There’s been some great stuff lately:
- Gustavo Oliveira has an article in Gamasutra about writing an efficient cross-platform SIMD vector library and the tradeoffs involved. The last page was of particular interest, as I had wondered how effective the Intel C++ Compiler (ICC) was vs. Microsoft’s. He also provides downloadable source code and in-depth statistics.
- NVIDIA has given some information abour Fermi, their next GPU. Warning: their page will automatically start some audio – annoying. You could just skip to the white paper. One big deal about Fermi is its support of doubles, which means it can be used for more science & engineering number-crunching. The Tech Report has a good overview article of other interesting features, and also presents benchmarking results.
- Tests of OpenCL, the platform-independent parallel programming standard, have started to appear for AMD and NVIDIA GPUs.
- Speaking of NVIDIA, their PhysX engine is getting some attention. The first video clip in this article gives a sense of the sorts of effects it can add. Pretty stuff, but the funny thing about PhysX is that it must accelerate computations that do not actually affect gameplay (i.e. it should not move around any objects in the scene differently than non-PhysX machines). This limits its use to particle systems and other eye candy. Not a diss—heck, most game graphics are about eye candy—but something to keep in mind.
- Naty pointed out an article about how increasing the number of megapixels in a camera is just salesmanship and gains no actual benefit. The author laterĀ gives more explanation of his argument, which is that diffraction puts a physical limit on the useful size of a pixel for a given camera size.
- Sony Pictures Imageworks has released a draft describing their Open Shading Language (OSL). While aimed at high-end rendering for films, it’s interesting to see what is built-in (e.g. deferred ray tracing) and what they consider important. Read the introduction for more information, or the draft itself.
- My favorite infographic of the week: Avatar vs. Modern Warfare 2. Ignore the weird chartjunk concentric circles, focus on the numbers. The most amazing stat to me is the $200M advertising budget for MW2.
… and that’s seven; more later.
The camera article goes further than “adding megapixels is pointless due to diffraction” (though he does say that too); he shows that increasing resolution actually harms image quality! The reason is that the camera manufacturers don’t increase the sensor size when they increase resolution, so the individual pixel sensors get smaller. Since they each have less surface area they collect less photons, increasing noise.