Posts Tagged ‘larrabee’

[HowTo] Perspective Projection Matrix in OpenGL

HowTo - Programming

OpenGL


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5 comments - What do you think?  Posted by JeGX - July 29, 2009 at 1:20 pm

Categories: Game Development, HowTo, OpenGL, Programming   Tags: , , , , , , , , ,

Geeks3D Higgledy-Piggledy News (2009.04.11)




Do you remember? The first Doom and a visit to id software, 1993

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Be the first to comment - What do you think?  Posted by JeGX - April 11, 2009 at 2:29 pm

Categories: Industry News   Tags: , , , , , , , , , ,

Larrabee Wafer Shooted

Larrabee Wafer


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1 comment - What do you think?  Posted by JeGX - April 10, 2009 at 9:49 am

Categories: Graphics Cards   Tags: , , , ,

Graphics Rendering Pipelines

With the upcoming Intel’s Larrabee, we are heading to a fully programmable rendering pipeline. The following image shows the graphics pipeline evolution:


It seems the old days of graphics programming gurus (where you have to code everything like the polyfiller) are back…
-source-

Be the first to comment - What do you think?  Posted by JeGX - August 10, 2008 at 11:03 am

Categories: 3D Engines, Game Development, Programming   Tags: , , , ,

Ray-tracing the way to go for game developers?

TG Daily has interviewed Daniel Pohl, an engineer who is making some impressive progress in ray-tracing research, about Intel’s ray-tracing efforts.

Q: What is Larrabee from your perspective. What is the underlying architecture and the programming model?
A: Larrabee was primarily built as a rasterizering processor. Therefore you have support for DirectX and OpenGL. But it will also be a freely programmable x86-architecture. That means you could, for example, write your own rasterizer with your own API, a ray tracer, a voxel renderer or combinations of those. You could also use it for non-graphical applications that benefit from parallelization.

Q: What API is Intel using to showcase ray tracing demos?
A: We wrote our own API. The shading system uses a HLSL-like syntax that allows you also to shoot new rays within a shader. Using that API the programmer has no need to manually multi-thread the rendering and does not need to optimize the shading with SSE as this is done by the shading compiler automatically.

Read the complete interview here: Intel graphics update: Ray-tracing the way to go for game developers?

More news about Larrabee: Larrabee @ Geeks3D

Be the first to comment - What do you think?  Posted by JeGX - August 8, 2008 at 9:36 am

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3D Graphics Programming with Intel’s Larrabee


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1 comment - What do you think?  Posted by JeGX - August 6, 2008 at 9:52 am

Categories: Hardware, Microsoft DirectX, OpenGL, Programming   Tags: , , , , , , , , ,