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	<title>Comments for Sebby Live</title>
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	<link>http://www.sebbylive.com</link>
	<description>My Life, My Projects...</description>
	<lastBuildDate>Thu, 19 Jan 2012 14:42:56 +0000</lastBuildDate>
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		<title>Comment on GPU Pro^3 is available for order by Eric Haines</title>
		<link>http://www.sebbylive.com/2012/01/12/gpu-pro3-is-available-for-order/#comment-33</link>
		<dc:creator>Eric Haines</dc:creator>
		<pubDate>Thu, 19 Jan 2012 14:42:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebbylive.com/?p=346#comment-33</guid>
		<description>&quot;My Life, My Projects...&quot; His Words? I&#039;m fine with you copying &lt;a href=&quot;http://www.realtimerendering.com/blog/gpu-pro3-is-available-for-order/&quot; rel=&quot;nofollow&quot;&gt;my blog post&lt;/a&gt;, but it would have been nice to say &quot;this is a repost of Eric&#039;s entry on the absolutely-wonderful, stunningly brilliant, and life-changing &lt;a href=&quot;http://www.realtimerendering.com/blog/&quot; rel=&quot;nofollow&quot;&gt;Real-Time Rendering blog&lt;/a&gt;&quot;. In academic circles this is called &quot;plagiarism&quot;. I&#039;ll give you some slack since you did the great task of editing one of the sections of GPU Pro^3 (thanks!).

I would appreciate it if you updated your entry and gave credit where it&#039;s due - my words aren&#039;t deathless prose for the centuries, but they deserve credit. Feel free to remove this comment once you have.</description>
		<content:encoded><![CDATA[<p>&#8220;My Life, My Projects&#8230;&#8221; His Words? I&#8217;m fine with you copying <a href="http://www.realtimerendering.com/blog/gpu-pro3-is-available-for-order/" rel="nofollow">my blog post</a>, but it would have been nice to say &#8220;this is a repost of Eric&#8217;s entry on the absolutely-wonderful, stunningly brilliant, and life-changing <a href="http://www.realtimerendering.com/blog/" rel="nofollow">Real-Time Rendering blog</a>&#8220;. In academic circles this is called &#8220;plagiarism&#8221;. I&#8217;ll give you some slack since you did the great task of editing one of the sections of GPU Pro^3 (thanks!).</p>
<p>I would appreciate it if you updated your entry and gave credit where it&#8217;s due &#8211; my words aren&#8217;t deathless prose for the centuries, but they deserve credit. Feel free to remove this comment once you have.</p>
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		<title>Comment on Projects by Buy Comment Backlinks</title>
		<link>http://www.sebbylive.com/projects/#comment-32</link>
		<dc:creator>Buy Comment Backlinks</dc:creator>
		<pubDate>Mon, 16 Jan 2012 17:22:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebbylive.com/?page_id=65#comment-32</guid>
		<description>&lt;strong&gt;...Recent Blogroll Additions...&lt;/strong&gt;

[...]It sort of feels too complex and extremely large for me. I&#039;m looking ahead in your subsequent publish, I&#039;ll attempt to get the grasp of it![...]...</description>
		<content:encoded><![CDATA[<p><strong>&#8230;Recent Blogroll Additions&#8230;</strong></p>
<p>[...]It sort of feels too complex and extremely large for me. I&#8217;m looking ahead in your subsequent publish, I&#8217;ll attempt to get the grasp of it![...]&#8230;</p>
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		<title>Comment on Projects by hafa</title>
		<link>http://www.sebbylive.com/projects/#comment-31</link>
		<dc:creator>hafa</dc:creator>
		<pubDate>Sat, 14 Jan 2012 20:42:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebbylive.com/?page_id=65#comment-31</guid>
		<description>&lt;strong&gt;... [Trackback]...&lt;/strong&gt;

[...] Read More here: sebbylive.com/projects/ [...]...</description>
		<content:encoded><![CDATA[<p><strong>&#8230; [Trackback]&#8230;</strong></p>
<p>[...] Read More here: sebbylive.com/projects/ [...]&#8230;</p>
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		<title>Comment on Projects by My Homepage</title>
		<link>http://www.sebbylive.com/projects/#comment-30</link>
		<dc:creator>My Homepage</dc:creator>
		<pubDate>Sat, 07 Jan 2012 19:31:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebbylive.com/?page_id=65#comment-30</guid>
		<description>&lt;strong&gt;... [Trackback]...&lt;/strong&gt;

[...] Read More: sebbylive.com/projects/ [...]...</description>
		<content:encoded><![CDATA[<p><strong>&#8230; [Trackback]&#8230;</strong></p>
<p>[...] Read More: sebbylive.com/projects/ [...]&#8230;</p>
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		<title>Comment on First Project: Texture Compression and DXTC Transcoding by Sebby</title>
		<link>http://www.sebbylive.com/2011/07/17/project-texture-compression-dxtc-transcoding/#comment-27</link>
		<dc:creator>Sebby</dc:creator>
		<pubDate>Tue, 06 Dec 2011 17:19:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebbylive.com/?p=74#comment-27</guid>
		<description>I just glanced over the article. Looks like a similar approach to what I take. The idea of my compression is to take the min/max color channels and use color prediction in order to apply a lossless compression to the values. The selector bits are a little more tricky as they are more random in nature. The best I could find is a simple huffman algorithm which does provide some gains depending on the composition of the source image.</description>
		<content:encoded><![CDATA[<p>I just glanced over the article. Looks like a similar approach to what I take. The idea of my compression is to take the min/max color channels and use color prediction in order to apply a lossless compression to the values. The selector bits are a little more tricky as they are more random in nature. The best I could find is a simple huffman algorithm which does provide some gains depending on the composition of the source image.</p>
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		<title>Comment on First Project: Texture Compression and DXTC Transcoding by foo</title>
		<link>http://www.sebbylive.com/2011/07/17/project-texture-compression-dxtc-transcoding/#comment-26</link>
		<dc:creator>foo</dc:creator>
		<pubDate>Tue, 06 Dec 2011 05:09:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebbylive.com/?p=74#comment-26</guid>
		<description>Oh.. if you take data that was already DXTC-compressed offline and recompress it with a lossy (wavelet, whatever) encoder, and if you can somehow manage to make the &quot;min&quot; and &quot;max&quot; pixel of each block decode into the same values they originally had.. then a realtime DXTC-compressor that just uses &quot;min&quot; and &quot;max&quot; to pick the endpoints will pretty much recompress into the same image as the one you started with.  I&#039;m not sure how expensive it is to ensure these endpoints are encoded accurately though.

Sorry for the typo in the link above, it should be:
&lt;a href=&quot;http://www.jacobstrom.com/publications/StromWennerstenHPG2011.pdf&quot; rel=&quot;nofollow&quot;&gt;Lossless Compression of Already Compressed Textures&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Oh.. if you take data that was already DXTC-compressed offline and recompress it with a lossy (wavelet, whatever) encoder, and if you can somehow manage to make the &#8220;min&#8221; and &#8220;max&#8221; pixel of each block decode into the same values they originally had.. then a realtime DXTC-compressor that just uses &#8220;min&#8221; and &#8220;max&#8221; to pick the endpoints will pretty much recompress into the same image as the one you started with.  I&#8217;m not sure how expensive it is to ensure these endpoints are encoded accurately though.</p>
<p>Sorry for the typo in the link above, it should be:<br />
<a href="http://www.jacobstrom.com/publications/StromWennerstenHPG2011.pdf" rel="nofollow">Lossless Compression of Already Compressed Textures</a></p>
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		<title>Comment on First Project: Texture Compression and DXTC Transcoding by foo</title>
		<link>http://www.sebbylive.com/2011/07/17/project-texture-compression-dxtc-transcoding/#comment-25</link>
		<dc:creator>foo</dc:creator>
		<pubDate>Tue, 06 Dec 2011 05:04:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebbylive.com/?p=74#comment-25</guid>
		<description>You should also look at this:
&lt;a href=&quot;www.jacobstrom.com/publications/StromWennerstenHPG2011.pdf&quot; rel=&quot;nofollow&quot;&gt;Lossless Compression of Already Compressed Textures&lt;/a&gt;

Its a technique for further compression of GPU-ready formats.  They used ETC1 for their tests, but the basic ideas should apply to any block-based format.</description>
		<content:encoded><![CDATA[<p>You should also look at this:<br />
<a href="www.jacobstrom.com/publications/StromWennerstenHPG2011.pdf" rel="nofollow">Lossless Compression of Already Compressed Textures</a></p>
<p>Its a technique for further compression of GPU-ready formats.  They used ETC1 for their tests, but the basic ideas should apply to any block-based format.</p>
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		<title>Comment on DALTONISM Part 2: Trial and Error Genetic Algorithm Style by DALTONISM Part 3: Sticking to the Right Color Space &#124; Sebby Live</title>
		<link>http://www.sebbylive.com/2011/08/27/daltonism-part-2-trial-and-error-genetic-algorithm-style/#comment-22</link>
		<dc:creator>DALTONISM Part 3: Sticking to the Right Color Space &#124; Sebby Live</dc:creator>
		<pubDate>Fri, 23 Sep 2011 23:37:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebbylive.com/?p=271#comment-22</guid>
		<description>[...] my previous posts (Part 1 and Part 2). One thing that stood out in the algorithm taken from Daltonize.org was the fact that the color [...]</description>
		<content:encoded><![CDATA[<p>[...] my previous posts (Part 1 and Part 2). One thing that stood out in the algorithm taken from Daltonize.org was the fact that the color [...]</p>
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		<title>Comment on DALTONISM Part 3: Sticking to the Right Color Space by DALTONISM: Making Games Color Blind Friendly &#124; Sebby Live</title>
		<link>http://www.sebbylive.com/2011/09/02/daltonism-part-3-sticking-to-the-right-color-space/#comment-21</link>
		<dc:creator>DALTONISM: Making Games Color Blind Friendly &#124; Sebby Live</dc:creator>
		<pubDate>Mon, 05 Sep 2011 00:43:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebbylive.com/?p=282#comment-21</guid>
		<description>[...] Also Part 2 and Part 3 of this series of [...]</description>
		<content:encoded><![CDATA[<p>[...] Also Part 2 and Part 3 of this series of [...]</p>
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		<title>Comment on Downloads by DALTONISM: Source Code &#124; Sebby Live</title>
		<link>http://www.sebbylive.com/downloads/#comment-20</link>
		<dc:creator>DALTONISM: Source Code &#124; Sebby Live</dc:creator>
		<pubDate>Mon, 05 Sep 2011 00:42:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebbylive.com/?page_id=84#comment-20</guid>
		<description>[...] WorkTexture CompressionImproving DXT Compression File SizesBooksSebby&#8217;s BooksShaderX / GPU ProDownloadsAbout [...]</description>
		<content:encoded><![CDATA[<p>[...] WorkTexture CompressionImproving DXT Compression File SizesBooksSebby&#8217;s BooksShaderX / GPU ProDownloadsAbout [...]</p>
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