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	<title>Sam Loxton</title>
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	<link>http://samloxton.com</link>
	<description></description>
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		<title>Showreel</title>
		<link>http://samloxton.com/2010/11/showreel/</link>
		<comments>http://samloxton.com/2010/11/showreel/#comments</comments>
		<pubDate>Mon, 08 Nov 2010 09:59:53 +0000</pubDate>
		<dc:creator>sloxton</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://samloxton.com/?p=32</guid>
		<description><![CDATA[My updated Showreel from October 2010 Showreel Breakdown]]></description>
			<content:encoded><![CDATA[<p>My updated Showreel from October 2010</p>
<p><strong><a href="http://vimeo.com/16614357">Showreel</a></strong></p>
<p><strong><a href="http://tinyurl.com/samloxton-breakdown">Breakdown</a></strong></p>
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		<title>CUDA Navier-Stokes Solver</title>
		<link>http://samloxton.com/2010/10/cuda-navier-stokes-solver/</link>
		<comments>http://samloxton.com/2010/10/cuda-navier-stokes-solver/#comments</comments>
		<pubDate>Sun, 31 Oct 2010 09:36:01 +0000</pubDate>
		<dc:creator>sloxton</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://samloxton.com/?p=83</guid>
		<description><![CDATA[This is the first working version of a CUDA Navier Stokes Solver I have written as a Houdini plugin. It uses Semi-Lagrangian advection and a Jacobi iterator for pressure projection. The current steps are: Apply force Velocity self-advection Diffusion Project Non-divergence Compute no-slip boundary conditions Temperature advection]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.youtube.com/user/sloxton?feature=mhum"><strong>This</strong></a> is the first working version of a CUDA Navier Stokes Solver I have written as a Houdini plugin.<br />
It uses Semi-Lagrangian advection and a Jacobi iterator for pressure projection.</p>
<p>The current steps are:</p>
<ol>
<li> Apply force</li>
<li> Velocity self-advection</li>
<li> Diffusion</li>
<li> Project Non-divergence</li>
<li> Compute no-slip boundary conditions</li>
<li> Temperature advection</li>
</ol>
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		<title>Gallery</title>
		<link>http://samloxton.com/2010/10/gallery/</link>
		<comments>http://samloxton.com/2010/10/gallery/#comments</comments>
		<pubDate>Wed, 06 Oct 2010 14:18:33 +0000</pubDate>
		<dc:creator>sloxton</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://samloxton.com/?p=134</guid>
		<description><![CDATA[I have setup a new online Picasa gallery to share my photos.]]></description>
			<content:encoded><![CDATA[<p>I have setup a new online Picasa <a href="http://samloxton.com/gallery/"><strong>gallery</strong></a> to share my photos.</p>
]]></content:encoded>
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		<title>Ocean Storm</title>
		<link>http://samloxton.com/2008/09/ocean-storm/</link>
		<comments>http://samloxton.com/2008/09/ocean-storm/#comments</comments>
		<pubDate>Tue, 02 Sep 2008 11:40:42 +0000</pubDate>
		<dc:creator>sloxton</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://samloxton.com/?p=113</guid>
		<description><![CDATA[This is my first personal project using Houdini. It uses the Houdini Ocean Toolkit to deform the ocean geometry using algorithms developed by Jerry Tessendorf. The twister and spray was all controlled using custom OTL&#8217;s inside Houdini. Custom shaders produced the following extra output passes that were then comped together: Ocean &#8211; Diffuse, environment, specular [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.youtube.com/user/sloxton?feature=mhum#p/a/u/2/wZwP3sXieX8"><strong>This</strong></a> is my first personal project using Houdini.</p>
<p>It uses the Houdini Ocean Toolkit to deform the ocean geometry using algorithms developed by Jerry Tessendorf. The twister and spray was all controlled using custom OTL&#8217;s inside Houdini.</p>
<p>Custom shaders produced the following extra output passes that were then comped together:</p>
<ol>
<li><strong>Ocean</strong> &#8211; Diffuse, environment, specular and fresnel</li>
<li><strong>Twister</strong> &#8211; Several layers of particles rendered as sprites with an additional layer of mist</li>
<li><strong>Spray</strong> &#8211; Foam and spray emitted from the eigenvalues in a shader</li>
</ol>
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