- Oct 11, 2012
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This demo showcased Codemasters’ utilization of the new PixelSync technology found exclusively on 4th Gen Core. PixelSync provides access to underlying hardware that enables programmers to properly composite partially transparent pixels without the need for unbound memory usage and with less expensive sorting operation. This provides an efficient and workable solution to a key problem in computer graphics. Now, game developers have the capability to realistically render smoke, hair, windows, foliage, fences, and other complex geometry and natural phenomena.
PixelSync gives graphics programmers new flexibility and control over the way that the 3D rendering pipeline executes pixel shaders. Intel researchers used this feature to design algorithms that solve three long-standing problems in real-time graphics: order-independent transparency; anti-aliasing of complex scene elements such as hair, leaves, and fences; and shadows from transparent effects such as smoke. Unlike previous approaches, Intel’s algorithms with PixelSync use a fixed, constant amount of memory, perform well, and are robust enough for game artists to intuitively use them in a wide range of game scenes. Intel published early versions of these algorithms in the graphics literature two to three years ago, but they were not practical to deploy in-game until the advent of PixelSync hardware. The published algorithms are called Adaptive Order-Independent Transparency (AOIT) and Adaptive Volumetric Shadow Maps (AVSM).


http://software.intel.com/en-us/blo...demasters-grid2-running-on-intel-4th-gen-core
Video: http://www.youtube.com/watch?v=SbvRWe6jDok