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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

by B.Stolk (#46669667) Attached to: P vs. NP Problem Linked To the Quantum Nature of the Universe

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: Same architecture, better process? (Score 4, Interesting) 353

by B.Stolk (#36269940) Attached to: Sony Won't Invest As Heavily In PlayStation 4

Why not reuse the cell design: use the exact same chip, but manufacture it with current lithography technology, smaller structures, higher clockrate, more SPUs. It may do the trcik, and there is no new learning curve for devs. I have programmed SPUs, and they can do wonders if used correctly.

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

by B.Stolk (#31637340) Attached to: Nvidia Drops Support For Its Open Source Driver

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

by B.Stolk (#31634034) Attached to: Nvidia Drops Support For Its Open Source Driver

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.

"They that can give up essential liberty to obtain a little temporary saftey deserve neither liberty not saftey." -- Benjamin Franklin, 1759