-shader algorithms. Most shader hardware provides triangle algorithms that
-asume a solid surface. Using such hardware for transparent shaders is a
-2 pass process which clearly comes with an inherent *100%* performance
-penalty. If on the other hand they had some input into a new 3D core,
-one that was designed to be flexible...
-
-The level of interest was sufficiently high that Atif is reaching out to
-people (including our team) to set up an Open 3D Graphics Alliance. The
-basic idea being to have people work together to create an appropriate
-efficient "Hybrid CPU/GPU" Instruction Set (ISA) suitable for a diverse
-range of architectures and requirements: all the way from small embedded
-softcores, to embedded GPUs for use in mobile processors, to HPC servers
-to high end Machine Learning and Robotics applications.
+shader algorithms. Most shader hardware provides fixed-function triangle
+algorithms that asume a solid surface. Using such hardware for transparent
+shaders is a two-pass process which clearly comes with an inherent *100%*
+performance penalty. If, on the other hand, they had some input into a
+new 3D core, one that was designed to be flexible...
+
+The level of interest was sufficiently high that Atif is reaching out
+to people (including our team) to set up an Open 3D Graphics
+Alliance. The basic idea being to have people work together to create
+an appropriate efficient "Hybrid CPU/GPU" instruction set architecture
+(ISA) suitable for a diverse range of requirements, from small
+embedded softcores, to embedded GPUs for use in mobile processors, all
+the way to HPC servers to high-end machine learning and robotics
+applications.