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	<title>Real-Time Rendering &#187; id software</title>
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	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>SIGGRAPH 2008: Beyond Programmable Shading Class</title>
		<link>http://www.realtimerendering.com/blog/siggraph-2008-beyond-programmable-shading-class/</link>
		<comments>http://www.realtimerendering.com/blog/siggraph-2008-beyond-programmable-shading-class/#comments</comments>
		<pubDate>Fri, 15 Aug 2008 07:04:07 +0000</pubDate>
		<dc:creator>Naty</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[GPGPU]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[SIGGRAPH 2008]]></category>

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		<description><![CDATA[This class was about non-traditional processing performed on GPUs, similar to GPGPU but for graphics. As we discuss in the &#8220;Futures&#8221; chapter at the end of our book, this is a particularly interesting direction of research and may well represent the future of rendering. The recent disclosures on Direct3D 11 Compute Shaders and Larrabee make [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.siggraph.org/s2008/attendees/program/item/?type=class&amp;id=549">This class</a> was about non-traditional processing performed on GPUs, similar to <a href="http://www.gpgpu.org/">GPGPU</a> but for graphics. As we discuss in the &#8220;Futures&#8221; chapter at the end of our book, this is a particularly interesting direction of research and may well represent the future of rendering. The recent disclosures on <a href="http://www.realtimerendering.com/blog/direct-3d-11-details-part-iii-compute-shaders-unordered-memory/">Direct3D 11 Compute Shaders</a> and <a href="http://softwarecommunity.intel.com/UserFiles/en-us/File/larrabee_manycore.pdf">Larrabee</a> make this a particularly hot topic.</p>
<p>The full course notes are available at <a href="http://s08.idav.ucdavis.edu/">the course web site</a>.</p>
<p>The talk by Jon Olick from <a href="http://www.idsoftware.com/">id software</a> was perhaps the most interesting. He discussed a sparse voxel octree data structure which is rendered directly using CUDA. This extends id&#8217;s megatexture idea to geometry and may very well find its way into id&#8217;s next engine in some form.</p>
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