Introduction to Direct3D 12 Programming with GeeXLab
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Flexibility seems to be the name of the game when it comes to describing Larrabee, Intel's next-generation visual computing microarchitecture. From new realms of development choice to actual implementation, Larrabee's strategic and tactical flexibility are discussed in these two articles.Rasterization on Larrabee: Adaptive Rasterization Helps Boost Efficiency For Mike Abrash, Rad Game Tools programmer and graphics-programming expert, it was simply common sense: You don't rasterize in software if you're trying to do GPU-class graphics, even on a high-performance part such as Larrabee. Turns out, he was wrong. In this second article by Dr. Dobb's, Mike takes a close look at how the Larrabee team at RAD applied Larrabee New Instructions to rasterization and, in the process, redesigned their implementation to take advantage of the strengths of Larrabee's CPU-based architecture.>Read it nowAn Interview with Intel's Mike Burrows Developing new computing hardware requires two things: an understanding of current industry trends and a long-term strategic view of where technology is going. Lucky for us, that's exactly what Mike Burrows has his sights on. Long-time Microsoft veteran and founder of its graphics advisory board, Mike is now Intel's Senior Graphics Software Architect Manager. In this Q&A article written by Gamasutra, Mike gives his views on where the industry is going and how upcoming technologies like Larrabee can help take developers into the future. >Read it now