larrabee-rasterizationA new whitepaper is available from NVidia Intel and Dr Dobbs Journal detailing some of the neat tricks you can do with GPU rasterization on the new Larrabee hardware.

Download the recent Dr. Dobb’s article titled “Rasterization on Larrabee: Adaptive rasterization helps boost efficiency” and get a behind-the-scenes look at how this multi-threaded, vectorized, many-core processor can significantly accelerate software rasterization capabilities in game development. After all, better performance is the name of the game.

It has a great sense of humor as well, starting with the opening paragraph:

You don’t tug on Superman’s cape

You don’t spit into the wind

You don’t pull the mask off that old Lone Ranger

And you don’t mess around with Jim

The first time you heard the chorus of “You Don’t Mess Around with Jim,” you no doubt immediately wondered why Jim Croce left out “And you don’t rasterize in software if you’re trying to do GPU-class graphics, even on a high-performance part such as Larrabee.” That’s just common sense, right? It was obvious to me, anyway, that Larrabee was going to need a hardware rasterizer. But maybe Jim knew something I didn’t, because it turned out I was wrong, and therein lies a tale.

Read the full paper here (PDF).