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		<title><![CDATA[Beyond3D Forum - 3D Technology & Algorithms]]></title>
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		<description>For technical discussion of 3D Technology and Algorithms, including the evolution of GPU architectures, rendering techniques and effects, and much more. Highly technical and potentially abstract.</description>
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			<title><![CDATA[Beyond3D Forum - 3D Technology & Algorithms]]></title>
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			<title>Partitioning a grid of cubes efficiently</title>
			<link>http://forum.beyond3d.com/showthread.php?t=61859&amp;goto=newpost</link>
			<pubDate>Tue, 01 May 2012 20:08:17 GMT</pubDate>
			<description>Hello, I got a question, I hope I can explain it well. 
 
If have a grid of (possible) cubes, say the grid is 10 by 10 by 10 and on each place on the grid there is either a cube or there is not. Now I would like to group cubes together that are next to each other together, into bigger cubes/boxes,...</description>
			<content:encoded><![CDATA[<div>Hello, I got a question, I hope I can explain it well.<br />
<br />
If have a grid of (possible) cubes, say the grid is 10 by 10 by 10 and on each place on the grid there is either a cube or there is not. Now I would like to group cubes together that are next to each other together, into bigger cubes/boxes, to more efficiently describe the grid (for a physics simulation).<br />
<br />
I assume this is not a very novel problem and there there are algorithms to do this optimally (or 'quite good') and hopefully a little fast. If i'd implement my own naive algorithm it'll probably be really slow :P<br />
<br />
thanks for any advice! <br />
<br />
Oh and with optimally I mean using the least amount of boxes.</div>

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			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=22"><![CDATA[3D Technology & Algorithms]]></category>
			<dc:creator>STTrife</dc:creator>
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			<title>Need some help</title>
			<link>http://forum.beyond3d.com/showthread.php?t=61857&amp;goto=newpost</link>
			<pubDate>Tue, 01 May 2012 18:16:50 GMT</pubDate>
			<description>.....</description>
			<content:encoded><![CDATA[<div>.....</div>

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			<title>Advice on mirror reflection on iPad?</title>
			<link>http://forum.beyond3d.com/showthread.php?t=61831&amp;goto=newpost</link>
			<pubDate>Mon, 23 Apr 2012 14:56:16 GMT</pubDate>
			<description><![CDATA[Hi, 
 
I'm wondering if anyone can give me some advice. I am trying to implement mirror relfection for planar surfaces (glass tables, polished wood floors and so on) on the iPad.  
 
How to do this? My current thinking is to render the reflector first, use that as a stencil, then render the scene...]]></description>
			<content:encoded><![CDATA[<div>Hi,<br />
<br />
I'm wondering if anyone can give me some advice. I am trying to implement mirror relfection for planar surfaces (glass tables, polished wood floors and so on) on the iPad. <br />
<br />
How to do this? My current thinking is to render the reflector first, use that as a stencil, then render the scene normally, and afterwards the scene mirrored by the reflector plane and using the stencil. Straightforward, but is it the fastest way?<br />
<br />
I'm a bit new to this, so any help is really appreciated :smile:</div>

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