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378 lines
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378 lines
21 KiB
HTML
<html><head>
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<link rel="alternate" type="application/rss+xml" href="index.rss">
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<link rel="stylesheet" href="style.css"></head><body><div class="page">
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<center><pre>
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\\\\\\` \\\\\\\\\\`\\\`\\\\\\\\\`\\\\\\\\\` \```\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
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\\\\\ `\\` ``\`\\\\` `\ \ \\`` `\\\` ``\` ``\`\\\\`\\
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`, , o `, ` `
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||oooOOOOOOOOOOOOOOOOOOO|||||ooOOOO|OOOOO|||||oooOOOOOO|OOO|OOOOOOOOOOOOOOOOO
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' o| |''|' '' '|' '| | '| | |||| |' '| | |' '|' 'OO '
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///..//../../../..//.../....//../../... ////..//...///..///..///....//...///
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////.//.//. ..//...././/. ///////..//////.///.//.... ././//...//..////////
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//.... . ./ /////. ...//. ./////... . ... .. ././/
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.. .. . .// . ...
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/ <pre></center>
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<br>
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<h1>20161121 - Index - <a type="application/rss+xml" href="index.rss">RSS</a></h1>
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<br>
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<center><iframe src="https://duckduckgo.com/search.html?site=timothylottes.github.io&bgcolor=333" style="overflow:hidden;margin:0;padding:0;width:408px;height:40px;" frameborder="0"></iframe></center>
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<br>
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<center><i>TimothyLottes.github.io - Welcome to this Online Blog and Archive.</i></center>
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<br>
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<center><a href="20161114-D.bmp"><img src="20161114-D.bmp" width=800></a></center>
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<br>
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<b>Recently Changed</b>
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<br>
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<a href="20161121.html">20161121 - Moving Beyond Rendering With Triangles</a><br>
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<a href="20161117.html">20161117 - Mechanics of Vulkan SPIR-V Specialization</a><br>
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<a href="20161114.html">20161114 - Believing in an Image</a><br>
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<a href="20161113.html">20161113 - Vintage Programming 2</a><br>
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<br>
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<b>Updates</b>
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<br>
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RSS feed is done manually, so only the minimal note that a page was added.
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Switched over to using <a href="https://protonmail.com/">protonmail.com</a> for my email.
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To contact me, email <tt>TimothyLottes</tt> at that domain.
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Using <a href="https://duckduckgo.com/">duckduckgo.com</a> for search personally,
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<i>added the duckduckgo widget to this site for direct site search, but the site is too new to get picked up yet</i>.
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Slowly migrating everything else to this site,
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and attempting to restore what I can from prior lost images.
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<br>
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<br>
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<ul>
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<li>190 pages left to sort through on blogger
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<li>60 docs left to sort through on drive
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</ul>
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<br>
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<b>2016</b><br>
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<a href="20161121.html">20161121 - Moving Beyond Rendering With Triangles</a><br>
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<a href="20161117.html">20161117 - Mechanics of Vulkan SPIR-V Specialization</a><br>
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<a href="20161114.html">20161114 - Believing in an Image</a><br>
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<a href="20161113.html">20161113 - Vintage Programming 2</a><br>
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<a href="20161112.html">20161112 - Plasma Displays</a><br>
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<a href="20161109.html">20161109 - CreamTracker</a><br>
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<a href="20161108.html">20161108 - Linux Link Farm</a><br>
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<a href="20161105.html">20161105 - Owlboy via CRT</a><br>
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<a href="20161104.html">20161104 - Is OpenVR Actually Open?</a><br>
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<a href="20161103.html">20161103 - Game List</a><br>
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<a href="20161102.html">20161102 - Frequent Web Travels</a><br>
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<a href="20161101.html">20161101 - Linear Dithering Before Transfer Function</a><br>
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<br>
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<a href="20161031.html">20161031 - FPGA Links</a><br>
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<a href="20161030.html">20161030 - Demo Tube Mega List</a><br>
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<a href="20161029.html">20161029 - Program Per Clock</a><br>
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<a href="20161028.html">20161028 - Rotated View Vs Rotated Sample Grid In Pixel</a><br>
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<a href="20161027.html">20161027 - FXAA Pixel Width Contrast Reduction</a><br>
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<a href="20161023.html">20161023 - Sphere Tracing AA</a><br>
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<a href="20161022.html">20161022 - Variation on Branching Design - Return Only</a><br>
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<a href="20161018.html">20161018 - Fixed Point Rounding</a><br>
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<a href="20161017.html">20161017 - Notes from Attempting to Understand FPGA Timing Limits</a><br>
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<a href="20161016.html">20161016 - Instruction Fetch Optimization</a><br>
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<a href="20161015.html">20161015 - Atomic Scatter-Only Gather-Free Machines</a><br>
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<a href="20161014.html">20161014 - Possible Directional Routing Hoplite Variant?</a><br>
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<a href="20161013.html">20161013 - SymbOS - 8-bit OS Awesome Sause</a><br>
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<a href="20161012.html">20161012 - Technical Evaluation of Traditional vs New "HDR" Encoding Crossed With Display Capability</a><br>
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<a href="20161011.html">20161011 - Forth Hardware Thoughts</a><br>
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<a href="20161005.html">20161005 - Epiphany-V Taped Out</a><br>
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<a href="20161004.html">20161004 - T4K Try 3</a><br>
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<a href="20161003.html">20161003 - T4K Try 2</a><br>
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<a href="20161001.html">20161001 - T4K Try 1</a><br>
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<br>
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<a href="20160921.html">20160921 - Parallel Noise Generation</a><br>
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<a href="20160912.html">20160912 - The Great MacOS 9</a><br>
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<a href="20160909.html">20160909 - Thinking "Clearly" About 4K</a><br>
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<a href="20160908.html">20160908 - Transistor Count Thoughts</a><br>
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<a href="20160905.html">20160905 - GPU Parking Lot</a><br>
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<br>
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<a href="20160806.html">20160806 - Uber Shader Unrolling</a><br>
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<br>
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<a href="20160731.html">20160731 - Vulkan From Scratch Part 2</a><br>
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<a href="20160728.html">20160728 - Blink Mechanic for Fast View Switch for VR</a><br>
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<a href="20160727.html">20160727 - Vulkan - How to Deal With the Layouts of Presentable Images</a><br>
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<a href="20160726.html">20160726 - On Killing WIN32?</a><br>
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<a href="20160724.html">20160724 - Simplified Vulkan Rapid Prototyping</a><br>
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<a href="20160723.html">20160723 - Why Motion Blur Trivially Breaks Tone-Mapping - Part 2</a><br>
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<a href="20160721.html">20160721 - Why Motion Blur Trivially Breaks Tone-Mapping - Part 1</a><br>
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<a href="20160720.html">20160720 - Re Twitter: Thoughts on Vulkan Command Buffers</a><br>
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<a href="20160715.html">20160715 - LED Displays</a><br>
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<a href="20160706.html">20160706 - Low Cost Branching to Factoring Out Loop Exit Check</a><br>
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<a href="20160705.html">20160705 - CPU Threading to Hide Pipelining</a><br>
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<a href="20160704.html">20160704 - Relative Addressing With XOR - Removing an Adder</a><br>
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<br>
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<a href="20160331.html">20160331 - Instant Soft-Reboot to Prior Machine Snapshot</a><br>
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<br>
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<a href="20160127.html">20160127 - Temporal AA Neighborhood Clamp</a><br>
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<a href="20160126.html">20160126 - Local/Global Dimming, Blooming, Contrast Ratios - CRT/LCD/Plasma/OLED</a><br>
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<br>
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<b>2015</b><br>
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<a href="20151222.html">20151222 - Random Holiday 2015</a><br>
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<br>
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<a href="20151123.html">20151123 - Cross-Invocation Data Sharing Portability</a><br>
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<a href="20151122.html">20151122 - CRT Inventory</a><br>
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<a href="20151121.html">20151121 - ISA Toolbox</a><br>
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<a href="20151116.html">20151116 - Mixing Temporal AA and Transparency</a><br>
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<a href="20151113.html">20151113 - Rethinking the Symbolic Dictionary</a><br>
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<br>
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<a href="20151025.html">20151025 - Finer Points of Living in the Raleigh North Carolina Area</a><br>
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<a href="20151021.html">20151021 - Thoughts on Minimal Filesystem Design</a><br>
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<br>
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<a href="20150930.html">20150930 - Tonemapping and Slot Mask Simulation</a><br>
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<a href="20150915.html">20150915 - Bacon Wrapped Sour Cream</a><br>
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<a href="20150914.html">20150914 - Tearaway Unfolded PS4 on Wega CRT HDTV</a><br>
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<a href="20150913.html">20150913 - Minimal Operand CPU ISA For IPC</a><br>
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<a href="20150912.html">20150912 - Self-Correcting Part 2 or Rather a Rant on Why Extreme DoD</a><br>
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<a href="20150911.html">20150911 - Self-Correcting CPU Pipelines</a><br>
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<a href="20150910.html">20150910 - September Trip to Iceland</a><br>
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<br>
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<a href="20150829.html">20150829 - Ketogenic Diet Working on Year 2</a><br>
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<a href="20150828.html">20150828 - Atari Shock Reloaded?</a><br>
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<a href="20150814.html">20150814 - The Written Word</a><br>
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<a href="20150810.html">20150810 - 1536-5 : Keys</a><br>
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<a href="20150809.html">20150809 - 1536-4 : Coloring</a><br>
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<br>
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<a href="20150722.html">20150722 - 1536-3 : Simplify, Repeat</a><br>
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<a href="20150719.html">20150719 - CRT Shadow Masks vs LCD</a><br>
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<a href="20150718.html">20150718 - Stochastic 1 Sample/Pixel Lit Fog stills</a><br>
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<a href="20150715.html">20150715 - 1536-2 : Assembling From the Nothing</a><br>
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<a href="20150714.html">20150714 - 1536-1 : The Programmer Addiction = Feedback</a><br>
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<a href="20150713.html">20150713 - Great Tube: Old computers did it better!</a><br>
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<a href="20150712.html">20150712 - Oh How Programming Has Changed</a><br>
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<a href="20150710.html">20150710 - Inspiration Reboot</a><br>
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<a href="20150709.html">20150709 - GPU Unchained ASCII Notes</a><br>
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<br>
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<a href="20150630.html">20150630 - Sugar Free Peppermint Chocolate Chip Custard Ice Cream</a><br>
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<a href="20150624.html">20150624 - AMD Fury X (aka Fiji) is a Beast of a GPU Compute Platform</a><br>
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<a href="20150623.html">20150623 - BenQ XL2730Z Blur Reduction vs CRT</a><br>
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<a href="20150604.html">20150604 - Panasonic CT-34WX59 = Piece of Junk</a><br>
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<br>
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<a href="20150525.html">20150525 - OS Project : 7 - PS/2 and Misc</a><br>
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<a href="20150522.html">20150522 - The Other Project Cleaned Up</a><br>
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<a href="20150509.html">20150509 - OS Project : 6 - Hashing</a><br>
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<br>
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<a href="20150430.html">20150430 - The Other Project Getting Wired</a><br>
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<a href="20150426.html">20150426 - Source-Less Programming : 5</a><br>
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<a href="20150424.html">20150424 - Source-Less Programming : 4</a><br>
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<a href="20150423.html">20150423 - Source-Less Programming : 3</a><br>
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<a href="20150422.html">20150422 - Source-Less Programming : 2</a><br>
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<a href="20150421.html">20150421 - Look No Triangles : Scatter vs Gather</a><br>
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<a href="20150420.html">20150420 - From Scratch Bug 2 : Source-Less Programming</a><br>
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<a href="20150416.html">20150416 - Pixel Art and Slot Mask Pitch</a><br>
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<a href="20150415.html">20150415 - Indie vs Real Slug Fest</a><br>
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<a href="20150414.html">20150414 - From Scratch Bug</a><br>
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<a href="20150406.html">20150406 - End of an Era</a><br>
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<a href="20150403.html">20150403 - Why I'm Using Fedex From Now On</a><br>
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<br>
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<a href="20150328.html">20150328 - Stills From My Talk</a><br>
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<a href="20150309.html">20150309 - Quick Thoughts on Strobbed LCD Displays for VR Perf Proxy</a><br>
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<a href="20150327.html">20150327 - Other CRT Options</a><br>
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<a href="20150308.html">20150308 - CRTs</a><br>
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<br>
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<a href="20150221.html">20150221 - Great Example of Horrible API Interface Design</a><br>
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<a href="20150220.html">20150220 - The Order 1886!</a><br>
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<br>
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<a href="20150111.html">20150111 - Leaving Something for the Imagination</a><br>
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<br>
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<b>2014</b><br>
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<a href="20141231.html">20141231 - Continued Notes on Custom Language</a><br>
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<a href="20141223.html">20141223 - Transparency/OIT Thoughts</a><br>
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<a href="20141211.html">20141211 - AMD64 Assembly Porting Between Linux and Windows</a><br>
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<br>
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<a href="20141010.html">20141010 - The Source of the Strange "Win7" Color Distortion?</a><br>
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<a href="20141006.html">20141006 - Driving NTSC TV from GTX 880M</a><br>
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<br>
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<a href="20140926.html">20140926 - Post Depth Coverage</a><br>
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<a href="20140921.html">20140921 - Using GDB Without Source and With Runtime Changing of Code</a><br>
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<a href="20140920.html">20140920 - Interlacing at High Frame Rates and Low Persistence?</a><br>
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<br>
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<a href="20140830.html">20140830 - HDFury Nano GX: Part 2</a><br>
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<a href="20140828.html">20140828 - HDFury Nano GX: HDMI to VGA</a><br>
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<a href="20140826.html">20140826 - Scifi Reading Suggestion List From Twitters</a><br>
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<a href="20140823.html">20140823 - MinWM</a><br>
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<a href="20140819.html">20140819 - Scanlines</a><br>
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<a href="20140816.html">20140816 - Vintage Programming</a><br>
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<a href="20140814.html">20140814 - HRAA And Coverage and Related Topics</a><br>
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<a href="20140810.html">20140810 - Front Buffer Rendering</a><br>
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<a href="20140809.html">20140809 - Strict Aliasing</a><br>
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<br>
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<a href="20140730.html">20140730 - Scanlines and Vintage TVs</a><br>
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<a href="20140723.html">20140723 - Body Hacking Running on Oil</a><br>
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<a href="20140717.html">20140717 - Bad Industry Humor: Computer Engineering Hall of Shame</a><br>
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<a href="20140715.html">20140715 - Infinte Projection Matrix Notes</a><br>
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<a href="20140712.html">20140712 - VR Topics : Racing Scan-Out + Filtering/Noise</a><br>
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<br>
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<a href="20140627.html">20140627 - CG Anti-Aliasing in 1984</a><br>
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<a href="20140621.html">20140621 - Filtering and Reconstruction : Points and Filtered Raster Without MSAA</a><br>
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<a href="20140606.html">20140606 - Easy Understanding of Natural Draw Rate Limiters and The Route To Zero Overhead</a><br>
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<br>
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<a href="20140506.html">20140506 - The Other Project</a><br>
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<br>
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<a href="20140413.html">20140413 - Minimal Single Symbol ELF For Using GL</a><br>
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<br>
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<a href="20140328.html">20140328 - Related to Filtering for VR</a><br>
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<br>
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<a href="20140110.html">20140110 - Portable Read-Only Thumb Linux</a><br>
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<a href="20140104.html">20140104 - GL Idea Listing</a><br>
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<a href="20140103.html">20140103 - Killzone Shadow Fall Multiplayer After 50 Hours</a><br>
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<br>
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<b>2013</b><br>
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<a href="20131126.html">20131126 - Random Next Generation Notes</a><br>
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<br>
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<a href="20130825.html">20130825 - Modern Memory Mapping</a><br>
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<a href="20130808.html">20130808 - Runtime Recompile Reloaded</a><br>
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<br>
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<a href="20130707.html">20130707 - Slab Hash</a><br>
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<br>
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<a href="20130524.html">20130524 - AMD GCN GPU Scaling : Tablet To Desktop</a><br>
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<br>
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<a href="20130325.html">20130325 - Understanding WIN32 GetRawInputBuffer()</a><br>
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<br>
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<a href="20130226.html">20130226 - Shader Aliasing and Small Triangles</a><br>
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<br>
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<a href="20130119.html">20130119 - Understanding the Speed of Light of Game Input Latency</a><br>
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<br>
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<b>2012</b><br>
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<a href="20121229.html">20121229 - Practical Non-Atomic CPU/GPU Communication</a><br>
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<a href="20121203.html">20121203 - Simple Custom Web Server Tricks</a><br>
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<a href="20121202.html">20121202 - Winged Doom: Stealer</a><br>
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<br>
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<a href="20121001.html">20121001 - Linux Distros and Compression</a><br>
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<br>
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<a href="20120903.html">20120903 - Linux Threading Via Syscalls</a><br>
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<br>
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<a href="20120802.html">20120802 - DX Camera Motion from Depth</a><br>
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<br>
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<a href="20120706.html">20120706 - Exposure Render</a><br>
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<br>
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<a href="20120513.html">20120513 - Frame Stutter Reduction Via Time Smoothing</a><br>
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<br>
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<a href="20120414.html">20120414 - Engine Scaling on April 2012 GPUs</a><br>
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<br>
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<a href="20120211.html">20120211 - Old School: Modems</a><br>
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<br>
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<b>2011</b><br>
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<a href="20111031.html">20111031 - Exclusive Core Access</a><br>
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<br>
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<a href="20110907.html">20110907 - Parallel Programming With Clones</a><br>
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<br>
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<a href="20110331.html">20110331 - DX11 Tessellation and Level Building Blocks</a><br>
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<br>
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<b>2010</b><br>
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<a href="20101005.html">20101005 - MSVC Optimizing Static Constant Data Copy?</a><br>
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<a href="20101004.html">20101004 - MSVC Optimizing Static Constant Function Tables?</a><br>
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<br>
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<a href="20100108.html">20100108 - AntiPlanet2</a><br>
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<a href="20100105.html">20100105 - Game Engine Architecture</a><br>
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<a href="20100104.html">20100104 - OnLive Notes</a><br>
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<a href="20100102.html">20100102 - PC CPU Task Parallelism Limits</a><br>
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<br>
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<b>2009</b><br>
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<a href="20091229.html">20091229 - DirectCompute 3D Fluid Simulation Tube</a><br>
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<br>
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<a href="20090917.html">20090917 - Food-For-Thought Supermarket Aisle</a><br>
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<a href="20090909.html">20090909 - L1 Misses</a><br>
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<br>
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<a href="20090812.html">20090812 - Stochastic Visibility in Distorted Fisheye</a><br>
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<a href="20090804.html">20090804 - Aras's Compact Normal Storage</a><br>
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<br>
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<a href="20090728.html">20090728 - Morphological AA Part II</a><br>
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<a href="20090714.html">20090714 - Hybrid Cached Raycast and Reproject Raster</a><br>
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<a href="20090710.html">20090710 - Video of Particles via L-System and Stochastic Visibility</a><br>
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<a href="20090709.html">20090709 - Stochastic Visibility Update</a><br>
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<a href="20090708.html">20090708 - GPU Ray Traversal Efficiency</a><br>
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<a href="20090705.html">20090705 - Odd Transparent Rendering Ideas</a><br>
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<br>
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<a href="20090611.html">20090611 - Factoring Out the Job Scheduler</a><br>
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<a href="20090606.html">20090606 - Thread Scheduling Part 3</a><br>
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<a href="20090605.html">20090605 - SIMD Binning And Caches</a><br>
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<a href="20090604.html">20090604 - Thread Scheduling Part 2</a><br>
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<a href="20090602.html">20090602 - Thread Scheduling Part 1</a><br>
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<br>
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<a href="20090519.html">20090519 - GPU REYES</a><br>
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<a href="20090513.html">20090513 - Gaussian KD Trees</a><br>
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<a href="20090506.html">20090506 - Electromagnetic Spectrum and Rendering</a><br>
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<a href="20090505.html">20090505 - Compute Mega Post</a><br>
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<a href="20090501.html">20090501 - 32bpp HDR Blending Idea</a><br>
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<br>
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<a href="20090422.html">20090422 - WFA Image Compression</a><br>
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<a href="20090407.html">20090407 - DXT Tip</a><br>
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<br>
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<a href="20090318.html">20090318 - Reattachable Code</a><br>
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<br>
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<a href="20090110.html">20090110 - Hole Filling</a><br>
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<br>
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<b>2008</b><br>
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<a href="20081218.html">20081218 - Reprojection 2</a><br>
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<a href="20081216.html">20081216 - Reprojection 0</a><br>
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<a href="20081209.html">20081209 - Atom Updates</a><br>
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<br>
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<a href="20081030.html">20081030 - Parallel Rapid Development Architecture</a><br>
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<a href="20081020.html">20081020 - Temporal Binned Ring Buffers</a><br>
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<a href="20081014.html">20081014 - Octahedron Mapping</a><br>
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<a href="20081010.html">20081010 - Temporal Locality</a><br>
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<br>
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<a href="20080918.html">20080918 - General Purpose</a><br>
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<br>
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<a href="20080709.html">20080709 - Anti-Aliasing</a><br>
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<a href="20080704.html">20080704 - Micro Polygons II</a><br>
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<br>
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<a href="20080628.html">20080628 - Micro Polygons</a><br>
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<br>
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<b>2007</b><br>
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<a href="20071126.html">20071126 - Optimization and More</a><br>
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<a href="20071121.html">20071121 - Deferred Shading III</a><br>
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<a href="20071116.html">20071116 - Deferred Shading II</a><br>
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<br>
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<a href="20071026.html">20071026 - Transform Feedback</a><br>
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<a href="20071025.html">20071025 - Motion Cards</a><br>
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<a href="20071024.html">20071024 - Geometry Shader Woes</a><br>
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<a href="20071018.html">20071018 - Cubemap Concepts</a><br>
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<a href="20071015.html">20071015 - Drawing in Reverse II</a><br>
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<br>
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<a href="20070926.html">20070926 - Drawing in Reverse</a><br>
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<a href="20070921.html">20070921 - Assembler in Atom4th</a><br>
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<a href="20070919.html">20070919 - Editor Working</a><br>
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<a href="20070915.html">20070915 - Building the Chicken Without an Egg</a><br>
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<a href="20070912.html">20070912 - The Making of a Font</a><br>
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<a href="20070910.html">20070910 - 2 4th | !2 4th</a><br>
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|
<br>
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<a href="20070822.html">20070822 - New Pipeline Progress</a><br>
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<a href="20070819.html">20070819 - High Dynamic Range</a><br>
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<a href="20070818.html">20070818 - Deferred Fractal Environment Shading</a><br>
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<a href="20070817.html">20070817 - Videos Update</a><br>
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<a href="20070816.html">20070816 - CFD Videos</a><br>
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<a href="20070810.html">20070810 - Graphics Engine Lighting</a><br>
|
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<a href="20070809.html">20070809 - Graphics Engine Videos</a><br>
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|
<br>
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<a href="20070731.html">20070731 - High Resolution Screen Shots</a><br>
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<a href="20070730.html">20070730 - Computational Fluid Dynamics Code</a><br>
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<a href="20070715.html">20070715 - Self Healing</a><br>
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<a href="20070713.html">20070713 - Micro Imposters</a><br>
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<a href="20070712.html">20070712 - Fragment Raytracer</a><br>
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<a href="20070711.html">20070711 - Infinite Level of Detail</a><br>
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<a href="20070710.html">20070710 - Graphics Engine Introduction</a><br>
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<a href="20070709.html">20070709 - 3D Audio and KEMAR Data</a><br>
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<a href="20070708.html">20070708 - Breaking Firewalls</a><br>
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<a href="20070707.html">20070707 - Management Server</a><br>
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<a href="20070706.html">20070706 - 510 Players on Screen at 128 Kbps</a><br>
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<a href="20070705.html">20070705 - UDP Player Bandwidth</a><br>
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<a href="20070704.html">20070704 - Network Latency</a><br>
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<a href="20070703.html">20070703 - Cost of Bandwidth</a><br>
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<a href="20070702.html">20070702 - Market Research</a><br>
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<br>
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<b>2004</b><br>
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<a href="20040101.html">20040101 - Simple IP Reference</a><br>
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</div></body></html>
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