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There was another recent thread here on the raytracing.  It's fun, but I think it's like the old voxel engines.  If you tried to actually do a realtime application, it would look a lot worse than what you can do on the GPU.

I did read the matrix multiply report, but it wasn't terribly helpful.  They basically just wrote a very long asm function to do a 64x64 matrix.  8000 lines of loads, shuffles, fmadds, and stores.  Not very readable.  :)  I like the intrinsics; you can keep your code in logical blocks, and the compiler does a very good job of optimizing to keep the load/store and arithmetic pipelines both filled.  Lines 367-431 of this file shows what the compiler did with the innermost loop of my SPE code.  I love the profiling tool that IBM created for this.