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August 15, 2008

Intel Publishes First Details On Larrabee

Ahead of its presentation and preview of its Larrabee graphics processing unit at SIGGRAPH 2008, Intel posted a paper on the GPU titled Larrabee: A Many-Core x86 Architecture for Visual Computing, which will be presented at the Los Angeles conference.

According to the paper, Larrabee uses "multiple in-order x86 CPU cores that are augmented by a wide vector processor unit, as well as some fixed function logic blocks." Intel notes that its pipeline is derived from the dual-issue Intel Pentium processor.

The many-core architecture, which Intel claims is a first for the industry, allows for "dramatically higher performance per watt and per unit of area than out-of-order CPUs on highly parallel workloads." It also designed to increase the flexibility and programmability of the architecture as compared to standard GPUs.

Furthermore, Larrabee's native programming model supports "a variety of highly parallel applications, including those that use irregular data structures. This enables development of graphics APIs, rapid innovation of new graphics algorithms, and true general purpose computation on the graphics processor with established PC software development tools."

The chip manufacturer also added that the first Larrabee-based products are expected to launch in late 2009 or early 2010, and will target "discrete graphics applications, support DirectX and OpenGL, and run existing games and programs."

August 13, 2008

Sponsored Video: Visual Computing with Next-Generation Intel Integrated Graphics Part 1

In this first part of a three-part video series taken from an Intel Developer Forum session, Intel marketing director Steve Skibiski discusses the company's vision and strategy for visual computing with next-generation Intel integrated graphics.

Speaking on Intel's 4-series graphics architecture, Skibiski predicts that 2008 is the year of high definition and the increased importance of high definition video: "The reasons for that is that we have greater broadband penetration. With this capability, you will see standard definition on web sites going to high definition. You will start seeing high definition being introduced as widgets on web sites."

He went on to emphasize the importance of the CPU processor to the overall experience that users get on platforms: "The processor continues to be the most important driver in the visual computing experience, but innovations in high definition video processing, like accelerators and post-processing algorithms, give platform engineers more options ind developing media and entertainment PCs."

August 11, 2008

Sponsored Feature: Havok Talks Simulating Real-World Physics

In this Intel-sponsored feature, Havok managing director David O'Meara discusses the middleware firm's new products -- from Havok Destruction to Havok Cloth -- its acquisition by Intel, and plans for the future.

Speaking on how Havok benefited from the recent acquisition, O'Meara noted that Intel made it possible for the company to offer Havok Complete, its physics and animation software toolset, available to game developers free of charge (for non-commercial use) in February 2008. Both Havok and Intel sought to "boost creative game development throughout the industry" with the initiative.

He also believes that the acquisition will enable Havok to extend its capabilities beyond the entertainment industry and into serious gaming: "Serious gaming includes non-entertainment applications, such as industrial and military simulations and training. Intel offers Havok a lot of capabilities and resources to enable us to go beyond the entertainment space in a couple of year's time."

O'Meara added that there are Intel-developed technologies that Havok could take part in: "It would be very nice if we could create some commercial applications for some of the technologies that are being developed - take them out of Intel and put them into Havok. And that is part of the concept for Intel and Havok."

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This specially written weblog combines Gamasutra and Intel knowhow to present and deconstruct the latest happenings in visual computing and game technology.

Editor: Eric Caoili