Larrabee to also be presented at Hot Chips
Friday 13th June 2008, 11:24:00 PM, written by Arun
We hope Intel will actually dare to make their strategy clear at these two events, especially when it comes to rasterisation vs raytracing, developer evangelism, and DirectX 11. Let's make one thing clear: there's no real difference between the current ray tracing stratagems of Intel and NVIDIA, or what will come out when the end games of both are presented.
The implementation details of how they want to make raytracing fast may vary, but both see it is as a very important research project that should not, however, be applied too much too fast. It is amusing how it seems that NVIDIA thinks Intel takes raytracing more seriously than they really do, while Intel thinks the same for NVIDIA with rasterisation. As is true about many parts of the semiconductor industry and life in general, the truth is often in the middle.
Tagging
Related intel News
Intel and TSMC join forces to further Atom
Fudzilla: Intel 45nm Havendale MCM replaced by 32nm+45nm MCM
Intel announce Core i7 processors, reviews show up
Intel's Aaron Coday talks to Develop about Larrabee
Intel Larrabee @ SIGGRAPH 2008
Larrabee's Rasterisation Focus Confirmed
Nehalem Article @ RWT + 3.2GHz samples(?)
Opinion: Silverthorne fails but PowerVR impresses (+Montalvo trouble)
Belated Analysis: Intel Atom/Silverthorne


My bet is that ray tracing will be much faster on NV hardware, and that NV is targeting the movie/commercial/in-game-video ray tracing market.
As for real-time ray tracing, about all that is needed for current raster based hardware is a fast hardware path for writing depth conditional that written depth is farther away from eye than the triangle primitive's depth. Then HiZ (AMD) Z-Cull (NV) could still work without much of a hardware change. Simply raycast into the triangle, and use triangles as bounding geometry to accelerate the raycast. Writing depth is required to solve overlap problem else you get billboards... Solve secondary rays with traditional image space maps (cubemaps, etc). Hybrid methods will be practical very soon (next console generation).