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"11-22-08 - Rasterization"

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Blogger won3d said...

"sw" used to stand for "SoftWire" which is was what he named his C++ code generator (also taken down). I used to think it was pretty cool since it did stuff using C++ metaprogramming. It was kind of like libSh (libsh.org) except instead of GPU shaders it did x86 assembly.

libSh was kind of neat. It started from Mike McCool from Waterloo, and it spun off into a company which is now called RapidMind (the old name, Serious Hack, didn't last).

I like McCool's treatment of the Olano-style rasterization better than the original:

http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.18.5738

November 23, 2008 at 5:12 PM

Blogger Tom Forsyth said...

Barycentric rast is clever, and Nick got most of the way, but you need to grind on it a bit more and then you get to (a) a hierarchy and (b) you realise that everything is just a bunch of integer adds, and you only need <32 bits of precision at each level. The last point is somewhat tricky, but very cool once you figure it out.

And that's how you get to Larrabee's rasterisation: http://s08.idav.ucdavis.edu/

The hierarchy is somewhat similar in spirit to Ned Greene's paper "Hierarchical Polygon Tiling with Coverage Masks". We did actually look at homogenous-space rast, and it's very clever, but the precision constraints get very scary very fast. I actually ran into Marc Olano at Siggraph08, which was pretty cool.

November 23, 2008 at 10:28 PM

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