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    <description>Channel 9 keeps you up to date with the latest news and behind the scenes info from Microsoft that developers love to keep up with. From LINQ to SilverLight – Watch videos and hear about all the cool technologies coming and the people behind them.</description>
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    <pubDate>Wed, 19 Jun 2013 11:08:40 GMT</pubDate>
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      <title>Creating the Virtual Experiment Laboratory app with the Visual Studio 3D Starter Kit</title>
      <description><![CDATA[<p>While many people think of 3D applications as primarily being games, 3D graphics also bring educational apps to life.&nbsp; Roberto Sonnino, developer of the <a href="http://aka.ms/vs3dkit">Visual Studio 3D Starter Kit</a>, interviews Gokhan&nbsp;Sengun of <a href="http://www.netas.com.tr/index.php?gdl=in">Netas Telekomunikasyon A.S.</a>, who created the <a href="http://apps.microsoft.com/windows/app/fcac7925-01dc-4f25-b3f1-aace7f275ba0">Virtual Experiment Laboratory (Sanal Deney Laboratuvarı)</a>&nbsp;app&nbsp;using the Visual Studio 3D Starter Kit.</p><p>Gokhan discusses how he used the Starter Kit as a base for learning about DirectX programming, and demonstrates how he used the Visual Studio Shader Designer to create some of the effects in his app.</p><ul><li><span class="ms-rteFontFace-10"><a href="http://channel9.msdn.com/posts/Creating-the-Virtual-Experiment-Laboratory-app-with-the-Visual-Studio-3D-Starter-Kit#time=00m00s">[00:00]</a> - </span>Gokhan and Roberto talk about the app and Gokhan's experiences with DirectX and the Starter Kit </li><li><a href="http://channel9.msdn.com/posts/Creating-the-Virtual-Experiment-Laboratory-app-with-the-Visual-Studio-3D-Starter-Kit#time=10m56s">[10:56]</a> - Gokhan demos the Virtual Experiment Laboratory app </li><li><a href="http://channel9.msdn.com/posts/Creating-the-Virtual-Experiment-Laboratory-app-with-the-Visual-Studio-3D-Starter-Kit#time=14m32s">[14:32]</a> - Behind the scenes - making a dynamic sprite with the Visual Studio Shader Designer </li><li><a href="http://channel9.msdn.com/posts/Creating-the-Virtual-Experiment-Laboratory-app-with-the-Visual-Studio-3D-Starter-Kit#time=18m37s">[18:37]</a> - Behind the scenes - making an animated flame with the Visual Studio Shader Designer </li></ul><p>Come watch the Starter Kit and the Visual Studio graphics tools in action to create rich 3D user interfaces for your app.</p><p>For more information, you can find Gokhan on Twitter: <a href="http://twitter.com/gokhansengun">@gokhansengun</a>.</p><p>Roberto is also on Twitter: <a href="http://twitter.com/robertos_br">@robertos_br</a>. Please let us know if you have an app on the Store that uses the VS 3D Starter Kit!</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:50b03c8dd163428181baa1c00165746c">]]></description>
      <comments>http://channel9.msdn.com/posts/Creating-the-Virtual-Experiment-Laboratory-app-with-the-Visual-Studio-3D-Starter-Kit</comments>
      <itunes:summary>While many people think of 3D applications as primarily being games, 3D graphics also bring educational apps to life.&amp;nbsp; Roberto Sonnino, developer of the Visual Studio 3D Starter Kit, interviews Gokhan&amp;nbsp;Sengun of Netas Telekomunikasyon A.S., who created the Virtual Experiment Laboratory (Sanal Deney Laboratuvarı)&amp;nbsp;app&amp;nbsp;using the Visual Studio 3D Starter Kit. Gokhan discusses how he used the Starter Kit as a base for learning about DirectX programming, and demonstrates how he used the Visual Studio Shader Designer to create some of the effects in his app. [00:00] - Gokhan and Roberto talk about the app and Gokhan&#39;s experiences with DirectX and the Starter Kit [10:56] - Gokhan demos the Virtual Experiment Laboratory app [14:32] - Behind the scenes - making a dynamic sprite with the Visual Studio Shader Designer [18:37] - Behind the scenes - making an animated flame with the Visual Studio Shader Designer Come watch the Starter Kit and the Visual Studio graphics tools in action to create rich 3D user interfaces for your app. For more information, you can find Gokhan on Twitter: @gokhansengun. Roberto is also on Twitter: @robertos_br. Please let us know if you have an app on the Store that uses the VS 3D Starter Kit! </itunes:summary>
      <itunes:duration>1455</itunes:duration>
      <link>http://channel9.msdn.com/posts/Creating-the-Virtual-Experiment-Laboratory-app-with-the-Visual-Studio-3D-Starter-Kit</link>
      <pubDate>Tue, 21 May 2013 13:00:00 GMT</pubDate>
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      <dc:creator>Roberto Sonnino - MSFT</dc:creator>
      <itunes:author>Roberto Sonnino - MSFT</itunes:author>
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      <category>3D Modeling</category>
      <category>C++</category>
      <category>Direct 3D</category>
      <category>DirectX</category>
      <category>Graphics</category>
      <category>Interview</category>
      <category>Programming</category>
      <category>XAML</category>
      <category>Windows 8</category>
      <category>Windows Store App</category>
    </item>
  <item>
      <title>Developing an app with the Visual Studio 3D Starter Kit</title>
      <description><![CDATA[<p>Writing your first app using DirectX can seem mysterious if you're new to graphics or game development. The <a href="http://aka.ms/vs3dkit">Visual Studio 3D Starter Kit</a> was created to help developers understand the basics of DirectX development with a complete Windows 8 application.</p><p>In this episode, Roberto Sonnino, a software developer on the&nbsp;Visual Studio team, walks through creating a <a href="http://diceroller3d.codeplex.com">dice rolling app</a> with the Starter Kit, and shows that the same code can be recompiled for Windows RT and Windows Phone 8 devices.</p><p>The accompanying walkthrough is published on the Visual C&#43;&#43; team blog as a three part series:</p><ul><li><a href="http://blogs.msdn.com/b/vcblog/archive/2013/03/26/developing-an-app-with-the-visual-studio-3d-starter-kit-part-1-of-3.aspx">Part 1</a> </li><li><a href="http://blogs.msdn.com/b/vcblog/archive/2013/04/02/developing-an-app-with-the-visual-studio-3d-starter-kit-part-2-of-3.aspx">Part 2</a> </li><li><a href="http://blogs.msdn.com/b/vcblog/archive/2013/04/11/developing-an-app-with-the-visual-studio-3d-starter-kit-part-3-of-3.aspx">Part 3</a> </li></ul> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:96ac21da34db4dcd90dda1960174bf48">]]></description>
      <comments>http://channel9.msdn.com/posts/VS-3D-Starter-Kit-Dice-Roller</comments>
      <itunes:summary>Writing your first app using DirectX can seem mysterious if you&#39;re new to graphics or game development. The Visual Studio 3D Starter Kit was created to help developers understand the basics of DirectX development with a complete Windows 8 application. In this episode, Roberto Sonnino, a software developer on the&amp;nbsp;Visual Studio team, walks through creating a dice rolling app with the Starter Kit, and shows that the same code can be recompiled for Windows RT and Windows Phone 8 devices. The accompanying walkthrough is published on the Visual C&amp;#43;&amp;#43; team blog as a three part series: Part 1 Part 2 Part 3 </itunes:summary>
      <itunes:duration>1659</itunes:duration>
      <link>http://channel9.msdn.com/posts/VS-3D-Starter-Kit-Dice-Roller</link>
      <pubDate>Thu, 11 Apr 2013 23:30:44 GMT</pubDate>
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      <dc:creator>Roberto Sonnino - MSFT</dc:creator>
      <itunes:author>Roberto Sonnino - MSFT</itunes:author>
      <slash:comments>7</slash:comments>
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      <category>C++</category>
      <category>DirectX</category>
      <category>Games</category>
      <category>Graphics</category>
      <category>XAML</category>
      <category>Windows 8</category>
      <category>Windows Phone 8</category>
    </item>
  <item>
      <title>GoingNative 13: Visual Studio 3D Starter Kit, Meet Roberto Sonnino</title>
      <description><![CDATA[<p>Welcome to 2013! We're excited to be back and we're sorry it's taken so long to get a new episode out the door. <br><br>The <a href="http://code.msdn.microsoft.com/windowsapps/Visual-Studio-3D-Starter-455a15f1" target="_blank"><strong>Visual Studio 3D Starter Kit</strong> </a>provides basic support for consuming DirectX 3D runtime assets produced by the MSBUILD task. This includes loading, rendering, and working with&nbsp;assets (including animated meshes). <strong>Roberto Sonnino</strong>, a&nbsp;developer on the&nbsp;VC&#43;&#43; team,&nbsp;created this starter kit to provide C&#43;&#43; developers with little to no DirectX experience with a very sane entry point into the world of 3D programming with DirectX in Visual Studio. Roberto's Windows Store app sample also demonstrates using XAML to implement a simple 2D HUD over the 3D scene, and how to implement support for ARM devices and older graphics cards through the use of fallback shaders.<br><br>We've covered the 3D Starter Kit before on C9, so check out <a href="http://channel9.msdn.com/posts/Visual-Studio-3D-StarterKit" target="_blank"><strong>this video</strong></a> and this <a href="http://channel9.msdn.com/coding4fun/blog/Getting-started-with-C3DWinStore-Game-Dev-with-the-Visual-Studio-3D-Starter-Kit" target="_blank"><strong>Coding4Fun article</strong></a> to get you started with the starter kit <img src='http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif?v=c9' alt='Smiley' /></p><p><strong>Table of contents</strong></p><p><strong><a href="http://channel9.msdn.com/Shows/C9-GoingNative/GoingNative-13-Visual-Studio-3D-Starter-Kit-Meet-Roberto-Sonnino#time=00m00s">[00:00]</a> </strong>GoingNative(); //Ale and Charles talk&nbsp;about the&nbsp;status of the VC&#43;&#43; 2012 CTP and introduce the show's topic,&nbsp; the 3D Starter kit written by our guest, C&#43;&#43; developer Roberto Sonnino.<br><strong><a href="http://channel9.msdn.com/Shows/C9-GoingNative/GoingNative-13-Visual-Studio-3D-Starter-Kit-Meet-Roberto-Sonnino#time=02m55s">[02:55]</a></strong> Ale and Charles interview Roberto Sonnino about his 3D Starter Kit.<br><strong><a href="http://channel9.msdn.com/Shows/C9-GoingNative/GoingNative-13-Visual-Studio-3D-Starter-Kit-Meet-Roberto-Sonnino#time=30m16s">[30:16]</a></strong> ~GoingNative();// Ale and Charles destruct the show.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:8659ab0420614cec91e1a14f0157b7a3">]]></description>
      <comments>http://channel9.msdn.com/Shows/C9-GoingNative/GoingNative-13-Visual-Studio-3D-Starter-Kit-Meet-Roberto-Sonnino</comments>
      <itunes:summary>Welcome to 2013! We&#39;re excited to be back and we&#39;re sorry it&#39;s taken so long to get a new episode out the door. The Visual Studio 3D Starter Kit provides basic support for consuming DirectX 3D runtime assets produced by the MSBUILD task. This includes loading, rendering, and working with&amp;nbsp;assets (including animated meshes). Roberto Sonnino, a&amp;nbsp;developer on the&amp;nbsp;VC&amp;#43;&amp;#43; team,&amp;nbsp;created this starter kit to provide C&amp;#43;&amp;#43; developers with little to no DirectX experience with a very sane entry point into the world of 3D programming with DirectX in Visual Studio. Roberto&#39;s Windows Store app sample also demonstrates using XAML to implement a simple 2D HUD over the 3D scene, and how to implement support for ARM devices and older graphics cards through the use of fallback shaders.We&#39;ve covered the 3D Starter Kit before on C9, so check out this video and this Coding4Fun article to get you started with the starter kit  Table of contents [00:00] GoingNative(); //Ale and Charles talk&amp;nbsp;about the&amp;nbsp;status of the VC&amp;#43;&amp;#43; 2012 CTP and introduce the show&#39;s topic,&amp;nbsp; the 3D Starter kit written by our guest, C&amp;#43;&amp;#43; developer Roberto Sonnino.[02:55] Ale and Charles interview Roberto Sonnino about his 3D Starter Kit.[30:16] ~GoingNative();// Ale and Charles destruct the show. </itunes:summary>
      <itunes:duration>1912</itunes:duration>
      <link>http://channel9.msdn.com/Shows/C9-GoingNative/GoingNative-13-Visual-Studio-3D-Starter-Kit-Meet-Roberto-Sonnino</link>
      <pubDate>Thu, 24 Jan 2013 19:41:54 GMT</pubDate>
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        <media:content url="http://media.ch9.ms/ch9/fd82/4926f6cb-0c4c-46fd-acb3-793a1cfbfd82/C9GoingNative13DXStarterKit_Source.wmv" expression="full" duration="1912" fileSize="769977166" type="video/x-ms-wmv" medium="video"></media:content>
        <media:content url="http://smooth.ch9.ms/ch9/fd82/4926f6cb-0c4c-46fd-acb3-793a1cfbfd82/C9GoingNative13DXStarterKit.ism/manifest" expression="full" duration="1912" fileSize="8670" type="video/x-ms-wmv" medium="video"></media:content>
      </media:group>      
      <enclosure url="http://media.ch9.ms/ch9/fd82/4926f6cb-0c4c-46fd-acb3-793a1cfbfd82/C9GoingNative13DXStarterKit.wmv" length="109939415" type="video/x-ms-wmv"></enclosure>
      <dc:creator>Charles</dc:creator>
      <itunes:author>Charles</itunes:author>
      <slash:comments>5</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Shows/C9-GoingNative/GoingNative-13-Visual-Studio-3D-Starter-Kit-Meet-Roberto-Sonnino/RSS</wfw:commentRss>
      <category>C++</category>
      <category>DirectX</category>
      <category>Graphics</category>
      <category>Programming</category>
      <category>Windows 8</category>
      <category>C++11</category>
      <category>Windows Phone 8</category>
      <category>Windows Store App</category>
    </item>
  <item>
      <title>Graphic Improvements in Windows 8</title>
      <description><![CDATA[<p>In Windows 8, performance and battery life&nbsp;are important factors so we wanted to offload as much as possible on to the machine's graphics hardware to speed up everything you do.&nbsp;</p><p>That's why we invested in DirectX to hardware accelerate almost every aspect of the user experience. Graphics is literally at the core of every Windows 8 experience.</p><p>For more information on graphic improvements in Windows 8, see the reference links here:</p><ul><li><a href="http://blogs.msdn.com/b/b8/archive/2012/07/23/hardware-accelerating-everything-windows-8-graphics.aspx">Hardware accelerating everything: Windows 8 graphics</a> </li><li><a href="http://msdn.microsoft.com/en-us/library/windows/apps/windows.graphics.imaging.aspx">Windows Graphics APIs</a> </li></ul><p>See also related videos here:</p><ul><li><a href="http://channel9.msdn.com/Series/Introducing-Windows-8/Gaming">Windows 8 for Gaming</a> </li></ul> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:235b9db110864f6f9101a0f5000ba220">]]></description>
      <comments>http://channel9.msdn.com/Series/Introducing-Windows-8/Graphic-Improvements</comments>
      <itunes:summary>In Windows 8, performance and battery life&amp;nbsp;are important factors so we wanted to offload as much as possible on to the machine&#39;s graphics hardware to speed up everything you do.&amp;nbsp; That&#39;s why we invested in DirectX to hardware accelerate almost every aspect of the user experience. Graphics is literally at the core of every Windows 8 experience. For more information on graphic improvements in Windows 8, see the reference links here: Hardware accelerating everything: Windows 8 graphics Windows Graphics APIs See also related videos here: Windows 8 for Gaming </itunes:summary>
      <itunes:duration>355</itunes:duration>
      <link>http://channel9.msdn.com/Series/Introducing-Windows-8/Graphic-Improvements</link>
      <pubDate>Thu, 25 Oct 2012 16:07:03 GMT</pubDate>
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        <media:content url="http://media.ch9.ms/ch9/4c2f/57314a0e-f59c-4f65-8c2c-91cdf9564c2f/GameImprove_mid.mp4" expression="full" duration="355" fileSize="59293659" type="video/mp4" medium="video"></media:content>
        <media:content url="http://media.ch9.ms/ch9/4c2f/57314a0e-f59c-4f65-8c2c-91cdf9564c2f/GameImprove_Source.wmv" expression="full" duration="355" fileSize="162966393" type="video/x-ms-wmv" medium="video"></media:content>
        <media:content url="http://smooth.ch9.ms/ch9/4c2f/57314a0e-f59c-4f65-8c2c-91cdf9564c2f/GameImprove.ism/manifest" expression="full" duration="355" fileSize="7618" type="video/x-ms-wmv" medium="video"></media:content>
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      <dc:creator>Roxanne Beaver</dc:creator>
      <itunes:author>Roxanne Beaver</itunes:author>
      <slash:comments>3</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Series/Introducing-Windows-8/Graphic-Improvements/RSS</wfw:commentRss>
      <category>Designer</category>
      <category>Developer</category>
      <category>Gaming</category>
      <category>Graphics</category>
      <category>Windows 8</category>
      <category>Windows Store App</category>
    </item>
  <item>
      <title>3D Game Example</title>
      <description><![CDATA[<p>This video shows how 3D graphics render in a game example.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:f8074732b07c4b13b7c8a06e014a0eac">]]></description>
      <comments>http://channel9.msdn.com/posts/3D-Game-Example</comments>
      <itunes:summary>This video shows how 3D graphics render in a game example. </itunes:summary>
      <itunes:duration>10</itunes:duration>
      <link>http://channel9.msdn.com/posts/3D-Game-Example</link>
      <pubDate>Wed, 15 Aug 2012 22:34:59 GMT</pubDate>
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        <media:content url="http://smooth.ch9.ms/ch9/0521/028df55c-699b-4e29-b3f9-d5e95cf80521/3DGameExample.ism/manifest" expression="full" duration="10" fileSize="8442" type="video/x-ms-wmv" medium="video"></media:content>
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      <dc:creator>Roxanne Beaver</dc:creator>
      <itunes:author>Roxanne Beaver</itunes:author>
      <slash:comments>1</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/posts/3D-Game-Example/rss</wfw:commentRss>
      <category>3D</category>
      <category>Games</category>
      <category>Graphics</category>
      <category>Windows</category>
      <category>Windows 8</category>
    </item>
  <item>
      <title>Hardware accelerating everything: Windows 8 graphics</title>
      <description><![CDATA[<p>In computer graphics, high performance is a guiding principle. In Windows 8, we knew we wanted to create a new, visually rich way for users to interact with apps and with Windows itself. We&nbsp;knew that we'd be building a new platform for creating apps, and that we'd be targeting a more diverse set of hardware than ever before. For more details read the blog post on Hardware accelerating everything: Windows 8 graphics. <a href="http://blogs.msdn.com/b/b8/archive/2012/07/23/hardware-accelerating-everything-windows-8-graphics.aspx">http://blogs.msdn.com/b/b8/archive/2012/07/23/hardware-accelerating-everything-windows-8-graphics.aspx</a></p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:f86dd9315c9d4a68888da077015ab519">]]></description>
      <comments>http://channel9.msdn.com/posts/Hardware-accelerating-everything-Windows-8-graphics</comments>
      <itunes:summary>In computer graphics, high performance is a guiding principle. In Windows 8, we knew we wanted to create a new, visually rich way for users to interact with apps and with Windows itself. We&amp;nbsp;knew that we&#39;d be building a new platform for creating apps, and that we&#39;d be targeting a more diverse set of hardware than ever before. For more details read the blog post on Hardware accelerating everything: Windows 8 graphics. http://blogs.msdn.com/b/b8/archive/2012/07/23/hardware-accelerating-everything-windows-8-graphics.aspx </itunes:summary>
      <itunes:duration>192</itunes:duration>
      <link>http://channel9.msdn.com/posts/Hardware-accelerating-everything-Windows-8-graphics</link>
      <pubDate>Fri, 03 Aug 2012 23:18:25 GMT</pubDate>
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      <dc:creator>Roxanne Beaver</dc:creator>
      <itunes:author>Roxanne Beaver</itunes:author>
      <slash:comments>0</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/posts/Hardware-accelerating-everything-Windows-8-graphics/rss</wfw:commentRss>
      <category>Accelerators</category>
      <category>Graphics</category>
      <category>Hardware</category>
      <category>Windows 8</category>
    </item>
  <item>
      <title>TRON:Legacy - An HTML5 Graphic Novel by Disney</title>
      <description><![CDATA[ <p>The Beauty of the Web shines with Disney's new <strong><a href="http://disneydigitalbooks.go.com/tron/" target="_blank">Tron:Legacy site</a></strong>, a rich graphic novel brought to life online using HTML5 Canvas and audio tags (check out the music). The site, designed to mark the relaunch of the Tron:Legacy application, takes advantage of the power of modern PC hardware through Internet Explorer 9's full hardware acceleration so it feels interactive, immersive and responsive. Giorgio Sardo worked closely with Vectorform and Disney on this web application that really showcases the power of HTML5 running oustide of the fishbowl <img src='http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif?v=c9' alt='Smiley' /> Giorgio et al did some really good engineering to get the most performance out of HTML5 - Tron:Legacy deserves no less, of course!<br><br>Check out Giorgio's <strong><a href="http://windowsteamblog.com/ie/b/ie/archive/2011/06/03/behind-the-scenes-of-disney-tron-legacy-digital-book-site.aspx" target="_blank">behind-the-scenes write-up on how they built this great HTML5 app</a></strong>.</p><p>Here, I chat with Giorgio and Ari Bixhorn (aka Bix)&nbsp;about this modern graphic novel written in HTML5 and powered by IE9. What's going on behind the graphics, anyway? What led to the use of HTML5's Canvas versus, say,&nbsp;CSS3 Transforms to create the stunning graphics with lightning bolts flashing in the background? What did they do to compensate for Canvas being a mostly &quot;dumb&quot; graphical surface? How did the overcome bandwidth constraints when loading several&nbsp;high res images?</p><p>Tune in.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:adc383b9c1b449d5bd969ef601697f49">]]></description>
      <comments>http://channel9.msdn.com/posts/TRONLegacy-An-HTML5-Graphic-Novel-by-Disney</comments>
      <itunes:summary> The Beauty of the Web shines with Disney&#39;s new Tron:Legacy site, a rich graphic novel brought to life online using HTML5 Canvas and audio tags (check out the music). The site, designed to mark the relaunch of the Tron:Legacy application, takes advantage of the power of modern PC hardware through Internet Explorer 9&#39;s full hardware acceleration so it feels interactive, immersive and responsive. Giorgio Sardo worked closely with Vectorform and Disney on this web application that really showcases the power of HTML5 running oustide of the fishbowl  Giorgio et al did some really good engineering to get the most performance out of HTML5 - Tron:Legacy deserves no less, of course!Check out Giorgio&#39;s behind-the-scenes write-up on how they built this great HTML5 app. Here, I chat with Giorgio and Ari Bixhorn (aka Bix)&amp;nbsp;about this modern graphic novel written in HTML5 and powered by IE9. What&#39;s going on behind the graphics, anyway? What led to the use of HTML5&#39;s Canvas versus, say,&amp;nbsp;CSS3 Transforms to create the stunning graphics with lightning bolts flashing in the background? What did they do to compensate for Canvas being a mostly &amp;quot;dumb&amp;quot; graphical surface? How did the overcome bandwidth constraints when loading several&amp;nbsp;high res images? Tune in. </itunes:summary>
      <itunes:duration>939</itunes:duration>
      <link>http://channel9.msdn.com/posts/TRONLegacy-An-HTML5-Graphic-Novel-by-Disney</link>
      <pubDate>Fri, 03 Jun 2011 12:00:00 GMT</pubDate>
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      <dc:creator>Charles</dc:creator>
      <itunes:author>Charles</itunes:author>
      <slash:comments>12</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/posts/TRONLegacy-An-HTML5-Graphic-Novel-by-Disney/rss</wfw:commentRss>
      <category>CSS</category>
      <category>Graphics</category>
      <category>HTML 5</category>
      <category>HTML5</category>
      <category>IE9</category>
      <category>JavaScript</category>
      <category>Web Development</category>
    </item>
  <item>
      <title>Talkin&#39; C++ with Boris Jabes: C++ Intellisense, Game Development, and Boris Faces His Demons</title>
      <description><![CDATA[ <p>Boris Jabes is fun guy to talk to about C&#43;&#43;. He has the distinction of being the first guy to share the news about the removal of C&#43;&#43;/CLI intellisense support in VC10. He also has a great perspective on why the decision was made and understands&nbsp;the complexity of intellisense projects and complex C&#43;&#43; projects in general. I wanted to talk to him about all this because I remember the customer outcry and the amount of respectful abuse poor Boris took (all in good stride, of course) from incensed programmers. Boris is a trooper and a strong advocate for the native development community using Visual C&#43;&#43;. <br><br>After our discussion of intellisense in VC&#43;&#43;, we move on to exploring game development in C&#43;&#43; and potential directions VC may take to make it easier to build high-performing, graphically rich games. Boris is a long-time Niner and the last time I interviewed him was in the Visual Studio 2005 timeframe—he wanted to talk about C&#43;&#43;/CLI, IDE tips and tricks, etc., and I kept asking questions about the C&#43;&#43; language (last comment on the post: &quot;Charles seems so disinterested&quot; LOL. Not true! Just wasn't thrilled about IDE stuff back then, that's all! <img src='http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif?v=c9' alt='Smiley' /> ).</p><p>Welcome back to C9, Boris! It's always&nbsp;a treat&nbsp;to converse with you. Keep up the fantastic work—there's lots of dark matter out there that needs more light! <br><br>This is one of the typically open-minded-with-candor&nbsp;conversations with the C&#43;&#43; team that have become the norm here on C9 lately. True C9 Old School. Much thanks to the VC&#43;&#43; team for being so open and helpful, and for truly listening to what the VC&#43;&#43; community wants and needs. <br><br>Enjoy!<br><br>Related links:</p><p>Boris' infamous post on rebuilding C&#43;&#43; intellisense and the hard decision that was made&nbsp;to remove intellisense support for C&#43;&#43;/CLI for one release of VC&#43;&#43; =&gt; <a href="http://blogs.msdn.com/b/vcblog/archive/2009/05/27/rebuilding-intellisense.aspx">http://blogs.msdn.com/b/vcblog/archive/2009/05/27/rebuilding-intellisense.aspx</a></p><p>Updated information from Tony Goodhew on the state of C&#43;&#43;/CLI today and going forward in the next release of VC&#43;&#43;&nbsp;=&gt; <a href="http://blogs.msdn.com/b/vcblog/archive/2011/03/03/10136696.aspx">http://blogs.msdn.com/b/vcblog/archive/2011/03/03/10136696.aspx</a><br><br>A younger Charles interviews Boris in 2005&nbsp;=&gt;<a href="http://channel9.msdn.com/Blogs/Charles/VC-2005-IDE-Tips-and-Tricks">http://channel9.msdn.com/Blogs/Charles/VC-2005-IDE-Tips-and-Tricks</a>&nbsp;(WMV&nbsp;only. Sorry about that—it's an old&nbsp;post!)&nbsp;</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:5f108e20d9604007a6bc9ead012c1c04">]]></description>
      <comments>http://channel9.msdn.com/posts/Talkin-C-with-Boris-Jabes-C-Intellisense-Game-Development-and-Boris-Faces-His-Demons</comments>
      <itunes:summary> Boris Jabes is fun guy to talk to about C&amp;#43;&amp;#43;. He has the distinction of being the first guy to share the news about the removal of C&amp;#43;&amp;#43;/CLI intellisense support in VC10. He also has a great perspective on why the decision was made and understands&amp;nbsp;the complexity of intellisense projects and complex C&amp;#43;&amp;#43; projects in general. I wanted to talk to him about all this because I remember the customer outcry and the amount of respectful abuse poor Boris took (all in good stride, of course) from incensed programmers. Boris is a trooper and a strong advocate for the native development community using Visual C&amp;#43;&amp;#43;. After our discussion of intellisense in VC&amp;#43;&amp;#43;, we move on to exploring game development in C&amp;#43;&amp;#43; and potential directions VC may take to make it easier to build high-performing, graphically rich games. Boris is a long-time Niner and the last time I interviewed him was in the Visual Studio 2005 timeframe—he wanted to talk about C&amp;#43;&amp;#43;/CLI, IDE tips and tricks, etc., and I kept asking questions about the C&amp;#43;&amp;#43; language (last comment on the post: &amp;quot;Charles seems so disinterested&amp;quot; LOL. Not true! Just wasn&#39;t thrilled about IDE stuff back then, that&#39;s all!  ). Welcome back to C9, Boris! It&#39;s always&amp;nbsp;a treat&amp;nbsp;to converse with you. Keep up the fantastic work—there&#39;s lots of dark matter out there that needs more light! This is one of the typically open-minded-with-candor&amp;nbsp;conversations with the C&amp;#43;&amp;#43; team that have become the norm here on C9 lately. True C9 Old School. Much thanks to the VC&amp;#43;&amp;#43; team for being so open and helpful, and for truly listening to what the VC&amp;#43;&amp;#43; community wants and needs. Enjoy!Related links: Boris&#39; infamous post on rebuilding C&amp;#43;&amp;#43; intellisense and the hard decision that was made&amp;nbsp;to remove intellisense support for C&amp;#43;&amp;#43;/CLI for one release of VC&amp;#43;&amp;#43; =&amp;gt; http://blogs.msdn.com/b/vcblog/archive/2009/05/27/rebuilding-intellisense.asp</itunes:summary>
      <itunes:duration>2162</itunes:duration>
      <link>http://channel9.msdn.com/posts/Talkin-C-with-Boris-Jabes-C-Intellisense-Game-Development-and-Boris-Faces-His-Demons</link>
      <pubDate>Mon, 28 Mar 2011 20:05:38 GMT</pubDate>
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      <dc:creator>Charles</dc:creator>
      <itunes:author>Charles</itunes:author>
      <slash:comments>11</slash:comments>
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      <category>C++</category>
      <category>Graphics</category>
      <category>Visual C++ 2010</category>
      <category>Game Development</category>
      <category>Native</category>
    </item>
  <item>
      <title>Mike Swanson: Adobe Illustrator to HTML5 Canvas - Under the Hood</title>
      <description><![CDATA[ <p><em>The <strong><a href="http://visitmix.com/labs/ai2canvas/">Ai-&gt;Canvas plug-in</a></strong> enables Adobe® Illustrator® to export vector and bitmap artwork directly to an HTML5 canvas element that can be rendered in a canvas-enabled browser. The plug-in provides drawing, animation and coding options such as events so that you can build interactive, well-designed canvas-based web apps. The purpose of Ai-&gt;Canvas is to accelerate your HTML5 canvas development. The HTML and JavaScript that it exports is meant to be copied into your own application and extended. Learn how to subscribe to built-in events, determine if a shape has been clicked, and debug the exported code</em>.&nbsp;</p><p>Here, Ai-&gt;Canvas creator, <strong><a href="http://blogs.msdn.com/b/mswanson/">Mike Swanson</a></strong>, spends some quality time with me digging into the details inside and behind this very useful tool. We cover many areas including, but not limited to, the plug-in's architecture, performance characteristics, design decisions, native code to JavaScript conversion tactics and implementation, etc. Mike spends most of his time where a Going Deep guest must: <em>at the whiteboard</em>. He also demos his latest conversion technology and I must say, it is really impressive. Mike is a great engineer. </p><p>You can jump right into the rabbit hole with us&nbsp;<strong><a href="http://channel9.msdn.com/Shows/Going&#43;Deep/Mike-Swanson-Adobe-Illustrator-to-HTML5-Canvas-Under-the-Hood#time=0h12m47s">here</a></strong>.</p><p>Tune in.</p><p>Enjoy. Learn.</p><p>&nbsp;</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:b5b4a891ba82421f9a319e0a0000b761">]]></description>
      <comments>http://channel9.msdn.com/Shows/Going+Deep/Mike-Swanson-Adobe-Illustrator-to-HTML5-Canvas-Under-the-Hood</comments>
      <itunes:summary> The Ai-&amp;gt;Canvas plug-in enables Adobe&#174; Illustrator&#174; to export vector and bitmap artwork directly to an HTML5 canvas element that can be rendered in a canvas-enabled browser. The plug-in provides drawing, animation and coding options such as events so that you can build interactive, well-designed canvas-based web apps. The purpose of Ai-&amp;gt;Canvas is to accelerate your HTML5 canvas development. The HTML and JavaScript that it exports is meant to be copied into your own application and extended. Learn how to subscribe to built-in events, determine if a shape has been clicked, and debug the exported code.&amp;nbsp; Here, Ai-&amp;gt;Canvas creator, Mike Swanson, spends some quality time with me digging into the details inside and behind this very useful tool. We cover many areas including, but not limited to, the plug-in&#39;s architecture, performance characteristics, design decisions, native code to JavaScript conversion tactics and implementation, etc. Mike spends most of his time where a Going Deep guest must: at the whiteboard. He also demos his latest conversion technology and I must say, it is really impressive. Mike is a great engineer.  You can jump right into the rabbit hole with us&amp;nbsp;here. Tune in. Enjoy. Learn. &amp;nbsp; </itunes:summary>
      <itunes:duration>3260</itunes:duration>
      <link>http://channel9.msdn.com/Shows/Going+Deep/Mike-Swanson-Adobe-Illustrator-to-HTML5-Canvas-Under-the-Hood</link>
      <pubDate>Tue, 12 Oct 2010 19:59:19 GMT</pubDate>
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      <dc:creator>Charles</dc:creator>
      <itunes:author>Charles</itunes:author>
      <slash:comments>3</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Shows/Going+Deep/Mike-Swanson-Adobe-Illustrator-to-HTML5-Canvas-Under-the-Hood/RSS</wfw:commentRss>
      <category>Adobe Illustrator</category>
      <category>Algorithms</category>
      <category>C++</category>
      <category>Graphics</category>
      <category>HTML 5</category>
      <category>HTML5</category>
      <category>JavaScript</category>
      <category>Programming</category>
      <category>Vector Graphics</category>
    </item>
  <item>
      <title>IE 9 - Surf on Metal with GPU Powered HTML5</title>
      <description><![CDATA[Get your <em>hands on</em> <a shape="rect" href="http://ie.microsoft.com/testdrive/" target="new" shape="rect">
the IE9 developer platform preview</a>!<br /><br />We drop in on IE PM and graphics enginering legend Ted Johnson and IE dev platform PM John Hrvatin to discuss what we learned in
<a shape="rect" href="http://channel9.msdn.com/posts/Charles/Introducing-the-IE9-Developer-Platform-Preview/" target="_blank" shape="rect">
Dean's office</a>: <strong>hardware accelerated HTML5</strong>.  <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:0370a09f9082471ab2d49dea00c9abf0">]]></description>
      <comments>http://channel9.msdn.com/Blogs/Charles/In-your-hands-IE-9-Surfing-on-Metal-GPU-Powered-HTML5</comments>
      <itunes:summary>Get your hands on 
the IE9 developer platform preview!We drop in on IE PM and graphics enginering legend Ted Johnson and IE dev platform PM John Hrvatin to discuss what we learned in

Dean&#39;s office: hardware accelerated HTML5. </itunes:summary>
      <itunes:duration>871</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/Charles/In-your-hands-IE-9-Surfing-on-Metal-GPU-Powered-HTML5</link>
      <pubDate>Tue, 16 Mar 2010 16:18:00 GMT</pubDate>
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      <dc:creator>Charles</dc:creator>
      <itunes:author>Charles</itunes:author>
      <slash:comments>10</slash:comments>
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      <category>GPU</category>
      <category>Graphics</category>
      <category>HTML 5</category>
      <category>HTML5</category>
      <category>IE9</category>
      <category>Internet Explorer</category>
    </item>
  <item>
      <title>The Coding4Fun Show: Advanced Rendering with Silverlight, Rick Barraza</title>
      <description><![CDATA[<span id="ctl00_MainPlaceHolder_Starter_BodyLabel"><span id="ctl00_MainPlaceHolder_Starter_BodyLabel">In this episode of the
<a shape="rect" href="http://channel9.msdn.com/shows/Coding4FunTV/" shape="rect">
Coding4Fun Show</a>, <a shape="rect" href="http://www.brianpeek.com/" shape="rect">
Brian Peek</a> interviews <a shape="rect" href="http://www.cynergysystems.com/blogs/page/rickbarraza" shape="rect">
Rick Barraza</a> of <a shape="rect" href="http://www.cynergysystems.com/" shape="rect">
Cynergy Systems</a>, who has put together several very unique applications and accompanying tutorials demonstrating advanced rendering techniques using Silverlight 3.&nbsp; During the show, we discuss Silverlight 3, UX design, and the three demos he has created
 showing off advanced rendering techniques.&nbsp; For more on how these amazing demos were made, check out his (currently) three part series at his blog:<br /></span></span>
<ul>
<li><a shape="rect" href="http://www.cynergysystems.com/blogs/page/rickbarraza?entry=fluid_dynamics_in_silverlight" shape="rect">Fluid Dynamics in Silverlight</a>
</li><li><a shape="rect" href="http://www.cynergysystems.com/blogs/page/rickbarraza?entry=advanced_render_techniques_with_writeablebitmaps" shape="rect">Advanced Render Techniques with WriteableBitmaps</a>
</li><li><a shape="rect" href="http://www.cynergysystems.com/blogs/page/rickbarraza?entry=rendering_vector_fields_in_silverlight" shape="rect">Rendering Vector Fields in Silverlight</a>
</li></ul>
<span id="ctl00_MainPlaceHolder_Starter_BodyLabel"><span id="ctl00_MainPlaceHolder_Starter_BodyLabel"></span></span> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:203334c1858e439583669deb002364ca">]]></description>
      <comments>http://channel9.msdn.com/coding4fun/tv/The-Coding4Fun-Show-Advanced-Rendering-with-Silverlight-Rick-Barraza</comments>
      <itunes:summary>In this episode of the

Coding4Fun Show, 
Brian Peek interviews 
Rick Barraza of 
Cynergy Systems, who has put together several very unique applications and accompanying tutorials demonstrating advanced rendering techniques using Silverlight 3.&amp;nbsp; During the show, we discuss Silverlight 3, UX design, and the three demos he has created
 showing off advanced rendering techniques.&amp;nbsp; For more on how these amazing demos were made, check out his (currently) three part series at his blog:

Fluid Dynamics in Silverlight
Advanced Render Techniques with WriteableBitmaps
Rendering Vector Fields in Silverlight

</itunes:summary>
      <itunes:duration>1416</itunes:duration>
      <link>http://channel9.msdn.com/coding4fun/tv/The-Coding4Fun-Show-Advanced-Rendering-with-Silverlight-Rick-Barraza</link>
      <pubDate>Fri, 18 Sep 2009 17:27:00 GMT</pubDate>
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      <dc:creator>Brian Peek</dc:creator>
      <itunes:author>Brian Peek</itunes:author>
      <slash:comments>3</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/coding4fun/tv/The-Coding4Fun-Show-Advanced-Rendering-with-Silverlight-Rick-Barraza/RSS</wfw:commentRss>
      <category>Coding4Fun</category>
      <category>Graphics</category>
      <category>Silverlight</category>
    </item>
  <item>
      <title>Windows 7 Graphics – High DPI	</title>
      <description><![CDATA[
<p>High DPI is not new to Windows; however in Windows 7 we made few changes that developers should be aware of. The goal is to encourage end users to set their displays to native resolution and use DPI rather than screen resolution to change the size of displayed
 text and images. Windows 7 can <b>auto-detect</b> and configure a default DPI on clean installs on machines configured by their OEMs using DPI settings. Join Silvana Moncayo and Matthew Blackshaw, PM in the graphics team and Yochay Kiriaty, Technical Evangelist,
 on a discussion on Windows 7 High DPI.<br>
<br>
<a shape="rect" href="http://windowsteamblog.com/blogs/developers/archive/2009/05/07/new-windows-7-videos-on-channel-9.aspx" shape="rect">This is another video in a sereis of Windows 7 Grahics videos on Channel 9</a></p>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:5ded1ac334ff4064bb909deb00da5bc1">]]></description>
      <comments>http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics--High-DPI</comments>
      <itunes:summary>
High DPI is not new to Windows; however in Windows 7 we made few changes that developers should be aware of. The goal is to encourage end users to set their displays to native resolution and use DPI rather than screen resolution to change the size of displayed
 text and images. Windows 7 can auto-detect and configure a default DPI on clean installs on machines configured by their OEMs using DPI settings. Join Silvana Moncayo and Matthew Blackshaw, PM in the graphics team and Yochay Kiriaty, Technical Evangelist,
 on a discussion on Windows 7 High DPI.

This is another video in a sereis of Windows 7 Grahics videos on Channel 9 
</itunes:summary>
      <itunes:duration>1007</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics--High-DPI</link>
      <pubDate>Thu, 11 Jun 2009 22:23:00 GMT</pubDate>
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      <dc:creator>Yochay Kiriaty</dc:creator>
      <itunes:author>Yochay Kiriaty</itunes:author>
      <slash:comments>15</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics--High-DPI/RSS</wfw:commentRss>
      <category>Developer</category>
      <category>Graphics</category>
      <category>High DPI</category>
      <category>Windows 7 RC</category>
    </item>
  <item>
      <title>Windows 7 Graphics - WIC</title>
      <description><![CDATA[
<p align="left">Windows&nbsp;7 includes many new updates and improvements to the Graphics stack, including a new set of APIs for 2D graphics and writing text. Among them are a major reduction in memory consumption by the DWM and new more efficient ways to combine
 the available APIs. Join Varun Bhartia, Program Manager, and Robert Wlodarczyk, Senior Test Lead, as they dive deep into the Windows Imaging Component also known as WIC.</p>
<p align="left">&nbsp;</p>
<p align="left">In Windows Vista, the Windows Imaging Component introduced an extensible framework for working with images and image metadata. The image formats supported by the Windows Imaging Component include JPEG, PNG, and TIFF, and the supported metadata
 formats include XMP and EXIF. With Windows&nbsp;7, Windows Imaging Component broadens its standards compliance by providing support for progressive image decoding, expanded PNG features, GIF metadata, and metadata that spans APPn segments.</p>
<p>This is another video in a series of Windows&nbsp;7 Graphics videos:</p>
<p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a shape="rect" href="http://channel9.msdn.com/posts/yochay/Windows-7-Graphics-Architecture-Overview-Part-1/" shape="rect">
Windows&nbsp;7 Graphics Architecture Overview - Part 1</a></p>
<p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a shape="rect" href="http://channel9.msdn.com/posts/yochay/Windows-7-Graphics-Architecture-Overview-Part-2/" shape="rect">
Windows&nbsp;7 Graphics Architecture Overview - Part 2</a></p>
<p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a shape="rect" href="http://channel9.msdn.com/posts/yochay/Windows-7-Graphics-Architecture-Overview-Part-3/" shape="rect">
Windows&nbsp;7 Graphics Architecture Overview - Part 3</a></p>
<p>&nbsp;</p>
<p>You can find additional information about Windows&nbsp;7 Graphics in the: </p>
<p align="left">·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a shape="rect" href="http://msdn.microsoft.com/en-us/windows/dd433113.aspx" shape="rect">
Developer for Windows</a> MSDN page </p>
<p align="left">·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; E7 blog post <a shape="rect" href="http://blogs.msdn.com/e7/archive/2009/04/25/engineering-windows-7-for-graphics-performance.aspx" shape="rect">
Engineering Windows&nbsp;7 Graphics Performance</a> </p>
<p align="left">·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; PDC session recordings: </p>
<p align="left">·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a shape="rect" href="http://channel9.msdn.com/pdc2008/PC04/" shape="rect">
Windows&nbsp;7: Writing Your Application to Shine on Modern Graphics Hardware</a> (PDC)
</p>
<p align="left">·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a shape="rect" href="http://channel9.msdn.com/pdc2008/PC18/" shape="rect">
&nbsp;Windows&nbsp;7: Introducing Direct2D and DirectWrite</a> (PDC) </p>
<p align="left">·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a shape="rect" href="http://channel9.msdn.com/pdc2008/PC05/" shape="rect">
Windows&nbsp;7: Unlocking the GPU with Direct3D</a> </p>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:2383b876708d4834a8cc9deb016cd79a">]]></description>
      <comments>http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics-WIC</comments>
      <itunes:summary>
Windows&amp;nbsp;7 includes many new updates and improvements to the Graphics stack, including a new set of APIs for 2D graphics and writing text. Among them are a major reduction in memory consumption by the DWM and new more efficient ways to combine
 the available APIs. Join Varun Bhartia, Program Manager, and Robert Wlodarczyk, Senior Test Lead, as they dive deep into the Windows Imaging Component also known as WIC. 
&amp;nbsp; 
In Windows Vista, the Windows Imaging Component introduced an extensible framework for working with images and image metadata. The image formats supported by the Windows Imaging Component include JPEG, PNG, and TIFF, and the supported metadata
 formats include XMP and EXIF. With Windows&amp;nbsp;7, Windows Imaging Component broadens its standards compliance by providing support for progressive image decoding, expanded PNG features, GIF metadata, and metadata that spans APPn segments. 
This is another video in a series of Windows&amp;nbsp;7 Graphics videos: 
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 
Windows&amp;nbsp;7 Graphics Architecture Overview - Part 1 
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 
Windows&amp;nbsp;7 Graphics Architecture Overview - Part 2 
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 
Windows&amp;nbsp;7 Graphics Architecture Overview - Part 3 
&amp;nbsp; 
You can find additional information about Windows&amp;nbsp;7 Graphics in the:  
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 
Developer for Windows MSDN page  
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; E7 blog post 
Engineering Windows&amp;nbsp;7 Graphics Performance  
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; PDC session recordings:  
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 
Windows&amp;nbsp;7: Writing Your Application to Shine on Modern Graphics Hardware (PDC)
 
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 
&amp;nbsp;Windows&amp;nbsp;7: Introducing Direct2D and DirectWrite (PDC)  
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 
Win</itunes:summary>
      <itunes:duration>1047</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics-WIC</link>
      <pubDate>Fri, 22 May 2009 01:05:00 GMT</pubDate>
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      <dc:creator>Yochay Kiriaty</dc:creator>
      <itunes:author>Yochay Kiriaty</itunes:author>
      <slash:comments>3</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics-WIC/RSS</wfw:commentRss>
      <category>Graphics</category>
      <category>WIC</category>
      <category>Windows 7</category>
      <category>Windows Imaging Component</category>
    </item>
  <item>
      <title>Windows 7 Taskbar in 10 Minutes -- Part II: Icon Overlay</title>
      <description><![CDATA[
<p>This is the second part of&nbsp;my ScreenCast series on implementing the Windows 7 Taskbar features in less than 10 minutes <img src='http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif' alt='Smiley' />. The short video shows how to leverage the Windows 7 Taskbar Icon Overlay feature for your application.
<br>
</p>
<p><b>Part II -- Icon Overlay:</b> <br>
In this part I show you how to implement custom Icon Overlays in the taskbar indicating the happiness (happy/unhappy) of your application. In your applications you can use this to</p>
<ol type="1">
<li>Can indicate the status of your application or provide other useful information (such as online/offline, sign in status, status of your application).
</li><li>Dynamically change the icon. </li></ol>
<p><a shape="rect" href="http://channel9.msdn.com/posts/GLenz/Windows-7-Taskbar-in-10-Minutes-Part-II-Icon-Overlay/" shape="rect">http://channel9.msdn.com/posts/GLenz/Windows-7-Taskbar-in-10-Minutes-Part-II-Icon-Overlay/</a>The source code is available
<a shape="rect" href="http://cid-3f3bf06753d7d4e5.skydrive.live.com/self.aspx/.Public/myTaskbarOverlayDemo.zip" shape="rect">
here</a>.</p>
<p>You can find the other parts of the screencast series @ </p>
<p><b>Part I -- ProgressBar and Status:</b> <br>
In the first part of my screencast series I develop an application that allows to
</p>
<ol type="1">
<li>Show the progress of the applications work in the taskbar. </li><li>Indicate the status (Paused, Normal, No determinate, Error). </li><li>Dynamically change the status based on events. </li></ol>
<p><a shape="rect" href="http://channel9.msdn.com/posts/GLenz/Windows-7-Taskbar-in-10-Minutes-Part-I-Progress-Bar/" title="http://channel9.msdn.com/posts/GLenz/Windows-7-Taskbar-in-10-Minutes-Part-I-Progress-Bar/" shape="rect">http://channel9.msdn.com/posts/GLenz/Windows-7-Taskbar-in-10-Minutes-Part-I-Progress-Bar/</a>
 . The source code is available <a shape="rect" href="http://cid-3f3bf06753d7d4e5.skydrive.live.com/self.aspx/.Public/myProgressDemo.zip" target="_blank" shape="rect">
here</a> .</p>
<p><strong>The Windows API Code Pack can be downloaded </strong><a shape="rect" href="http://code.msdn.microsoft.com/WindowsAPICodePack" shape="rect"><strong>here</strong></a><strong>.<br>
<br>
</strong>The other parts of the screencast series can be viewed @</p>
<p><b>Part IV -- Preview and Window Peek:</b>&nbsp;&nbsp;<br>
In the last part of the screencast series I show you how to develop an application that</p>
<ol type="1">
<li>Allows you to show a clipped Taskbar Preview of your application, on a defined location of your application window.
</li><li>Dynamically changes the size of the preview image in the Taskbar. </li><li>Change the preview image to show a custom Icon instead. </li><li>Show a custom Window Peek Bitmap of your application when hovering with the mouse over the Taskbar Preview.
</li></ol>
<p>The source code is available <a shape="rect" href="http://cid-3f3bf06753d7d4e5.skydrive.live.com/self.aspx/.Public/myTaskbarPreviewDemo.zip" shape="rect">
here</a>.<b> <br>
</b>You can download the managed wrappers for the Windows 7 API from the <a shape="rect" href="http://code.msdn.microsoft.com/VistaBridge" shape="rect">
Vista Bridge web page</a>.<br>
<br>
<b>Part III -- JumpList:</b> <br>
In this part I show you how to develop an application that</p>
<ol type="1">
<li>Creates a custom category for the Jumplist. </li><li>Allows you to add Items to the custom Jumplist category (in this case text files, opened in Notepad when selected).
</li><li>Add user tasks to the Jumplist such as opening the calculator or notepad when selected.
</li><li>Add a separator to the Jumplist to group items. </li></ol>
<p><a shape="rect" href="http://channel9.msdn.com/posts/GLenz/Windows-7-Taskbar-in-10-Minutes-Part-III-Jumplists/" shape="rect">http://channel9.msdn.com/posts/GLenz/Windows-7-Taskbar-in-10-Minutes-Part-III-Jumplists/</a>&nbsp;. The source code is available
<a shape="rect" href="http://cid-3f3bf06753d7d4e5.skydrive.live.com/self.aspx/.Public/myTaskBarJumplistDemo.zip" shape="rect">
here</a>.</p>
<p>I hope you found the series of Screencasts useful and to the point <img src='http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif' alt='Smiley' />.<br>
<br>
Also, check out my blog at <a shape="rect" href="http://blogs.msdn.com/glenz" shape="rect">
http://blogs.msdn.com/glenz</a> .</p>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:db9cf994a5194285bd0d9deb0175f332">]]></description>
      <comments>http://channel9.msdn.com/Blogs/GLenz/Windows-7-Taskbar-in-10-Minutes-Part-II-Icon-Overlay</comments>
      <itunes:summary>
This is the second part of&amp;nbsp;my ScreenCast series on implementing the Windows 7 Taskbar features in less than 10 minutes . The short video shows how to leverage the Windows 7 Taskbar Icon Overlay feature for your application.

 
Part II -- Icon Overlay: 
In this part I show you how to implement custom Icon Overlays in the taskbar indicating the happiness (happy/unhappy) of your application. In your applications you can use this to 

Can indicate the status of your application or provide other useful information (such as online/offline, sign in status, status of your application).
Dynamically change the icon. 
http://channel9.msdn.com/posts/GLenz/Windows-7-Taskbar-in-10-Minutes-Part-II-Icon-Overlay/The source code is available

here. 
You can find the other parts of the screencast series @  
Part I -- ProgressBar and Status: 
In the first part of my screencast series I develop an application that allows to
 

Show the progress of the applications work in the taskbar. Indicate the status (Paused, Normal, No determinate, Error). Dynamically change the status based on events. 
http://channel9.msdn.com/posts/GLenz/Windows-7-Taskbar-in-10-Minutes-Part-I-Progress-Bar/
 . The source code is available 
here . 
The Windows API Code Pack can be downloaded here.

The other parts of the screencast series can be viewed @ 
Part IV -- Preview and Window Peek:&amp;nbsp;&amp;nbsp;
In the last part of the screencast series I show you how to develop an application that 

Allows you to show a clipped Taskbar Preview of your application, on a defined location of your application window.
Dynamically changes the size of the preview image in the Taskbar. Change the preview image to show a custom Icon instead. Show a custom Window Peek Bitmap of your application when hovering with the mouse over the Taskbar Preview.

The source code is available 
here. 
You can download the managed wrappers for the Windows 7 API from the 
Vista Bridge web page.

Part III -- Jum</itunes:summary>
      <itunes:duration>590</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/GLenz/Windows-7-Taskbar-in-10-Minutes-Part-II-Icon-Overlay</link>
      <pubDate>Mon, 11 May 2009 23:26:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Blogs/GLenz/Windows-7-Taskbar-in-10-Minutes-Part-II-Icon-Overlay</guid>
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      <dc:creator>Gunther Lenz</dc:creator>
      <itunes:author>Gunther Lenz</itunes:author>
      <slash:comments>0</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/GLenz/Windows-7-Taskbar-in-10-Minutes-Part-II-Icon-Overlay/RSS</wfw:commentRss>
      <category>Graphics</category>
      <category>Overlay</category>
      <category>Taskbar</category>
      <category>Windows 7</category>
    </item>
  <item>
      <title>Windows 7 Graphics Architecture Overview - Part 2</title>
      <description><![CDATA[Windows&nbsp;7 includes many new updates and improvements to the Graphics stack, including a new set of APIs for 2D graphics and writing text. Among the improvements are a major reduction in memory consumption by the DWM and new more efficient ways to combine
 the different available APIs. Join David Blythe, a senior architect in the Desktop and Graphics team, and Yochay Kiriaty, Technical Evangelist for a quick tour of Windows&nbsp;7 Graphics architecture, its different components, and how they affect and improve the
 user experience in Windows&nbsp;7. Discover what’s new in Windows&nbsp;7 Graphics and how developer can tap into the new APIs.
<br>
<br>
This is the&nbsp;second of three overview videos and the first in a long series of videos about Windows&nbsp;7 Graphics.
<br>
<ul>
<li><a shape="rect" href="http://channel9.msdn.com/posts/yochay/Windows-7-Graphics-Architecture-Overview-Part-1/" shape="rect">Part 1</a>
</li><li><a shape="rect" href="http://channel9.msdn.com/posts/yochay/Windows-7-Graphics-Architecture-Overview-Part-3/" shape="rect">Part 3</a>
</li></ul>
<p>You can find additional information about Windows&nbsp;7 Graphics in the: </p>
<p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a shape="rect" href="http://msdn.microsoft.com/en-us/windows/dd433113.aspx" shape="rect">
Developer for Windows</a> MSDN page</p>
<p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; E7 blog post <a shape="rect" href="http://blogs.msdn.com/e7/archive/2009/04/25/engineering-windows-7-for-graphics-performance.aspx" shape="rect">
Engineering Windows&nbsp;7 Graphics Performance</a></p>
<p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; PDC session recordings:</p>
<p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a shape="rect" href="http://channel9.msdn.com/pdc2008/PC04/" shape="rect">
Windows&nbsp;7: Writing Your Application to Shine on Modern Graphics Hardware</a> (PDC)</p>
<p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a shape="rect" href="http://channel9.msdn.com/pdc2008/PC18/" shape="rect">
&nbsp;Windows&nbsp;7: Introducing Direct2D and DirectWrite</a> (PDC)</p>
<p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a shape="rect" href="http://channel9.msdn.com/pdc2008/PC05/" shape="rect">
Windows&nbsp;7: Unlocking the GPU with Direct3D</a> </p>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:67439ba7f5d54c9c97b29deb016d1b00">]]></description>
      <comments>http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics-Architecture-Overview-Part-2</comments>
      <itunes:summary>Windows&amp;nbsp;7 includes many new updates and improvements to the Graphics stack, including a new set of APIs for 2D graphics and writing text. Among the improvements are a major reduction in memory consumption by the DWM and new more efficient ways to combine
 the different available APIs. Join David Blythe, a senior architect in the Desktop and Graphics team, and Yochay Kiriaty, Technical Evangelist for a quick tour of Windows&amp;nbsp;7 Graphics architecture, its different components, and how they affect and improve the
 user experience in Windows&amp;nbsp;7. Discover what’s new in Windows&amp;nbsp;7 Graphics and how developer can tap into the new APIs.


This is the&amp;nbsp;second of three overview videos and the first in a long series of videos about Windows&amp;nbsp;7 Graphics.


Part 1
Part 3

You can find additional information about Windows&amp;nbsp;7 Graphics in the:  
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 
Developer for Windows MSDN page 
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; E7 blog post 
Engineering Windows&amp;nbsp;7 Graphics Performance 
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; PDC session recordings: 
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 
Windows&amp;nbsp;7: Writing Your Application to Shine on Modern Graphics Hardware (PDC) 
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 
&amp;nbsp;Windows&amp;nbsp;7: Introducing Direct2D and DirectWrite (PDC) 
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 
Windows&amp;nbsp;7: Unlocking the GPU with Direct3D  
</itunes:summary>
      <itunes:duration>725</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics-Architecture-Overview-Part-2</link>
      <pubDate>Tue, 05 May 2009 15:36:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics-Architecture-Overview-Part-2</guid>
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      <dc:creator>Yochay Kiriaty</dc:creator>
      <itunes:author>Yochay Kiriaty</itunes:author>
      <slash:comments>1</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics-Architecture-Overview-Part-2/RSS</wfw:commentRss>
      <category>Architecture</category>
      <category>Graphics</category>
      <category>Windows 7</category>
      <category>Windows 7 RC</category>
    </item>
  <item>
      <title>Windows 7 Graphics Architecture Overview - Part 3</title>
      <description><![CDATA[
<p>Windows&nbsp;7 includes many new updates and improvements to the Graphics stack, including a new set of APIs for 2D graphics and writing text. Among the improvements are a major reduction in memory consumption by the DWM and new more efficient ways to combine
 the different available APIs. Join David Blythe, a senior architect in the Desktop and Graphics team, and Yochay Kiriaty, Technical Evangelist for a quick tour of Windows&nbsp;7 Graphics architecture, its different components, and how they affect and improve the
 user experience in Windows&nbsp;7. Discover what’s new in Windows&nbsp;7 Graphics and how developer can tap into the new APIs.
</p>
<p>This is the first of three overview videos and the first in a long series of videos about Windows&nbsp;7 Graphics.
</p>
<p>You can find additional information about Windows&nbsp;7 Graphics in the: </p>
<p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a shape="rect" href="http://msdn.microsoft.com/en-us/windows/dd433113.aspx" shape="rect">
Developer for Windows</a> MSDN page</p>
<p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; E7 blog post <a shape="rect" href="http://blogs.msdn.com/e7/archive/2009/04/25/engineering-windows-7-for-graphics-performance.aspx" shape="rect">
Engineering Windows&nbsp;7 Graphics Performance</a></p>
<p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; PDC session recordings:</p>
<p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a shape="rect" href="http://channel9.msdn.com/pdc2008/PC04/" shape="rect">
Windows&nbsp;7: Writing Your Application to Shine on Modern Graphics Hardware</a> (PDC)</p>
<p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a shape="rect" href="http://channel9.msdn.com/pdc2008/PC18/" shape="rect">
&nbsp;Windows&nbsp;7: Introducing Direct2D and DirectWrite</a> (PDC)</p>
<p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a shape="rect" href="http://channel9.msdn.com/pdc2008/PC05/" shape="rect">
Windows&nbsp;7: Unlocking the GPU with Direct3D</a> </p>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:826bab4512a6437983e59deb016d14b0">]]></description>
      <comments>http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics-Architecture-Overview-Part-3</comments>
      <itunes:summary>
Windows&amp;nbsp;7 includes many new updates and improvements to the Graphics stack, including a new set of APIs for 2D graphics and writing text. Among the improvements are a major reduction in memory consumption by the DWM and new more efficient ways to combine
 the different available APIs. Join David Blythe, a senior architect in the Desktop and Graphics team, and Yochay Kiriaty, Technical Evangelist for a quick tour of Windows&amp;nbsp;7 Graphics architecture, its different components, and how they affect and improve the
 user experience in Windows&amp;nbsp;7. Discover what’s new in Windows&amp;nbsp;7 Graphics and how developer can tap into the new APIs.
 
This is the first of three overview videos and the first in a long series of videos about Windows&amp;nbsp;7 Graphics.
 
You can find additional information about Windows&amp;nbsp;7 Graphics in the:  
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 
Developer for Windows MSDN page 
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; E7 blog post 
Engineering Windows&amp;nbsp;7 Graphics Performance 
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; PDC session recordings: 
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 
Windows&amp;nbsp;7: Writing Your Application to Shine on Modern Graphics Hardware (PDC) 
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 
&amp;nbsp;Windows&amp;nbsp;7: Introducing Direct2D and DirectWrite (PDC) 
&#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 
Windows&amp;nbsp;7: Unlocking the GPU with Direct3D  
</itunes:summary>
      <itunes:duration>756</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics-Architecture-Overview-Part-3</link>
      <pubDate>Tue, 05 May 2009 15:34:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics-Architecture-Overview-Part-3</guid>
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      <dc:creator>Yochay Kiriaty</dc:creator>
      <itunes:author>Yochay Kiriaty</itunes:author>
      <slash:comments>3</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics-Architecture-Overview-Part-3/RSS</wfw:commentRss>
      <category>Architecture</category>
      <category>Graphics</category>
      <category>Windows 7</category>
      <category>Windows 7 RC</category>
    </item>
  <item>
      <title>Windows 7 Graphics Architecture Overview - Part 1</title>
      <description><![CDATA[Windows&nbsp;7 includes many new updates and improvements to the Graphics stack, including a new set of APIs for 2D graphics and writing text. Among the improvements are a major reduction in memory consumption by the DWM and new more efficient ways to combine
 the different available APIs. Join David Blythe, a senior architect in the Desktop and Graphics team, and Yochay Kiriaty, Technical Evangelist for a quick tour of Windows&nbsp;7 Graphics architecture, its different components, and how they affect and improve the
 user experience in Windows&nbsp;7. Discover what’s new in Windows&nbsp;7 Graphics and how developer can tap into the new APIs.
<br>
<br>
This is the first of three overview videos and the first in a long series of videos about Windows&nbsp;7 Graphics.
<br>
<ul>
<li><a shape="rect" href="http://channel9.msdn.com/posts/yochay/Windows-7-Graphics-Architecture-Overview-Part-2/" shape="rect">Part 2</a>
</li><li><a shape="rect" href="http://channel9.msdn.com/posts/yochay/Windows-7-Graphics-Architecture-Overview-Part-3/" shape="rect">Part 3</a>
</li></ul>
<br>
<p>You can find additional information about Windows&nbsp;7 Graphics in the: </p>
<ul>
<li><a shape="rect" href="http://msdn.microsoft.com/en-us/windows/dd433113.aspx" shape="rect">Developer for Windows</a> MSDN page
</li><li>E7 blog post <a shape="rect" href="http://blogs.msdn.com/e7/archive/2009/04/25/engineering-windows-7-for-graphics-performance.aspx" shape="rect">
Engineering Windows&nbsp;7 Graphics Performance</a> </li><li>PDC session recordings:
<ul>
<li><a shape="rect" href="http://channel9.msdn.com/pdc2008/PC04/" shape="rect">Windows&nbsp;7: Writing Your Application to Shine on Modern Graphics Hardware</a> (PDC)
</li><li><a shape="rect" href="http://channel9.msdn.com/pdc2008/PC18/" shape="rect">&nbsp;Windows&nbsp;7: Introducing Direct2D and DirectWrite</a> (PDC)
</li><li><a shape="rect" href="http://channel9.msdn.com/pdc2008/PC05/" shape="rect">Windows&nbsp;7: Unlocking the GPU with Direct3D</a>
</li></ul>
</li></ul>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:f4052e22f0f04828884a9deb016d2114">]]></description>
      <comments>http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics-Architecture-Overview-Part-1</comments>
      <itunes:summary>Windows&amp;nbsp;7 includes many new updates and improvements to the Graphics stack, including a new set of APIs for 2D graphics and writing text. Among the improvements are a major reduction in memory consumption by the DWM and new more efficient ways to combine
 the different available APIs. Join David Blythe, a senior architect in the Desktop and Graphics team, and Yochay Kiriaty, Technical Evangelist for a quick tour of Windows&amp;nbsp;7 Graphics architecture, its different components, and how they affect and improve the
 user experience in Windows&amp;nbsp;7. Discover what’s new in Windows&amp;nbsp;7 Graphics and how developer can tap into the new APIs.


This is the first of three overview videos and the first in a long series of videos about Windows&amp;nbsp;7 Graphics.


Part 2
Part 3


You can find additional information about Windows&amp;nbsp;7 Graphics in the:  

Developer for Windows MSDN page
E7 blog post 
Engineering Windows&amp;nbsp;7 Graphics Performance PDC session recordings:

Windows&amp;nbsp;7: Writing Your Application to Shine on Modern Graphics Hardware (PDC)
&amp;nbsp;Windows&amp;nbsp;7: Introducing Direct2D and DirectWrite (PDC)
Windows&amp;nbsp;7: Unlocking the GPU with Direct3D


</itunes:summary>
      <itunes:duration>515</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics-Architecture-Overview-Part-1</link>
      <pubDate>Tue, 05 May 2009 15:33:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics-Architecture-Overview-Part-1</guid>
      <media:thumbnail url="http://ecn.channel9.msdn.com/o9/previewImages/100/467356_100x75.jpg" height="75" width="100"></media:thumbnail>
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        <media:content url="mms://mschnlnine.wmod.llnwd.net/a1809/d1/ch9/6/5/3/7/6/4/Win7GraphicsArchOverviewPart1_s_ch9.wmv" expression="full" duration="515" fileSize="239" type="video/x-ms-wmv" medium="video"></media:content>
      </media:group>      
      <enclosure url="http://mschnlnine.vo.llnwd.net/d1/ch9/6/5/3/7/6/4/Win7GraphicsArchOverviewPart1_ch9.wmv" length="31224533" type="video/x-ms-wmv"></enclosure>
      <dc:creator>Yochay Kiriaty</dc:creator>
      <itunes:author>Yochay Kiriaty</itunes:author>
      <slash:comments>10</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/yochay/Windows-7-Graphics-Architecture-Overview-Part-1/RSS</wfw:commentRss>
      <category>Architecture</category>
      <category>Graphics</category>
      <category>Windows 7</category>
      <category>Windows 7 RC</category>
    </item>
  <item>
      <title>Pete Brown, Silverlight Wizard in Action</title>
      <description><![CDATA[<a shape="rect" href="http://community.irritatedvowel.com/blogs/pete_browns_blog/default.aspx" shape="rect">Pete Brown</a>&nbsp;brought along some fun toys to MIX09 written in the Silverlight 3 Beta which he demonstrates in this video.&nbsp; The first toy is a Commodore64
 emulator running print commands and the Dr. Who game.&nbsp; The second toy, or in this case maybe tool would be more applicable, is his audio synthesizer which generates sound dynamically within Silverlight.<br>
<br>
Since MIX09, Pete has been very busy posting tutorials on some of the newest features available in Silverlight 3:<br>
<ul>
<li><a shape="rect" href="http://community.irritatedvowel.com/blogs/pete_browns_blog/archive/2009/03/23/Creating-Sound-using-MediaStreamSource-in-Silverlight-3-Beta.aspx" shape="rect">Creating Sound using MediaStreamSource in Silverlight 3 Beta</a>
</li><li><a shape="rect" href="http://community.irritatedvowel.com/blogs/pete_browns_blog/archive/2009/03/23/Using-Blur-to-make-Dialogs-Pop-in-Silverlight-3.aspx" shape="rect">Using Blur to make Dialogs Pop in Silverlight 3</a>
</li><li><a shape="rect" href="http://community.irritatedvowel.com/blogs/pete_browns_blog/archive/2009/03/18/Silverlight-3-_1320_-Perspective-3d-Transforms-_1320_-PlaneProjection.aspx" shape="rect">Silverlight 3 – Perspective 3d Transforms – PlaneProjection</a>
</li><li><a shape="rect" href="http://community.irritatedvowel.com/blogs/pete_browns_blog/archive/2009/03/18/Silverlight-3-_1320_-The-Bitmap-API-_2F00_-WriteableBitmap.aspx" shape="rect">Silverlight 3 – The Bitmap API / WriteableBitmap</a>
</li><li><a shape="rect" href="http://community.irritatedvowel.com/blogs/pete_browns_blog/archive/2009/03/18/Silverlight-3-_1320_-BasedOn-Styles.aspx" shape="rect">Silverlight 3 – BasedOn Styles</a>
</li><li><a shape="rect" href="http://community.irritatedvowel.com/blogs/pete_browns_blog/archive/2009/03/18/Silverlight-3-_1320_-Taking-Silverlight-Out-of-the-Browser.aspx" shape="rect">Silverlight 3 – Taking Silverlight Out of the Browser</a>
</li><li><a shape="rect" href="http://community.irritatedvowel.com/blogs/pete_browns_blog/archive/2009/03/18/Silverlight-3-_1320_-UI-Element-to-Element-Binding.aspx" shape="rect">Silverlight 3 – UI Element to Element Binding</a>
</li><li><a shape="rect" href="http://community.irritatedvowel.com/blogs/pete_browns_blog/archive/2009/03/18/Silverlight-3-_1320_-Creating-Video-from-Raw-Bits-using-a-MediaStreamSource.aspx" shape="rect">Silverlight 3 – Creating Video from Raw Bits using a MediaStreamSource</a>
</li><li><a shape="rect" href="http://community.irritatedvowel.com/blogs/pete_browns_blog/archive/2009/03/18/Silverlight-3-_1320_-Drop-Shadows-and-Glows-with-Pixel-Shaders.aspx" shape="rect">Silverlight 3 – Drop Shadows and Glows with Pixel Shaders</a>
</li><li><a shape="rect" href="http://community.irritatedvowel.com/blogs/pete_browns_blog/archive/2009/03/18/Announcing-Silverlight-3_2100_-SL3-Post-Index.aspx" shape="rect">Announcing Silverlight 3! SL3 Post Index</a>
</li></ul>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:7b6c5d2be63c4fbbb81f9deb001c90e9">]]></description>
      <comments>http://channel9.msdn.com/Shows/Continuum/Pete-Brown-Silverlight-Wizard-in-Action</comments>
      <itunes:summary>Pete Brown&amp;nbsp;brought along some fun toys to MIX09 written in the Silverlight 3 Beta which he demonstrates in this video.&amp;nbsp; The first toy is a Commodore64
 emulator running print commands and the Dr. Who game.&amp;nbsp; The second toy, or in this case maybe tool would be more applicable, is his audio synthesizer which generates sound dynamically within Silverlight.

Since MIX09, Pete has been very busy posting tutorials on some of the newest features available in Silverlight 3:

Creating Sound using MediaStreamSource in Silverlight 3 Beta
Using Blur to make Dialogs Pop in Silverlight 3
Silverlight 3 – Perspective 3d Transforms – PlaneProjection
Silverlight 3 – The Bitmap API / WriteableBitmap
Silverlight 3 – BasedOn Styles
Silverlight 3 – Taking Silverlight Out of the Browser
Silverlight 3 – UI Element to Element Binding
Silverlight 3 – Creating Video from Raw Bits using a MediaStreamSource
Silverlight 3 – Drop Shadows and Glows with Pixel Shaders
Announcing Silverlight 3! SL3 Post Index

</itunes:summary>
      <itunes:duration>514</itunes:duration>
      <link>http://channel9.msdn.com/Shows/Continuum/Pete-Brown-Silverlight-Wizard-in-Action</link>
      <pubDate>Fri, 27 Mar 2009 18:48:00 GMT</pubDate>
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      <media:thumbnail url="http://mschnlnine.vo.llnwd.net/d1/ch9/9/6/6/2/6/4/TCSPeteBrown_small_ch9.png" height="64" width="85"></media:thumbnail>
      <media:group>
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        <media:content url="http://mschnlnine.vo.llnwd.net/d1/ch9/9/6/6/2/6/4/TCSPeteBrown_Zune_ch9.wmv" expression="full" duration="514" fileSize="38696507" type="video/x-ms-wmv" medium="video"></media:content>
        <media:content url="mms://mschnlnine.wmod.llnwd.net/a1809/d1/ch9/9/6/6/2/6/4/TCSPeteBrown_s_ch9.wmv" expression="full" duration="514" fileSize="204" type="video/x-ms-wmv" medium="video"></media:content>
      </media:group>      
      <enclosure url="http://mschnlnine.vo.llnwd.net/d1/ch9/9/6/6/2/6/4/TCSPeteBrown_ch9.wmv" length="30648527" type="video/x-ms-wmv"></enclosure>
      <dc:creator>Adam Kinney</dc:creator>
      <itunes:author>Adam Kinney</itunes:author>
      <slash:comments>5</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Shows/Continuum/Pete-Brown-Silverlight-Wizard-in-Action/RSS</wfw:commentRss>
      <category>Audio</category>
      <category>Graphics</category>
      <category>Silverlight</category>
    </item>
  <item>
      <title>WPFFX running in the Silverlight 3 Beta</title>
      <description><![CDATA[Jaime Rodriguez came back from MIX09 and thought &quot;Hey, I bet my WPFFX library could run in the new Silverlight 3 beta&quot;.&nbsp; So he added a few #ifdefs, compiled and waa-laa!&nbsp; The&nbsp;<a shape="rect" href="http://www.codeplex.com/wpffx" shape="rect">WPFFX library</a>
 is running in the&nbsp;Silverlight 3 beta and we have video to prove it.<br>
<br>
Jaime has all of the details in his <a shape="rect" href="http://blogs.msdn.com/jaimer/archive/2009/03/25/wpf-effects-library-running-in-silverlight-3.aspx" shape="rect">
blog post about the success</a>.  <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:cca25967ddcf48f7a8829deb001c9d50">]]></description>
      <comments>http://channel9.msdn.com/Shows/Continuum/WPFFX-in-Silverlight</comments>
      <itunes:summary>Jaime Rodriguez came back from MIX09 and thought &amp;quot;Hey, I bet my WPFFX library could run in the new Silverlight 3 beta&amp;quot;.&amp;nbsp; So he added a few #ifdefs, compiled and waa-laa!&amp;nbsp; The&amp;nbsp;WPFFX library
 is running in the&amp;nbsp;Silverlight 3 beta and we have video to prove it.

Jaime has all of the details in his 
blog post about the success. </itunes:summary>
      <itunes:duration>323</itunes:duration>
      <link>http://channel9.msdn.com/Shows/Continuum/WPFFX-in-Silverlight</link>
      <pubDate>Thu, 26 Mar 2009 17:58:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Shows/Continuum/WPFFX-in-Silverlight</guid>
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        <media:content url="mms://mschnlnine.wmod.llnwd.net/a1809/d1/ch9/1/2/3/2/6/4/TCSWPFFXinSilverlight_s_ch9.wmv" expression="full" duration="323" fileSize="222" type="video/x-ms-wmv" medium="video"></media:content>
      </media:group>      
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      <dc:creator>Adam Kinney</dc:creator>
      <itunes:author>Adam Kinney</itunes:author>
      <slash:comments>5</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Shows/Continuum/WPFFX-in-Silverlight/RSS</wfw:commentRss>
      <category>Graphics</category>
      <category>HLSL</category>
      <category>Pixel Shader</category>
      <category>Silverlight</category>
      <category>WPF</category>
    </item>
  <item>
      <title>Honorable Mention: MIX09 Show Off Contest - Playing in an augmented world</title>
      <description><![CDATA[Realtime interaction with 3D objects using a webcam. Mix of managed and unmanaged code, tacking advantage of multi-core CPUs and GPUs for better interactivity.<br>
<br>
<strong>Built by: </strong><a shape="rect" href="http://www.ydreams.com/" shape="rect">YDreams</a><br>
- Antao Almada,&nbsp;Goncalo Lopes,&nbsp;Andre Almeida,&nbsp;Joao Frazao,&nbsp;Nuno Cardoso,&nbsp;Amadeu Dias,&nbsp;Fernando Nabais,&nbsp;Ivan Franco<br>
<br>
<strong>Tools used:<br>
</strong>- Microsoft Windows XP,&nbsp;Microsoft Visual Studio 2008,&nbsp;Microsoft .NET Framework 3.5, Microsoft DirectShow, YDreams YVision,&nbsp;<a shape="rect" href="http://directshownet.sourceforge.net/" shape="rect">DirectShow.NET</a>,&nbsp;<a shape="rect" href="http://sourceforge.net/projects/opencvlibrary/" shape="rect">OpenCV</a>,
<a shape="rect" href="http://www.ogre3d.org/" shape="rect">Ogre 3D</a>, <a shape="rect" href="http://www.ogre3d.org/wiki/index.php/MOGRE" shape="rect">
Mogre</a>,&nbsp;<a shape="rect" href="http://www.ode.org/" shape="rect">Open Dynamics Engine</a>
<br>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:850d34cc971d40389f039deb000ccc08">]]></description>
      <comments>http://channel9.msdn.com/Blogs/Dan/Honorable-Mention-MIX09-Show-Off-Contest-Playing-in-an-augmented-world</comments>
      <itunes:summary>Realtime interaction with 3D objects using a webcam. Mix of managed and unmanaged code, tacking advantage of multi-core CPUs and GPUs for better interactivity.

Built by: YDreams
- Antao Almada,&amp;nbsp;Goncalo Lopes,&amp;nbsp;Andre Almeida,&amp;nbsp;Joao Frazao,&amp;nbsp;Nuno Cardoso,&amp;nbsp;Amadeu Dias,&amp;nbsp;Fernando Nabais,&amp;nbsp;Ivan Franco

Tools used:
- Microsoft Windows XP,&amp;nbsp;Microsoft Visual Studio 2008,&amp;nbsp;Microsoft .NET Framework 3.5, Microsoft DirectShow, YDreams YVision,&amp;nbsp;DirectShow.NET,&amp;nbsp;OpenCV,
Ogre 3D, 
Mogre,&amp;nbsp;Open Dynamics Engine

</itunes:summary>
      <itunes:duration>96</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/Dan/Honorable-Mention-MIX09-Show-Off-Contest-Playing-in-an-augmented-world</link>
      <pubDate>Wed, 25 Mar 2009 19:08:00 GMT</pubDate>
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        <media:content url="mms://mschnlnine.wmod.llnwd.net/a1809/d1/ch9/5/2/3/2/6/4/MIX09ShowOffAugmentWorld_s_ch9.wmv" expression="full" duration="96" fileSize="228" type="video/x-ms-wmv" medium="video"></media:content>
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      <dc:creator>Dan Fernandez</dc:creator>
      <itunes:author>Dan Fernandez</itunes:author>
      <slash:comments>0</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/Dan/Honorable-Mention-MIX09-Show-Off-Contest-Playing-in-an-augmented-world/RSS</wfw:commentRss>
      <category>Graphics</category>
      <category>MIX09</category>
      <category>Video</category>
    </item>
  <item>
      <title>Вычисления на графических картах. Часть 3 с Михаилом Горбуновым.</title>
      <description><![CDATA[Михаил Горбунов в третьей части доклада показывает живые де&#1084;онстрации, визуализирующие основные концепции вычислений общего назначения на совре&#1084;енных видеокартах.<br>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:623ede2db2d942eb80609deb001012e6">]]></description>
      <comments>http://channel9.msdn.com/Blogs/mikcher/GPU-Algorithms-Part3</comments>
      <itunes:summary>Михаил Горбунов в третьей части доклада показывает живые де&amp;#1084;онстрации, визуализирующие основные концепции вычислений общего назначения на совре&amp;#1084;енных видеокартах.
</itunes:summary>
      <itunes:duration>1869</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/mikcher/GPU-Algorithms-Part3</link>
      <pubDate>Wed, 04 Mar 2009 09:58:00 GMT</pubDate>
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        <media:content url="mms://mschnlnine.wmod.llnwd.net/a1809/d1/ch9/9/9/5/8/5/4/GPUPart3_s_ch9.wmv" expression="full" duration="1869" fileSize="196" type="video/x-ms-wmv" medium="video"></media:content>
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      <dc:creator>Михаил Черномордиков</dc:creator>
      <itunes:author>Михаил Черномордиков</itunes:author>
      <slash:comments>1</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/mikcher/GPU-Algorithms-Part3/RSS</wfw:commentRss>
      <category>DirectX</category>
      <category>GPU</category>
      <category>Graphics</category>
      <category>ru-RU</category>
      <category>Russia</category>
    </item>
  <item>
      <title>Вычисления на графических картах. Часть 2 с Семеном Козловым.</title>
      <description><![CDATA[Се&#1084;ен Козлов, разработчик в ко&#1084;анде DirectX, во второй части доклада отвечает на вопросы аудитории про вычисления общего назначения на совре&#1084;енных видеокартах.<br>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:2b7d4beba32e4ab08c619deb00101721">]]></description>
      <comments>http://channel9.msdn.com/Blogs/mikcher/GPU-Algoritms-Part2</comments>
      <itunes:summary>Се&amp;#1084;ен Козлов, разработчик в ко&amp;#1084;анде DirectX, во второй части доклада отвечает на вопросы аудитории про вычисления общего назначения на совре&amp;#1084;енных видеокартах.
</itunes:summary>
      <itunes:duration>1658</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/mikcher/GPU-Algoritms-Part2</link>
      <pubDate>Fri, 27 Feb 2009 11:33:00 GMT</pubDate>
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        <media:content url="mms://mschnlnine.wmod.llnwd.net/a1809/d1/ch9/0/2/3/8/5/4/GPUPart2_s_ch9.wmv" expression="full" duration="1658" fileSize="196" type="video/x-ms-wmv" medium="video"></media:content>
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      <dc:creator>Михаил Черномордиков</dc:creator>
      <itunes:author>Михаил Черномордиков</itunes:author>
      <slash:comments>0</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/mikcher/GPU-Algoritms-Part2/RSS</wfw:commentRss>
      <category>DirectX</category>
      <category>GPU</category>
      <category>Graphics</category>
      <category>ru-RU</category>
      <category>Russia</category>
    </item>
  <item>
      <title>Вычисления на графических картах. Часть 1 с Семеном Козловым.</title>
      <description><![CDATA[Се&#1084;ен Козлов, разработчик в ко&#1084;анде DirectX, в первой части доклада рассказывает про теоретические аспекты вычислений общего назначения на совре&#1084;енных видеокартах.<br>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:6c7a1b60efe24bfabe979deb001029fa">]]></description>
      <comments>http://channel9.msdn.com/Blogs/mikcher/GPU-Algorithms-Part1</comments>
      <itunes:summary>Се&amp;#1084;ен Козлов, разработчик в ко&amp;#1084;анде DirectX, в первой части доклада рассказывает про теоретические аспекты вычислений общего назначения на совре&amp;#1084;енных видеокартах.
</itunes:summary>
      <itunes:duration>1785</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/mikcher/GPU-Algorithms-Part1</link>
      <pubDate>Wed, 25 Feb 2009 09:42:00 GMT</pubDate>
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        <media:content url="mms://mschnlnine.wmod.llnwd.net/a1809/d1/ch9/2/8/0/7/5/4/GPU1_s_ch9.wmv" expression="full" duration="1785" fileSize="188" type="video/x-ms-wmv" medium="video"></media:content>
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      <dc:creator>Михаил Черномордиков</dc:creator>
      <itunes:author>Михаил Черномордиков</itunes:author>
      <slash:comments>5</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/mikcher/GPU-Algorithms-Part1/RSS</wfw:commentRss>
      <category>DirectX</category>
      <category>GPU</category>
      <category>Graphics</category>
      <category>ru-RU</category>
      <category>Russia</category>
    </item>
  <item>
      <title>Shazzam - A Tool for Creating WPF Pixel Shader Effects</title>
      <description><![CDATA[<a href="http://wpfwonderland.wordpress.com/">Walt Ritscher</a>&nbsp;walks us through&nbsp;building a custom&nbsp;WPF Pixel Shader Effect using&nbsp;<a href="http://shazzam-tool.com/">Shazzam</a>, his latest creation.&nbsp; Along the lines of other useful tools mentioned,&nbsp;<a href="http://www.kaxaml.com/">Kaxaml</a>
 and <a href="http://www.linqpad.net/">LINQPad</a>, Shazzam is free to download and use.&nbsp; Props to Walt for generating both C#
<em>and</em> VB code for your Shader Effect.  <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:4c56cfe1b45540a7bdd19deb001d3421">]]></description>
      <comments>http://channel9.msdn.com/Shows/Continuum/Shazzam</comments>
      <itunes:summary>Walt Ritscher&amp;nbsp;walks us through&amp;nbsp;building a custom&amp;nbsp;WPF Pixel Shader Effect using&amp;nbsp;Shazzam, his latest creation.&amp;nbsp; Along the lines of other useful tools mentioned,&amp;nbsp;Kaxaml
 and LINQPad, Shazzam is free to download and use.&amp;nbsp; Props to Walt for generating both C#
and VB code for your Shader Effect. </itunes:summary>
      <itunes:duration>437</itunes:duration>
      <link>http://channel9.msdn.com/Shows/Continuum/Shazzam</link>
      <pubDate>Mon, 10 Nov 2008 19:25:00 GMT</pubDate>
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        <media:content url="http://mschnlnine.vo.llnwd.net/d1/ch9/2/8/0/2/4/4/TCSShazzam_Zune_ch9.wmv" expression="full" duration="437" fileSize="34600379" type="video/x-ms-wmv" medium="video"></media:content>
        <media:content url="mms://mschnlnine.wmod.llnwd.net/a1809/d1/ch9/2/8/0/2/4/4/TCSShazzam_s_ch9.wmv" expression="full" duration="437" fileSize="200" type="video/x-ms-wmv" medium="video"></media:content>
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      <dc:creator>Adam Kinney</dc:creator>
      <itunes:author>Adam Kinney</itunes:author>
      <slash:comments>2</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Shows/Continuum/Shazzam/RSS</wfw:commentRss>
      <category>Graphics</category>
      <category>HLSL</category>
      <category>Pixel Shader</category>
      <category>Tools</category>
      <category>Walt Ritscher</category>
      <category>WPF</category>
    </item>
  <item>
      <title>WPF Effects Library</title>
      <description><![CDATA[
<p>WPF 3.5 SP1 offers killer graphic&nbsp;capabilities&nbsp;that were&nbsp;demonstrated&nbsp;in the <a shape="rect" href="http://channel9.msdn.com/posts/AdamKinney/WPF-35-SP1-Graphics-with-David-Teitlebaum/" shape="rect">
last video with David Teitlebaum</a>.&nbsp; In this video, David has dropped by to help us announce the
<a shape="rect" href="http://www.codeplex.com/wpffx" shape="rect">WPF Pixel Shader Effects Library</a>.&nbsp; The library includes 23 Effects and 26 Transitions and is available with source code at
<a shape="rect" href="http://codeplex.com/wpffx" shape="rect">http://codeplex.com/wpffx</a>.</p>
<p>After shooting the video, we realized we didn't show&nbsp;all of the&nbsp;effects and&nbsp;any of the transitions.&nbsp; To see the library in action check out the
<a shape="rect" href="http://channel9.msdn.com/shows/Continuum/WPFFXDemo/" shape="rect">
WPF Effects Library Demo video</a>.</p>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/graphics/RSS&WT.dl=0&WT.entryid=Entry:RSSView:c073f94536ef4fc78f249deb001d8d77">]]></description>
      <comments>http://channel9.msdn.com/Shows/Continuum/WPFFX</comments>
      <itunes:summary>
WPF 3.5 SP1 offers killer graphic&amp;nbsp;capabilities&amp;nbsp;that were&amp;nbsp;demonstrated&amp;nbsp;in the 
last video with David Teitlebaum.&amp;nbsp; In this video, David has dropped by to help us announce the
WPF Pixel Shader Effects Library.&amp;nbsp; The library includes 23 Effects and 26 Transitions and is available with source code at
http://codeplex.com/wpffx. 
After shooting the video, we realized we didn&#39;t show&amp;nbsp;all of the&amp;nbsp;effects and&amp;nbsp;any of the transitions.&amp;nbsp; To see the library in action check out the

WPF Effects Library Demo video. 
</itunes:summary>
      <itunes:duration>526</itunes:duration>
      <link>http://channel9.msdn.com/Shows/Continuum/WPFFX</link>
      <pubDate>Sat, 04 Oct 2008 22:37:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Shows/Continuum/WPFFX</guid>
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      <category>David Teitlebaum</category>
      <category>Graphics</category>
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      <category>Pixel Shader</category>
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