Intel has just published a trio of new Whitepapers about their upcoming Larrabee chipset. The three papers include:
- A First Look at the Larrabee New Instructions (LRBni) – by Mike Abrash, for Dr Dobb’s Journal
- Peek into the Intel Architecture Code-Named Larrabee – by Tom Forsyth
- Game Physics Performance on the Larrabee Architectures
These three papers detail the new enhanced instruction set used in Larrabee, and include code samples, benchmarks, and results from actual use-cases from experienced Intel engineers.
VizWorld.com is proud to work with Intel to bring you all three papers as downloadable PDF’s. Find all three papers after the break.
A First Look at the Larrabee New Instructions (LRBni) by Mike Abrash
Prepare to be dazzled! Mike Abrash explains not only what Larrabee is, but why it’s necessary. Abrash is considered one of the best technology writers in the business, so it’s a big deal when he takes the time to pen a white paper about many cores, many threads, and a new vector instruction set that ties everything together. You want pseudo code? Check. Need a conceptual model? Got it. Want registers and operand swizzles? C’mon, give him something difficult!
Peek into the Intel® Architecture Code-Named Larrabee with Tom Forsyth
Get up close and personal with Tom Forsyth, who sheds some new light on DirectX* compatibility, Larrabee core counts, and rasterization vs. ray-tracing. Forsyth’s gaming cred is legendary, dating back to Microprose, SEGA, and RAD Game Tools, and he’s a foremost expert on DirectX. Tom’s the guy who mediates between the “what-if?” opportunities created by earnest hardware types and the “why-not?” demands of reality-chasing software engineers.
Read About Game Physics Performance on the Larrabee Architecture
Check out the next-generation visual computing software libraries and code samples supporting the upcoming Larrabee architecture, all referenced in the white paper “Game Physics Performance on the Larrabee Architecture.”