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	<title>Pixels, Too Many.. &#187; Data Level Parallelism</title>
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		<title>Pixels, Too Many.. &#187; Data Level Parallelism</title>
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		<title>A peek into the future of interactive computer graphics</title>
		<link>http://pixelstoomany.wordpress.com/2008/10/06/a-peek-into-the-future-of-interactive-computer-graphics/</link>
		<comments>http://pixelstoomany.wordpress.com/2008/10/06/a-peek-into-the-future-of-interactive-computer-graphics/#comments</comments>
		<pubDate>Tue, 07 Oct 2008 00:17:39 +0000</pubDate>
		<dc:creator>Marco Salvi</dc:creator>
				<category><![CDATA[CUDA]]></category>
		<category><![CDATA[Ct]]></category>
		<category><![CDATA[Data Level Parallelism]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[GPUs architecture]]></category>
		<category><![CDATA[Larrabee]]></category>
		<category><![CDATA[GPUs]]></category>

		<guid isPermaLink="false">http://pixelstoomany.wordpress.com/?p=29</guid>
		<description><![CDATA[Ars Technica&#8217;s recently published interview with game developer extraordinaire Tim Sweeney has given me the perfect excuse to finally sit down and write a few thoughts on the future of GPUs and real-time graphics in general.
In his interview Mr. Sweeney makes some interesting points about the next generation of graphics hardware &#38; software architectures:

3D APIs as [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixelstoomany.wordpress.com&blog=1589984&post=29&subd=pixelstoomany&ref=&feed=1" />]]></description>
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		<slash:comments>14</slash:comments>
	
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			<media:title type="html">Marco Salvi</media:title>
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