GPU Buffers: Introduction to OpenGL 4.3 Shader Storage Buffers Objects
OpenGL 4.3
Shader Storage Buffers
GPU Buffers: Introduction to OpenGL 3.1 Uniform Buffers Objects
OpenGL 3.1
Uniform Buffers
Simple Introduction to OpenGL 4 Shader Subroutines
Intro to OpenGL 4
Shader Subroutines
Lorenz Attractor (Butterfly Effect)
Lorenz Attractor
Butterfly Effect
Mesh Exploder with Geometry Shaders
Mesh Exploder
Geometry Shaders
GLSL Hacker
GLSL Hacker
v0.7.0.0

Posts Tagged ‘larrabee’


Why Larrabee Stumbled

4 comments - What do you think?  Posted by Dr. Goulu - 2010/06/13 at 15:10

Categories: GPU   Tags: , , ,

the only Larrabee GPUs that you might ever see...


Read more…


[HowTo] Perspective Projection Matrix in OpenGL

13 comments - What do you think?  Posted by JeGX - 2009/07/29 at 13:20

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

HowTo - Programming

OpenGL


Read more…


Geeks3D Higgledy-Piggledy News (2009.04.11)

Be the first to comment - What do you think?  Posted by JeGX - 2009/04/11 at 14:29

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




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

Read more…


Larrabee Wafer Shooted

1 comment - What do you think?  Posted by JeGX - 2009/04/10 at 09:49

Categories: Graphics Cards   Tags: , , , ,

Larrabee Wafer


Read more…


Graphics Rendering Pipelines

Be the first to comment - What do you think?  Posted by JeGX - 2008/08/10 at 11:03

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

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-


Ray-tracing the way to go for game developers?

Be the first to comment - What do you think?  Posted by JeGX - 2008/08/08 at 09:36

Categories: Game Development   Tags: , , , , , , , , ,

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


3D Graphics Programming with Intel’s Larrabee

1 comment - What do you think?  Posted by JeGX - 2008/08/06 at 09:52

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


Read more…