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<?xml-stylesheet type="text/xsl" href="http://loicbaumann.org/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Ambient occlusion: done!</title><link>http://loicbaumann.org/blogs/loic/archive/2004/07/20/ambient-occlusion-done.aspx</link><description>I&amp;rsquo;ve programmed the routine to compute a texture storing the ambient occlusion of a given mesh. The result is as expected: great! (see the screenshots). The computing process can take a while, had to throw a lot of rays per texel to get an accurate</description><dc:language>en</dc:language><generator>CommunityServer 2008 (Build: 30417.1769)</generator></channel></rss>