Categories: Game Development, HowTo, OpenGL, Programming Tags: camera, direct3d, game development, larrabee, matrix, opengl, opengl 3.1, perspective, Programming, projection
Geeks3D Higgledy-Piggledy News (2009.04.11)
Do you remember? The first Doom and a visit to id software, 1993…
Read more…
Categories: Industry News Tags: AMD Fusion Media Explorer, doom, glview, larrabee, Michael Abrash, opengl, panda3d, physx, SLI-Multi-OS, Sparse Voxel, virtualization
Categories: Graphics Cards Tags: die, graphics card, intel, larrabee, wafer
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-
Categories: 3D Engines, Game Development, Programming Tags: 3d engine, 3d graphics programming, game development, graphics rendering pipeline, larrabee
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
Categories: Game Development Tags: 3d graphics programming, api, daniel pohl, directx, game development, gamedev, larrabee, opengl, rasterizering processor, ray tracing
Categories: Hardware, Microsoft DirectX, OpenGL, Programming Tags: 3d graphics programming, architecture, c++, console, intel, larrabee, Microsoft DirectX, opengl, software renderer, video game















