youtube: HeVz-z4D8os
At SIGGRAPH this year, there was a very interesting BoF, where the
-[idea was put forward]
-(https://www.pixilica.com/forum/event/risc-v-graphical-isa-at-siggraph-2019/p-1/dl-5d62b6282dc27100170a4a05)
+[idea was put forward](https://www.pixilica.com/forum/event/risc-v-graphical-isa-at-siggraph-2019/p-1/dl-5d62b6282dc27100170a4a05)
by Atif, of Pixilica, to use RISC-V as the core basis of a 3D embedded
flexible GPGPU (hybrid / general purpose GPU). Whilst the idea of a
GPGPU has been floated before (in particular by ICubeCorp), the
reverse-engineering efforts, 3D driver source code is often
proprietary as well.
-At the BoF, one attendee described how they are implementing
-*transparent* shader algorithms. Most shader hardware provides
-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...
+At the BoF, one attendee described how they are implementing *transparent*
+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