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        <title>All Posts - Nico Ell</title>
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    <title>Real-time rendering and plausible simulation of oceans</title>
    <link>https://www.nicoell.dev/ocean-simulation/</link>
    <pubDate>Thu, 13 Jan 2022 20:17:31 &#43;0200</pubDate>
    <author>Nico Ell</author>
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    <description><![CDATA[Videos, interactive examples and details about my master thesis on ocean simulation combining FFT and Shallow Water Simulation.]]></description>
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    <title>Culling with NVIDIA Mesh Shaders - Video</title>
    <link>https://www.nicoell.dev/nvidia-meshshaders/</link>
    <pubDate>Thu, 27 Aug 2020 20:17:31 &#43;0200</pubDate>
    <author>Nico Ell</author>
    <guid>https://www.nicoell.dev/nvidia-meshshaders/</guid>
    <description><![CDATA[Research project implementing meshlet based backface and frustum culling and studying the possibilities and challenges of NVIDIA's Task and Mesh Shader pipeline.]]></description>
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    <title>Generation, rendering and simulation of grass and meadow</title>
    <link>https://www.nicoell.dev/grass-simulation/</link>
    <pubDate>Fri, 23 Mar 2018 20:17:31 &#43;0200</pubDate>
    <author>Nico Ell</author>
    <guid>https://www.nicoell.dev/grass-simulation/</guid>
    <description><![CDATA[Grass is largely responsible for the look and feel of fertile landscapes. Its rendering in real-time applications with emphasis on seamless combination of geometric grass blades and image-based billboard representations was the topic of my bachelor thesis.]]></description>
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