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Siggraph 2009 / HPG09 - Tim Sweeney: The End of the GPU roadmap

nano.tube

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http://s09.idav.ucdavis.edu/
http://highperformancegraphics.org/


Why and How is Interactive Graphics Programming Changing? - Aaron Lefohn, Intel
Beyond Programmable Shading Retrospective - Mike Houston, AMD
Running Code at a Teraflop: Overview of GPU Architecture - Kayvon Fatahalian, Stanford University
Parallel Programming for Interactive Graphics - Tim Foley, Stanford/Intel
id tech 5 Challenges - J.M.P. van Waveren, id software
Parallel Graphics in Frostbite - Current & Future - Johan Andersson, DICE
GPU Primitives - Case Study: Hair Rendering - Ulf Assarsson, Chalmers University
A Real-Time Micropolygon Rendering Pipeline Is Not Far Away - Kayvon Fatahalian, Stanford University
Shiny, Blurry Things - Justin Hensley, AMD


Anton Kaplanyan: Light Propagation Volumes in CryEngine 3
SIGGRAPH 2009 talk from "Advanced Real-time Rendering Course" about new ligting technique in CryEngine 3. The new technique called "Light Propagation Volumes" is used for Global Illumination and Massive Lighting, which significantly improves the lighting quality. The concept and its implementation are explained in the paper. Slides from the talk with talk notes as well as the video are provided.


Keynote talk by Tim Sweeney, CEO, Founder, and Technical Director of Epic Games, at High Performance Graphics 2009. In the talk Sweeney speculates on the rise of a new graphics pipeline based on Reyes micropolygon rasterization, software transactional memory, and purely functional (i.e., no mutation) shaders:


Unreal Engine 3 2006-2012

;)
 

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Intel vec neko vreme ima verziju kompajlera koji podrzava software transactional memory.

Pritom ceo Sweeney-ev PDF objasnjava koliko je Larrabee mocan koncept. To i ja pricam od samog pocetka ;)
 

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On je tu Larrabee spomenuo cisto reda radi :) Kritizira DX, sa cim se slazem :), i preferira povratak na Software rendering.

Ali ga ovdje kenja: Crysis on high-end NVIDIA SLI solution only looks at most marginally better than top Xbox 360 games.
 

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Pa u pravu je. Sva ta silna snaga ne donosi proporcionalno veci eye-candy.
 

nano.tube

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Pritom ceo Sweeney-ev PDF objasnjava koliko je Larrabee mocan koncept. To i ja pricam od samog pocetka ;)
I nVidia tezi ka tome, tj. ka cGPU. :)
GPUs Will Have 20 Teraflops of Performance by 2015
Give us power tools

Ali ga ovdje kenja
Malo PR trash talk-a ;).Oocekivano je da se malo "slihta" kad im je X360 doneo ogromnu zaradu, ipak UE3-based igre spadaju u najprodavanije i najpopularnije igre na X360. MS je na "nagovor" Epic-a stavio 512MB umesto 256MB VRAM-a i time je ceo projekat poskupeo za milijardu $. Kada su videli kako bi GeoW izgledao s 256MB, nije im bilo zao. :) - link
 

nano.tube

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Pa u pravu je. Sva ta silna snaga ne donosi proporcionalno veci eye-candy.
Sve zavisi kako se definise "marginally" u ovom slucaju.

1. Ako se posmatra kroz odnos broja igara koje se izdvajaju i ostalih, koje i na PC-u i konzolama izgledaju isto (assets) u 99% multplatformi, onda jeste u pravu. Ako na to dodamo cenu takvog high-end SLI/CF PC-a, to jos vise dobija na tezini.
2. Nastavlja se na 1. Ako "uber" rezoluciju i napucani AA/AF takvog high-end SLI/CF PC-a posmatramo kao "kriterijume" za eye-candy i "veliku" prednost PC-a, onda nije u pravu.
3. Ako se posmatra kroz to da da postoji(e) igra(e) koja(e) zbog kvaliteta svojih "assets" (modeli, osvetljenje, teksture itd.) i tehnologije izgleda(ju) daleko bolje od viseplatformskih naslova, onda nije u pravu. To su iskljucivo PC-only igre kojih ima manje od prstiju jedne ruke. Da ih ima na konzolama, zavrsile bi u 1. slucaju, jer niko nije lud i nema tolike resurse, i materijalne i ljudske, da u vreme sve veceg rasta ionako velikih budzeta, razvija dve vizelno prilicno razlicite verzije iste igre.
Naravno, pod PC-only, mislim na AAA igre, koje ciljaju na mainstream "plastikom/fantastikom" kao sto rece ivke :D, a ne na igre kojih, sto zbog specificnog zanra koji nije popularan ni na PC-u toliko a kamoli na konzolama, sto zbog kontrolne seme, nema na konzolama. Npr. starcev ;) wargaming zanr, Space Rangers, Defcon, King's Bounty, Fantasy Wars i sl.
:wave:
 
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Crysis, i to sto oni imaju na kutiji nema smisla porediti. To Tim dobro zna. I nije naveo kakva SLI kombinacija je u pitanju. To takodjer nema smisla porediti sa kutijom.
 
Vrh