<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>icauro</title><link>https://icauro.com/</link><description>Notes on graphics, software, and things I build.</description><language>en</language><atom:link href="https://icauro.com/rss.xml" rel="self" type="application/rss+xml" /><item><title>Why Skinned Normals Are Approximate</title><link>https://icauro.com/blog/skinned-normals-are-always-approximate</link><guid isPermaLink="true">https://icauro.com/blog/skinned-normals-are-always-approximate</guid><pubDate>Tue, 16 Dec 2025 00:00:00 GMT</pubDate><description>Skin the vertices, skin the normals, add blend shapes. Let&#39;s test what each step actually gets right.</description></item>
<item><title>MicroRant - It&#39;s Not Just Data And Processing</title><link>https://icauro.com/blog/its-not-just-data-and-processing</link><guid isPermaLink="true">https://icauro.com/blog/its-not-just-data-and-processing</guid><pubDate>Mon, 04 Nov 2024 00:00:00 GMT</pubDate><description>On abstraction, complexity, and the space between input and output.</description></item>
<item><title>Timeline of Modern GPU Architectures</title><link>https://icauro.com/blog/gpu-architectures</link><guid isPermaLink="true">https://icauro.com/blog/gpu-architectures</guid><pubDate>Wed, 29 May 2024 00:00:00 GMT</pubDate><description>From unified shaders to modern GPUs. Architectures and whitepapers.</description></item></channel></rss>