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	<title>Shyam Guthikonda &#187; glsl</title>
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		<title>Depth of Field</title>
		<link>http://www.shy.am/2007/12/depth-of-field/</link>
		<comments>http://www.shy.am/2007/12/depth-of-field/#comments</comments>
		<pubDate>Mon, 10 Dec 2007 04:15:15 +0000</pubDate>
		<dc:creator>shyam</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[dof]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[ogre]]></category>

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		<description><![CDATA[A flexible, GPU-based depth of field module built on top of the OGRE 3D engine. Uses GLSL. Download: source (Ogre)]]></description>
			<content:encoded><![CDATA[<p>A flexible, GPU-based depth of field module built on top of the OGRE 3D engine. Uses GLSL.</p>

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<p><strong>Download: </strong><a href="http://www.shy.am/projects/DepthOfField.zip">source (Ogre)</a></p>
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		<title>Procedural Clouds</title>
		<link>http://www.shy.am/2007/11/procedural-clouds/</link>
		<comments>http://www.shy.am/2007/11/procedural-clouds/#comments</comments>
		<pubDate>Tue, 20 Nov 2007 15:31:03 +0000</pubDate>
		<dc:creator>shyam</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[clouds]]></category>
		<category><![CDATA[demos]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[ogre]]></category>
		<category><![CDATA[shaders]]></category>

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		<description><![CDATA[A procedurally generated, real-time, GPU-based cloud module, written on top of the OGRE 3D engine. Cloud formation, movement, lighting and layers. One version was also done in pure OpenGL/C++. Both implementations make use of GLSL. There is also a paper that goes along with this project, to better explain the techniques used. Download: source (Ogre), [...]]]></description>
			<content:encoded><![CDATA[<p>A procedurally generated, real-time, GPU-based cloud module, written on top of the OGRE 3D engine. Cloud formation, movement, lighting and layers. One version was also done in pure OpenGL/C++. Both implementations make use of GLSL.</p>
<p>There is also a <a href="http://www.shy.am/wp-content/uploads/2009/01/realistic-real-time-skies-shyam-guthikonda.pdf">paper</a> that goes along with this project, to better explain the techniques used.</p>

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<p><strong>Download: </strong><a href="http://www.shy.am/projects/ProceduralClouds_Ogre.zip">source (Ogre)</a>, <a href="http://www.shy.am/projects/ProceduralClouds_OpenGL.zip">source (OpenGL)</a></p>
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		<title>Portals in Ogre</title>
		<link>http://www.shy.am/2007/10/portals-in-ogre/</link>
		<comments>http://www.shy.am/2007/10/portals-in-ogre/#comments</comments>
		<pubDate>Thu, 25 Oct 2007 04:17:52 +0000</pubDate>
		<dc:creator>shyam</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[ogre]]></category>
		<category><![CDATA[portals]]></category>

		<guid isPermaLink="false">http://www.shy.am/?p=962</guid>
		<description><![CDATA[A portal system, similar to that found in Half Life 2: Portal. Utilizes multiple viewports to achieve the effect. Implemented on top of the OGRE 3D engine. Download: source (Ogre)]]></description>
			<content:encoded><![CDATA[<p>A portal system, similar to that found in Half Life 2: Portal. Utilizes multiple viewports to achieve the effect. Implemented on top of the OGRE 3D engine.</p>

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<p><strong>Download: </strong><a href="http://www.shy.am/projects/PortalDemo.zip">source (Ogre)</a></p>
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