Intel talks about Larrabee

Posted on Friday, July 24 2009 @ 11:51 CEST by Thomas De Maesschalck
Intel has published two documents about Larrabee, the first one is a paper on rasterization on Larrabee. You can read it over here.
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.
The second PDF is an interview with Intel's Mike Burrows, you can read it over here.
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.


About the Author

Thomas De Maesschalck

Thomas has been messing with computer since early childhood and firmly believes the Internet is the best thing since sliced bread. Enjoys playing with new tech, is fascinated by science, and passionate about financial markets. When not behind a computer, he can be found with running shoes on or lifting heavy weights in the weight room.



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