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	<id>https://wiki.kram.nz/index.php?action=history&amp;feed=atom&amp;title=SE401%3AGroup107%3AProject_Description</id>
	<title>SE401:Group107:Project Description - Revision history</title>
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	<updated>2026-05-20T10:20:00Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.kram.nz/index.php?title=SE401:Group107:Project_Description&amp;diff=10208&amp;oldid=prev</id>
		<title>Mark: 5 revision(s)</title>
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		<updated>2008-11-03T05:21:17Z</updated>

		<summary type="html">&lt;p&gt;5 revision(s)&lt;/p&gt;
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&amp;lt;td width=&amp;quot;82%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;[mailto:j.morris&amp;amp;#64;auckland.ac.nz AssociateProfessor John Morris]&amp;lt;/td&amp;gt;&lt;br /&gt;
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 &amp;lt;td width=&amp;quot;82%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;[mailto:j.sun&amp;amp;#64;cs.auckland.ac.nz Dr Jing Sun]&amp;lt;/td&amp;gt;&lt;br /&gt;
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[mailto:gsun009@ec.auckland.ac.nz,cyu045@ec.auckland.ac.nz| Gongbo Sun and Chin Tang Yu]                             &lt;br /&gt;
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&amp;lt;td width=&amp;quot;82%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;Digital special effects for movies like &amp;quot;The Lord of the Rings&amp;quot; require enormous computation power to generate. In a complex scene, each frame can take hours .. and a full movie can keep hundreds of PCs busy for months!! A previous project built a pipeline for a critical part of the rendering process: computing whether a ray intersects a triangle in the scene: all scene objects are generally reduced to a collection of triangles which can be very large for high resolution realistic work!&lt;br /&gt;
This project will explore some optimizations to the ray-triangle pipeline: it will start with removal of some redundant modules which normalize and then re-normalize the floating point numbers used.&amp;lt;/td&amp;gt;&lt;br /&gt;
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[[SE401:Group107|Back]]&lt;/div&gt;</summary>
		<author><name>Mark</name></author>
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