Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Sponsored Feature: Rasterization on Intel's Larrabee

Sponsored Feature: Rasterization on Intel's Larrabee

November 13, 2009 | By Staff

November 13, 2009 | By Staff
Comments
    Post A Comment
More: Console/PC



In a detailed Intel-sponsored technical article, veteran game programmer and architect Mike Abrash (Quake) goes in-depth on how Intel's upcoming Larrabee architecture pipeline deals intelligently with rasterization.

In the article, which is part of Intel's Visual Computing section on Gamasutra, Abrash explains during the introduction:

"In 'Look at the Larrabee New Instructions (LRBni)', I presented an overview of Larrabee, an upcoming multithreaded, vectorized, many core processor from Intel. It may not be entirely apparent from that article, but the LRBni contains everything you need to do a great job running code that's designed to be vectorized, such as HLSL shaders.

But what about tasks that aren't inherently scalar (in particular, where the iterations aren't serially dependent), and that at the same time can't be efficiently parallelized in any obvious way, and for which the usual algorithms aren't easily vectorized?"


Abrash continues in his explanation:

"In the process of implementing the standard graphics pipeline for Larrabee, we (the Larrabee team at Intel's partner RAD Game Tools - Atman Binstock, Tom Forsyth, Mike Sartain, and me) have gotten considerable insight into that question, because while the pipeline is largely vectorizable, there are a few areas in which the conventional approaches are scalar, and where some degree of serialization is unavoidable.

This article takes a close look at how we applied the Larrabee New Instructions to one of those problem areas - rasterization - in the process, redesigning our implementation so it was far more vectorizable so it took advantage of the strengths of Larrabee's CPU-based architecture.

Needless to say, performance with the Larrabee New Instructions will vary greatly from one application to the next - there's not much to be done with purely scalar code - but diving into Larrabee rasterization in detail gives you a good sense of what it's like to apply the Larrabee New Instructions to at least one sort of non-obvious application."


The in-depth six-page sponsored feature is now available to read on Gamasutra, with plenty of detail on the challenges the team faced and their solutions.


Related Jobs

Yacht Club Games
Yacht Club Games — Marina del Rey, California, United States
[06.25.19]

Marketing / Community Manager
Behaviour Interactive
Behaviour Interactive — Montreal, Quebec, Canada
[06.25.19]

Senior Game Designer
Disbelief
Disbelief — Chicago, Illinois, United States
[06.25.19]

Junior Programmer, Chicago
Disbelief
Disbelief — Chicago, Illinois, United States
[06.25.19]

Senior Programmer, Chicago









Loading Comments

loader image