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Comment Fusion will save the day (Score 1) 343

People are overly concerned about nuclear fission due to radioactive waste.
Nuclear fusion, on the other hand produces no or little waste, and yields much more energy to boot.

We've done fusion before, with hydrogen bombs.
All we have to do is contain it in a powerplant, and all the worlds energy problems are over.

Comment Re:Computable? Simulatable? (Score 1) 199

I think the quantum eraser experiment is a strong indication that our universe is (lazy) computed.

A photon shot at double slit is a wave.
But only if you do not measure which slit was taken.
Or if you do measure: only if you destroy the measurement result.

I think the universe does lazy evaluation on which slit is taken.
If the result turns out to be 'not used' then the computation is skipped, and the light is approximated with a wave.

So not only is it a sim, the extra dimensional higher order entity running the sim cares about speed of computation.

Comment Mouse Over (Score 1) 273

So how does it handle those (most) apps that use mouse-over? It does not work with a touch screen. Jobs is right.

And if you want flash for the vector graphics and animation: you should not. SVG has both, and is an open standard. http://en.wikipedia.org/wiki/Svg

Comment Re:rasterizing is on it's way out anyway (Score 1) 412

Rasterization is good enough for 0% of all rendering that requires a full solution to the rendering equation.
Primary rays are handled efficiently in ray tracing. Both primary and secondary rays are pretty much independent of geometry complexity. Ray tracing scales efficiently with geometry, rasterizing does not.

Also... for the last 20yrs, our screen resolution has been between 1 and 2 Mpixel: it does not change. In the last 20yrs, polycount went up enormously. In the end, ray tracing will prevail.

Comment rasterizing is on it's way out anyway (Score 1) 412

Well, it's a good thing that rasterizing is on its way out anyway.
Scanlined triangles is not the way to go forward. It is slow at high polycounts. O(N).
With high enough polygon counts, raytracing is actually faster, and you can do that on your multicore or Cell SPUs.
There is no more need for shader hardware.

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