<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:annotate="http://purl.org/rss/1.0/modules/annotate/" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#">
<channel>
<generator>Filter Forge Site</generator>
<title>All Filter Forge Filters By Dmitry Sapelnikov</title>
<description></description> 
<link>http://www.filterforge.com/filters/author10376-page1.html</link>
<language>en</language>
<webMaster>support@filterforge.com</webMaster> 
<copyright>(C) 2013</copyright>
<pubDate>Tue, 18 Jun 2013 00:33:54 -0400</pubDate> 
<lastBuildDate>Tue, 18 Jun 2013 00:33:54 -0400</lastBuildDate>
<item>
<title>Raytracing</title><link>http://www.filterforge.com/filters/8772.html</link>
<dc:creator>Egret</dc:creator><category>8772</category><pubDate>Wed, 30 Jun 2010 00:00:00 EDT</pubDate><guid>http://www.filterforge.com/filters/8772.html</guid>
<description>&lt;a href=&quot;http://www.filterforge.com/filters/8772.html&quot;&gt;&lt;img src=&quot;http://www.filterforge.com/filters/8772-small.jpg&quot; border=&quot;0&quot; height=&quot;120&quot; width=&quot;120&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;small&gt;June 30, 2010, Editor's Pick&lt;/small&gt;&lt;p&gt;This filter implements a simple but functional raytracing-based renderer. In fact, Filter Forge's sampling architecture is very close to raytracers – we also shoot 'rays' into the 'scene', but unlike raytracers where rays extend from a single origin point representing viewer's eye, Filter Forge's 'rays' (called samples) are parallel, and Filter Forge's 'scene' is simply an infinite procedurally textured view-aligned plane while a raytracer can use polygons and procedural geometry.&lt;/p&gt;</description>
</item>
<item>
<title>Droste Spiral</title><link>http://www.filterforge.com/filters/8771.html</link>
<dc:creator>Egret</dc:creator><category>8771</category><pubDate>Wed, 30 Jun 2010 00:00:00 EDT</pubDate><guid>http://www.filterforge.com/filters/8771.html</guid>
<description>&lt;a href=&quot;http://www.filterforge.com/filters/8771.html&quot;&gt;&lt;img src=&quot;http://www.filterforge.com/filters/8771-small.jpg&quot; border=&quot;0&quot; height=&quot;120&quot; width=&quot;120&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;small&gt;June 30, 2010, Editor's Pick&lt;/small&gt;&lt;p&gt;This filter uses Lua scripting to implement Droste effect, or, more specifically, its more complex spiral variant. For details, see http://en.wikipedia.org/wiki/Droste_effect&lt;/p&gt;</description>
</item>
<item>
<title>Bearestroika</title><link>http://www.filterforge.com/filters/8796.html</link>
<dc:creator>Egret</dc:creator><category>8796</category><pubDate>Mon, 5 Jul 2010 00:00:00 EDT</pubDate><guid>http://www.filterforge.com/filters/8796.html</guid>
<description>&lt;a href=&quot;http://www.filterforge.com/filters/8796.html&quot;&gt;&lt;img src=&quot;http://www.filterforge.com/filters/8796-small.jpg&quot; border=&quot;0&quot; height=&quot;120&quot; width=&quot;120&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;small&gt;July 5, 2010&lt;/small&gt;&lt;p&gt;This filter is based on a raycasting game engine pioneered by Wolfenstein 3D, the game that gave birth to the genre of first-person shooters.

This filter demonstrates a crude way of embedding basically any binary data into Filter Forge filters via script components. You just create an array, initialize it with constants and provide a way to access this array via Filter Forge's sampling functions! The bear and lamp textures are stored this way.&lt;/p&gt;</description>
</item>
<item>
<title>Normal Map</title><link>http://www.filterforge.com/filters/8774.html</link>
<dc:creator>Egret</dc:creator><category>8774</category><pubDate>Wed, 30 Jun 2010 00:00:00 EDT</pubDate><guid>http://www.filterforge.com/filters/8774.html</guid>
<description>&lt;a href=&quot;http://www.filterforge.com/filters/8774.html&quot;&gt;&lt;img src=&quot;http://www.filterforge.com/filters/8774-small.jpg&quot; border=&quot;0&quot; height=&quot;120&quot; width=&quot;120&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;small&gt;June 30, 2010&lt;/small&gt;&lt;p&gt;This filter converts the brightness of image pixels into height values and generates normal maps for use with 3D packages and game engines. The maps are fully consistent with those produced by the Result component in Surface mode.&lt;/p&gt;</description>
</item>
<item>
<title>Sobel Edge Detector</title><link>http://www.filterforge.com/filters/8773.html</link>
<dc:creator>Egret</dc:creator><category>8773</category><pubDate>Wed, 30 Jun 2010 00:00:00 EDT</pubDate><guid>http://www.filterforge.com/filters/8773.html</guid>
<description>&lt;a href=&quot;http://www.filterforge.com/filters/8773.html&quot;&gt;&lt;img src=&quot;http://www.filterforge.com/filters/8773-small.jpg&quot; border=&quot;0&quot; height=&quot;120&quot; width=&quot;120&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;small&gt;June 30, 2010&lt;/small&gt;&lt;p&gt;This filter implements a Sobel edge detection algorithm using the new Derivative component introduced in Filter Forge 2.0.&lt;/p&gt;</description>
</item>

</channel></rss>