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Advanced White Papers/.ppt</category>
<guid>http://www.indexbuffer.com/story.php?title=realtime-particle-systems-on-the-gpu-in-dynamic-environments</guid>
<description><![CDATA[Nice ATI powerpoint showing particle to particle, particle to render volumes, and particle painting.<br/><br/>1 Vote(s) ]]></description>
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<title><![CDATA[A Survey of Implicit Surface Rendering Methods...]]></title>
<link>http://www.indexbuffer.com/story.php?title=a-survey-of-implicit-surface-rendering-methods---</link>
<comments>http://www.indexbuffer.com/story.php?title=a-survey-of-implicit-surface-rendering-methods---</comments>
<pubDate>Thu, 21 Aug 2008 17:15:59 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Advanced White Papers/.ppt</category>
<guid>http://www.indexbuffer.com/story.php?title=a-survey-of-implicit-surface-rendering-methods---</guid>
<description><![CDATA[A nice introduction to extracting meshes from iso-surfaces.  Compares marching cubes to ray tracing.<br/><br/>1 Vote(s) ]]></description>
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<title><![CDATA[Geometry Images]]></title>
<link>http://www.indexbuffer.com/story.php?title=geometry-images</link>
<comments>http://www.indexbuffer.com/story.php?title=geometry-images</comments>
<pubDate>Mon, 18 Aug 2008 10:22:59 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Advanced White Papers/.ppt</category>
<guid>http://www.indexbuffer.com/story.php?title=geometry-images</guid>
<description><![CDATA[Interesting white paper that discusses how to store geometry in textures rather than vertex arrays.  Doing so means we can apply our texture technology to vertex arrays.<br/><br/>1 Vote(s) ]]></description>
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<title><![CDATA[TomF's Tech Blog - It's only pretending to be a wiki.]]></title>
<link>http://www.indexbuffer.com/story.php?title=tomfs-tech-blog---its-only-pretending-to-be-a-wiki-</link>
<comments>http://www.indexbuffer.com/story.php?title=tomfs-tech-blog---its-only-pretending-to-be-a-wiki-</comments>
<pubDate>Sun, 17 Aug 2008 21:29:12 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Web Sites</category>
<guid>http://www.indexbuffer.com/story.php?title=tomfs-tech-blog---its-only-pretending-to-be-a-wiki-</guid>
<description><![CDATA[Blog of Tom Forsyth, developer at RAD/Intel..  Tom is currently working on the Larrabee processor.<br/><br/>3 Vote(s) ]]></description>
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<title><![CDATA[Real-Time Rendering Home Page]]></title>
<link>http://www.indexbuffer.com/story.php?title=real-time-rendering-home-page</link>
<comments>http://www.indexbuffer.com/story.php?title=real-time-rendering-home-page</comments>
<pubDate>Sun, 17 Aug 2008 21:29:12 CDT</pubDate>
<dc:creator>ericpreisz</dc:creator>
<category>Web Sites</category>
<guid>http://www.indexbuffer.com/story.php?title=real-time-rendering-home-page</guid>
<description><![CDATA[Web site related to the book Real-time rendering by Tomas Akenine-Möller, Eric Haines, and Naty Hoffman.<br/><br/>1 Vote(s) ]]></description>
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