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	<title>Geeks3D.com &#187; GeeXLab</title>
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	<description>3D Tech News and Pixel Hacking</description>
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		<title>NVIDIA GTX 680 OpenGL Bindless Textures Demo</title>
		<link>http://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/</link>
		<comments>http://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comments</comments>
		<pubDate>Fri, 11 May 2012 09:24:13 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[bindless texture]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[geforce]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[GL_NV_bindless_texture]]></category>
		<category><![CDATA[gtx670]]></category>
		<category><![CDATA[gtx680]]></category>
		<category><![CDATA[gtx690]]></category>
		<category><![CDATA[NVIDIA]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8294</guid>
		<description><![CDATA[1 &#8211; Bindless Textures Overview I spent some time last week to add into GeeXLab the support of bindless textures. Bindless textures is the very cool feature introduced with the GeForce GTX 680. But what are bindless textures? In 3D programming (OpenGL or Direct3D), to use a texture, you have to bind it to a [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>GeeXLab 0.4.0 Ultim8 Edition Available, GTX 600 OpenGL Bindless Textures Support Added</title>
		<link>http://www.geeks3d.com/20120511/geexlab-0-4-0-ultim8-edition-available-gtx-600-opengl-bindless-textures-support-added/</link>
		<comments>http://www.geeks3d.com/20120511/geexlab-0-4-0-ultim8-edition-available-gtx-600-opengl-bindless-textures-support-added/#comments</comments>
		<pubDate>Fri, 11 May 2012 09:04:40 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[bindless texture]]></category>
		<category><![CDATA[coding]]></category>
		<category><![CDATA[demotool]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[lua]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[pixel hacking]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[python]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8295</guid>
		<description><![CDATA[1 – GeeXLab 0.4.0 Release Highlights A new version of GeeXLab is ready. GeeXLab 0.4.0 comes with two new features. The first one is about the different editions of GeeXLab. From the version 0.4.0, there will be only one and unique edition, the Ultim8 Edition. The Ultim8 edition includes all features of the PRO version [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20120511/geexlab-0-4-0-ultim8-edition-available-gtx-600-opengl-bindless-textures-support-added/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>OpenGL 4.2 Atomic Counter Demo: Rendering Order of Fragments</title>
		<link>http://www.geeks3d.com/20120309/opengl-4-2-atomic-counter-demo-rendering-order-of-fragments/</link>
		<comments>http://www.geeks3d.com/20120309/opengl-4-2-atomic-counter-demo-rendering-order-of-fragments/#comments</comments>
		<pubDate>Fri, 09 Mar 2012 15:26:16 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[atomic counter]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[GL_ARB_shader_atomic_counters]]></category>
		<category><![CDATA[opengl 4.2]]></category>
		<category><![CDATA[rasterizer pattern]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8137</guid>
		<description><![CDATA[Article menu: 1 &#8211; Atomic Counters: Overview 2 &#8211; Atomic Counters: the Demo 3 &#8211; Atomic Counters: OpenGL Details 1 &#8211; Atomic Counters: Overview Some weeks ago I found this video showing in which order the fragments are rendered: Pretty cool. But how does it work? Answer: thanks to the use of atomic counters. Atomic [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20120309/opengl-4-2-atomic-counter-demo-rendering-order-of-fragments/feed/</wfw:commentRss>
		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>(Shader Library) Electrocardiogram Effect (GLSL)</title>
		<link>http://www.geeks3d.com/20111223/shader-library-electrocardiogram-effect-glsl/</link>
		<comments>http://www.geeks3d.com/20111223/shader-library-electrocardiogram-effect-glsl/#comments</comments>
		<pubDate>Fri, 23 Dec 2011 15:47:53 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Shader Library]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[effect]]></category>
		<category><![CDATA[electrocardiogram]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[pixel shader]]></category>
		<category><![CDATA[shader library]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8146</guid>
		<description><![CDATA[Here is a cool GLSL effect that simulates an electrocardiogram (ECG). The original effect, in HLSL, comes from the book Hackish C++ Games and Demos (by Michael Flenov). All work is done in the pixel shader. Here is the complete GLSL program for GeeXLab (easily portable to any other GLSL-based app): [Vertex_Shader] #version 120 void [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20111223/shader-library-electrocardiogram-effect-glsl/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>ShaderToyMark 0.3.0 OpenGL Pixel Shader Benchmark Updated</title>
		<link>http://www.geeks3d.com/20111215/shadertoymark-0-3-0-opengl-pixel-shader-benchmark-updated/</link>
		<comments>http://www.geeks3d.com/20111215/shadertoymark-0-3-0-opengl-pixel-shader-benchmark-updated/#comments</comments>
		<pubDate>Thu, 15 Dec 2011 16:04:12 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[Benchmarks]]></category>
		<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[ShaderToyMark]]></category>
		<category><![CDATA[benchmark]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[pixel shader]]></category>
		<category><![CDATA[shader toy]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8135</guid>
		<description><![CDATA[1 &#8211; ShaderToyMark 0.3.0 Overview The third update of ShaderToyMark, the coolest pixel shader benchmark, is out. ShaderToyMark 0.3.0 does not include new features but comes with some bugfixes thanks to the latest iteration of GeeXLab. ShaderToyMark is an OpenGL benchmark based on hefty pixel shaders. These pixel shaders (all credits are available HERE) have [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20111215/shadertoymark-0-3-0-opengl-pixel-shader-benchmark-updated/feed/</wfw:commentRss>
		<slash:comments>19</slash:comments>
		</item>
		<item>
		<title>GeeXLab 0.3.3 Released, Atomic Counters Support added (OpenGL 4.2)</title>
		<link>http://www.geeks3d.com/20111215/geexlab-0-3-3-released-atomic-counters-support-added-opengl-4-2/</link>
		<comments>http://www.geeks3d.com/20111215/geexlab-0-3-3-released-atomic-counters-support-added-opengl-4-2/#comments</comments>
		<pubDate>Thu, 15 Dec 2011 13:48:20 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[atomic counter]]></category>
		<category><![CDATA[demotool]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[live coding]]></category>
		<category><![CDATA[live programming]]></category>
		<category><![CDATA[lua]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[python]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8132</guid>
		<description><![CDATA[1 &#8211; GeeXLab 0.3.3 Overview 2 &#8211; GeeXLab 0.3.3 Download 3 &#8211; What is GeeXLab? 4 &#8211; GeeXLab 0.3.3 Changelog 1 &#8211; GeeXLab 0.3.3 Release Highlights A new update of GeeXLab is available. This is certainly the last release of 2011. The main new feature of GeeXLab 0.3.3 is the suppport of OpenGL 4.2 atomic [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20111215/geexlab-0-3-3-released-atomic-counters-support-added-opengl-4-2/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Procedural Apple in GLSL</title>
		<link>http://www.geeks3d.com/20111123/procedural-apple-in-glsl/</link>
		<comments>http://www.geeks3d.com/20111123/procedural-apple-in-glsl/#comments</comments>
		<pubDate>Wed, 23 Nov 2011 15:18:58 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[iq]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[shadertoy]]></category>
		<category><![CDATA[WebGL]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8099</guid>
		<description><![CDATA[I just found in ShaderToy this really cool GLSL pixel shader of a procedural apple coded by iq (respect!). This apple demo seems to be a recent addition to ShaderToy code base. For those who are interested, I ported the demo to GeeXLab and slightly modified the GLSL shader to use GeeXLab&#8217;s camera position in [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20111123/procedural-apple-in-glsl/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Simple Introduction to Geometry Shaders in GLSL (Part 2)</title>
		<link>http://www.geeks3d.com/20111117/simple-introduction-to-geometry-shader-in-glsl-part-2/</link>
		<comments>http://www.geeks3d.com/20111117/simple-introduction-to-geometry-shader-in-glsl-part-2/#comments</comments>
		<pubDate>Thu, 17 Nov 2011 15:58:54 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[geometry shader]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[interface block]]></category>
		<category><![CDATA[introduction]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8091</guid>
		<description><![CDATA[Content: 1 &#8211; Doubling the geometry with the geometry shader 2 &#8211; The Demo You missed the first part of this introduction to GS? No problem, you can find it HERE. 1 &#8211; Doubling the geometry with the geometry shader Let&#8217;s see a more interesting use of the GS: a geometry doubler. This geometry doubler [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20111117/simple-introduction-to-geometry-shader-in-glsl-part-2/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Simple Introduction to Geometry Shaders in GLSL (Part 1)</title>
		<link>http://www.geeks3d.com/20111111/simple-introduction-to-geometry-shaders-glsl-opengl-tutorial-part1/</link>
		<comments>http://www.geeks3d.com/20111111/simple-introduction-to-geometry-shaders-glsl-opengl-tutorial-part1/#comments</comments>
		<pubDate>Fri, 11 Nov 2011 19:34:39 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[geometry shader]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[introduction]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8085</guid>
		<description><![CDATA[UPDATE: Part 2 is available HERE. 1 &#8211; Geometry shaders overview The geometry shader (or GS) stage is located after the vertex shader (or tessellation if used) one and before the rasterizer and pixel shader ones (check out this article for more details). The geometry shader is the latest stage of the 3D pipeline that [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20111111/simple-introduction-to-geometry-shaders-glsl-opengl-tutorial-part1/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>How to Make a Simple Tunnel Effect</title>
		<link>http://www.geeks3d.com/20111107/how-to-make-a-simple-tunnel-effect-glsl-demo-geexlab/</link>
		<comments>http://www.geeks3d.com/20111107/how-to-make-a-simple-tunnel-effect-glsl-demo-geexlab/#comments</comments>
		<pubDate>Mon, 07 Nov 2011 16:06:48 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[effect]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[tunnel]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8079</guid>
		<description><![CDATA[Tunnel is a cool effect in graphics programming. You can do a tunnel effect using a real geometry (a mesh) or using procedural / ray tracing techniques like in this intro coded by XT95^FRequency (you can see this pixel shader based tunnel in action in ShaderToyMark): Metatunnel effect by XT95^FRequency Today, I&#8217;m going to show [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20111107/how-to-make-a-simple-tunnel-effect-glsl-demo-geexlab/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>GeeXLab 0.3.0 Released, Geometry and Tessellation Shaders, Live Coding (***Updated: v0.3.2***)</title>
		<link>http://www.geeks3d.com/20111025/geexlab-0-3-0-released-geometry-and-tessellation-shaders-live-coding/</link>
		<comments>http://www.geeks3d.com/20111025/geexlab-0-3-0-released-geometry-and-tessellation-shaders-live-coding/#comments</comments>
		<pubDate>Tue, 25 Oct 2011 15:34:59 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[demotool]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[live coding]]></category>
		<category><![CDATA[lua]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[tessellation]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8057</guid>
		<description><![CDATA[1 &#8211; GeeXLab 0.3.0 Overview 2 &#8211; GeeXLab 0.3.0 Download 3 &#8211; What is GeeXLab? 4 &#8211; GeeXLab 0.3.0 Changelog 1 &#8211; GeeXLab 0.3.0 Release Highlights Two versions a year, it&#8217;s not bad! GeeXLab 0.3.0 is the second update of 2011 but comes with two major new things. First, the support of geometry and tessellation [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20111025/geexlab-0-3-0-released-geometry-and-tessellation-shaders-live-coding/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>(Shader Library) Swirl Post Processing Filter in GLSL</title>
		<link>http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl/</link>
		<comments>http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl/#comments</comments>
		<pubDate>Thu, 28 Apr 2011 18:33:45 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Shader Library]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[effect]]></category>
		<category><![CDATA[filter]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[post processing]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[swirl]]></category>
		<category><![CDATA[swirling]]></category>
		<category><![CDATA[whirl]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7851</guid>
		<description><![CDATA[Today a new pixel hack for our shader library: the popular swirl (or whirl) effect, as usual coded in GLSL. You should be able to use the swirl effect in any OpenGL app with few modification. The principle of the swirl effect is to rotate the texture coordinates. I quickly coded a small GeeXLab demo [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>(Shader Library) Cross Stitching Post Processing Filter in GLSL</title>
		<link>http://www.geeks3d.com/20110408/cross-stitching-post-processing-shader-glsl-filter-geexlab-pixel-bender/</link>
		<comments>http://www.geeks3d.com/20110408/cross-stitching-post-processing-shader-glsl-filter-geexlab-pixel-bender/#comments</comments>
		<pubDate>Fri, 08 Apr 2011 19:03:11 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Shader Library]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[cross stitching]]></category>
		<category><![CDATA[crossstitching]]></category>
		<category><![CDATA[effect]]></category>
		<category><![CDATA[filter]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[pixel bender]]></category>
		<category><![CDATA[post processing]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[sfx]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7841</guid>
		<description><![CDATA[Do you know Pixel Bender? In short, it&#8217;s a plugin for image processing in Photoshop. And the cool thing with Pixel Bender is its effect library with many nice post processing filters Here is an adaptation of a Pixel Bender shader (or kernel) to GeeXLab / GLSL. This post processing filter performs a cross stitching [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20110408/cross-stitching-post-processing-shader-glsl-filter-geexlab-pixel-bender/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>(Tested) Fast Approximate Anti-Aliasing (FXAA) Demo (GLSL)</title>
		<link>http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/</link>
		<comments>http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/#comments</comments>
		<pubDate>Tue, 05 Apr 2011 15:34:57 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Shader Library]]></category>
		<category><![CDATA[Anti-Aliasing]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[fxaa]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[post processing]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7825</guid>
		<description><![CDATA[Article index: 1 &#8211; FXAA overview 2 &#8211; FXAA demo 3 &#8211; FXAA GLSL shader 4 &#8211; FXAA performance tests 1 &#8211; FXAA overview FXAA is a new anti-aliasing technique, developed by Timothy Lottes at NVIDIA, and based on several existing anti-aliasing techniques, including MLAA. FXAA is used in the game Battlefield 3 (see references [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/feed/</wfw:commentRss>
		<slash:comments>11</slash:comments>
		</item>
		<item>
		<title>(Shader Library) Simplex Noise in GLSL</title>
		<link>http://www.geeks3d.com/20110317/shader-library-simplex-noise-glsl-opengl/</link>
		<comments>http://www.geeks3d.com/20110317/shader-library-simplex-noise-glsl-opengl/#comments</comments>
		<pubDate>Thu, 17 Mar 2011 18:40:01 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Shader Library]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[perlin noise]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[simplex noise]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7781</guid>
		<description><![CDATA[Simplex noise is an improved version of Perlin noise. Compared to Perlin noise, simplex noise has the following advantages: simplex noise has a lower computational complexity and requires fewer multiplications. Simplex noise scales to higher dimensions (4D, 5D and up) with much less computational cost, the complexity is for dimensions instead of the of classic [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20110317/shader-library-simplex-noise-glsl-opengl/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>(Shader Library) Simple 2D Effects: Sphere and Ripple in GLSL</title>
		<link>http://www.geeks3d.com/20110316/shader-library-simple-2d-effects-sphere-and-ripple-in-glsl/</link>
		<comments>http://www.geeks3d.com/20110316/shader-library-simple-2d-effects-sphere-and-ripple-in-glsl/#comments</comments>
		<pubDate>Wed, 16 Mar 2011 09:32:28 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[Demoscene]]></category>
		<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Shader Library]]></category>
		<category><![CDATA[effect]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[ripple]]></category>
		<category><![CDATA[shader library]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7768</guid>
		<description><![CDATA[Today, two simple demoscene GLSL tricks: a sphere effect and a ripple effect. Both effects are 2D only and require only few lines of GLSL. These effects can be easily ported in WebGL or in another GLSL-based system (Blender Game engine for example). I coded two GeeXLab demos and they&#8217;re available in GeeXLab code samples [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20110316/shader-library-simple-2d-effects-sphere-and-ripple-in-glsl/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>(Shader Library) Crosshatching GLSL Filter</title>
		<link>http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/</link>
		<comments>http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/#comments</comments>
		<pubDate>Sat, 19 Feb 2011 11:18:16 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Shader Library]]></category>
		<category><![CDATA[cross-hatching]]></category>
		<category><![CDATA[crosshatch]]></category>
		<category><![CDATA[crosshatching]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[filter]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[post processing]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7731</guid>
		<description><![CDATA[As usual, while I was googling for some OpenCL stuff, I found something else: a simple cross-hatching pixel shader. Then I quickly coded a GeeXLab demo to play with. What is the cross-hatching? From wikipedia: Hatching (hachure in French) is an artistic technique used to create tonal or shading effects by drawing (or painting or [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Sobel and Frei-Chen Edge Detectors Demo (GLSL)</title>
		<link>http://www.geeks3d.com/20110201/sobel-and-frei-chen-edge-detectors-demo-glsl/</link>
		<comments>http://www.geeks3d.com/20110201/sobel-and-frei-chen-edge-detectors-demo-glsl/#comments</comments>
		<pubDate>Tue, 01 Feb 2011 16:41:40 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[Shader Library]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[detection]]></category>
		<category><![CDATA[edge]]></category>
		<category><![CDATA[filter]]></category>
		<category><![CDATA[frei-chen]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[post processing]]></category>
		<category><![CDATA[shader library]]></category>
		<category><![CDATA[sobel]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7693</guid>
		<description><![CDATA[Left: Sobel, middle: Frei-Chen, right: regular scene Overview Edge detection is a process that aims to detect sharp changes in the color intensity of an image. Such sharp changes are called edges. Edge detection is a fundamental image processing technique. Sobel and Frei-Chen are two edge detection algorithms. Sobel edge detector (developed in 1970) is [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20110201/sobel-and-frei-chen-edge-detectors-demo-glsl/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>(Demotool) GeeXLab 0.2.10 Released, New Lua Demos</title>
		<link>http://www.geeks3d.com/20110201/demotool-geexlab-0-2-10-released-new-lua-demos/</link>
		<comments>http://www.geeks3d.com/20110201/demotool-geexlab-0-2-10-released-new-lua-demos/#comments</comments>
		<pubDate>Tue, 01 Feb 2011 14:29:56 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[Demotool]]></category>
		<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[demos]]></category>
		<category><![CDATA[demotool]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[lua]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[scripting]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7689</guid>
		<description><![CDATA[Shadow mapping demo (Shadow_Mapping/ folder) 1 &#8211; GeeXLab 0.2.10 Overview A new version of GeeXLab is ready. GeeXLab 0.2.10 adds few new things related to shadow mapping and brings some bugfixes. More details in the changelog at the end of the post. The code samples pack has been updated with new demos: Animated caustic demo [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20110201/demotool-geexlab-0-2-10-released-new-lua-demos/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>[Tested] SuperShaper: 3D Shape Generator Using OpenCL</title>
		<link>http://www.geeks3d.com/20110124/tested-supershaper-3d-shape-generator-using-opencl/</link>
		<comments>http://www.geeks3d.com/20110124/tested-supershaper-3d-shape-generator-using-opencl/#comments</comments>
		<pubDate>Mon, 24 Jan 2011 10:33:11 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenCL]]></category>
		<category><![CDATA[Test]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[3ds]]></category>
		<category><![CDATA[export]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[opencl]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[shape]]></category>
		<category><![CDATA[superformula]]></category>
		<category><![CDATA[supershaper]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7662</guid>
		<description><![CDATA[SuperShaper is a tool based on the superformula (a mathematical formula, dicovered by Johan Gielis, to describe many shapes existing in nature) to create detailed 3D shapes. OpenCL 1.0 is used to implement the superformula while OpenGL 3.2 has been chosen for the 3D rendering. Main features: Very fast Create endless amounts of different 3D [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20110124/tested-supershaper-3d-shape-generator-using-opencl/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
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