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	<description>Being a nut has its advantages</description>
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		<title>New Shader Article: HDR Rendering</title>
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		<pubDate>Wed, 06 Feb 2013 18:31:22 +0000</pubDate>
		<dc:creator>Nate</dc:creator>
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		<description><![CDATA[A new article on how to implement HDR rendering has been posted. The WebGL demo, article, and source code are available here.]]></description>
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		<title>High Dynamic Range (HDR) Rendering</title>
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		<pubDate>Wed, 06 Feb 2013 18:30:16 +0000</pubDate>
		<dc:creator>Nate</dc:creator>
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		<description><![CDATA[This article explores the inner workings of HDR, what it&#8217;s for, and how you can implement it to improve the quality of your renderer.Read now.]]></description>
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		<title>Glow Effects</title>
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		<pubDate>Thu, 30 Aug 2012 13:48:19 +0000</pubDate>
		<dc:creator>Nate</dc:creator>
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		<description><![CDATA[Glow effects simulate the characteristics of a lens that suffers from light bleeding due to a high dynamic range. This article will go over the process of how to produce these auras as well as examine some techniques for blending the result.Read now.]]></description>
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		<title>New Shader Article: Glow Effects</title>
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		<pubDate>Thu, 30 Aug 2012 13:47:57 +0000</pubDate>
		<dc:creator>Nate</dc:creator>
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		<description><![CDATA[A new article on how to render glow auras has been posted. The WebGL demo, article, and source code are available here.]]></description>
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		<title>SSAO</title>
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		<pubDate>Thu, 12 Jul 2012 22:58:53 +0000</pubDate>
		<dc:creator>Nate</dc:creator>
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		<description><![CDATA[When light bounces off a surface, it contributes to the amount of ambient lighting, or environment lighting we see. In a basic renderer, the amount of ambient lighting a surface receives is uniform, making it look rather flat. Ambient occlusion provides a more realistic shading technique by taking into account that nearby objects may occlude [...]]]></description>
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