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Eric Haines
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My Minecon 2016 photos, with descriptions - proof I know nothing about YouTube personalities https://goo.gl/photos/DpfDCwj1NkpVeDaT6
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About three years ago the MOOC I worked on came out, and I'm still answering participants' questions. I'm happy it's still going. http://www.realtimerendering.com/blog/humblebrag-on-the-third-anniversary-of-the-mooc/
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How do you deal with FPS values when benchmarking? My simple-minded methods are detailed here: http://www.realtimerendering.com/blog/dont-be-mean/ - comments welcome!
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I can't say I understand how this monitor has such a dramatic shift in relative brightness of the patches: http://www.realtimerendering.com/blog/one-more-variable/
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Graphics types: Was my last blog post tl;dr? I agree. Here's the important conclusion boiled down, as a puzzle: http://www.realtimerendering.com/blog/a-png-puzzle/
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Graphics geeks only: my post on linearization, premultiplication, PNG's failure to store valid RGBA values, viewer and browser failures to properly use alpha, and the end of civilization as we know it. Except for that last bit. http://www.realtimerendering.com/blog/png-srgb-cutoutdecal-aa-problematic/
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A little post on where the texture-sampling term "tap" comes from: http://www.realtimerendering.com/blog/why-tap/  - if you have more to add, let me know.
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The MIT Mystery Hunt this weekend was wonderful, and I felt I contributed a bit, even getting to hack out a 3D graphics program for a solution. Go find the hidden word (I couldn't!) http://www.realtimerendering.com/blog/mit-mystery-hunt-and-three-js/
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New blog post on GPUs and premultiplied textures. You'll never believe what happened next! See the information they don't want you to know. With these easy tips you can get rid of that black fringing forever. http://www.realtimerendering.com/blog/gpus-prefer-premultiplication/
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