- Dec 30, 2006
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Ray tracing has long been considered too expensive for mainstream rendering purposes. Movie production studios have only recently begun the transition to using it; however, the true cost of ray tracing has been very poorly understood until recently. It is now poised to replace raster graphics for mainstream rendering purposes. Its behavior is very well suited to CPU processors, and scales well with hyper threading and multi-processor configurations. The traditional cache hierarchy associated CPUs is very effective at managing the external memory bandwidth requirements. For ISVs, a transition to ray tracing is a huge step forward freeing them from all the limitations imposed on them by today?s raster-based approaches. Ray tracing is one tool that can enable ISVs to aspire to achieving high fidelity photo (or cartoon) realistic imagery.
Now lets look at a dual socket Nehalem setup. 16 cores large L2 cache = 32 threads with H/T . Add in 1 larrabe card 16 cores 4 threads per core=64 threads large shared cache Vertex unit. Total of single 8 core cpu with larrabe= 80 threads . Add one more cpu and an additional larrabee card = 160 threads.
Looks to me like intel can pull this off . Will know more after spring IDF.
Now lets look at a dual socket Nehalem setup. 16 cores large L2 cache = 32 threads with H/T . Add in 1 larrabe card 16 cores 4 threads per core=64 threads large shared cache Vertex unit. Total of single 8 core cpu with larrabe= 80 threads . Add one more cpu and an additional larrabee card = 160 threads.
Looks to me like intel can pull this off . Will know more after spring IDF.