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	<title>BLOG3D &#187; Rendering</title>
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	<description>Grafica 3d, Programmazione videogames e web 2.0</description>
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		<title>Mantal Ray 3.8 integrerà accellerazione GPU iray®</title>
		<link>http://blog3d.it/mantal-ray-iray-gpu-rendering/</link>
		<comments>http://blog3d.it/mantal-ray-iray-gpu-rendering/#comments</comments>
		<pubDate>Sun, 04 Oct 2009 03:15:08 +0000</pubDate>
		<dc:creator>DeadlineProofMonk(ey)</dc:creator>
				<category><![CDATA[3d Studio Max]]></category>
		<category><![CDATA[Programmi 3d]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Cuda]]></category>
		<category><![CDATA[Global Illumination]]></category>
		<category><![CDATA[Iray]]></category>
		<category><![CDATA[Max]]></category>
		<category><![CDATA[mental images]]></category>
		<category><![CDATA[Mental Ray]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[Xsi]]></category>

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		<description><![CDATA[La tecnologia Iray per il raytracing sara&#8217; una modalita&#8217; di rendering interattiva che verra&#8217; introdotta in RealityServer 2.4 e Mental ray 3.8. Si basa sulla tecnologia CUDA di Nvidia, quindi, è presumibile aspettarsi la sua compatibilità solo sulle schede in grado di supportare CUDA. Questo la dice lunga sulla sua velocità in quanto le schede [...]]]></description>
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		<title>Matematica del Rendering x Grafici Cap1: La marcia in +</title>
		<link>http://blog3d.it/matematica-rendering-grafica-cap1/</link>
		<comments>http://blog3d.it/matematica-rendering-grafica-cap1/#comments</comments>
		<pubDate>Sun, 31 May 2009 03:13:42 +0000</pubDate>
		<dc:creator>DeadlineProofMonk(ey)</dc:creator>
				<category><![CDATA[Rendering]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Guide]]></category>
		<category><![CDATA[Tutorial 3d]]></category>

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		<description><![CDATA[Quando il Grafico fa 2+2 Molte volte ho dato per scontato, sbagliandomi di brutto, che i grafici 3d conoscessero almeno le formule matematiche piu&#8217; semplici alla base dei rendering.Mi ha shokkato constatare come tante persone pur usando termini quali Gouraud shading, texture diffusa, specular , normal mapping avessero una conoscenza sommaria del dietro le quinte [...]]]></description>
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