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	<title>Daniel&#039;s Musings &#187; Graphics</title>
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	<description>Adventures of a Java coder</description>
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		<title>Rendering infinite terrain</title>
		<link>http://daniel.lubarov.com/blog/rendering-infinite-terrain/</link>
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		<pubDate>Mon, 23 Aug 2010 01:46:58 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[terrain]]></category>

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		<description><![CDATA[After trying a few approaches, I came up with a method for rendering infinite terrain which I&#8217;m pretty satisfied with. In a nutshell, I use the floating point variation of Perlin noise for the heightmap. Originally I had tried using a variation on the diamond-square algorithm which mapped any pair of integers to a height [...]]]></description>
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		<title>Beginnings of a Java ray tracer</title>
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		<pubDate>Tue, 09 Feb 2010 07:52:44 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Java]]></category>

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		<description><![CDATA[For the past few months I&#8217;ve been reading Physically Based Rendering, which describes a rather impressive ray tracer in just over a thousand pages. Could a tracer with comparable realism be described in 200 pages? That&#8217;s my hope. For now, here are some boxes and spheres. For those renders, I combined a strong directional light [...]]]></description>
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