Tag Archives: larrabee
Perspective Projection Matrix in OpenGL
Geeks3D Higgledy-Piggledy News (2009.04.11)
Larrabee Wafer Shooted
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…
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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