I’m expecting to see a fairly significant number of announcements relating to heterogeneous computing at Siggraph this year.  While fully accelerated, production quality rendering pipelines running on large scale heterogeneous render farms may not quite be here yet (and there is reason to suspect that will always be a pipedream), there are plenty of places in the production process which can benefit from the power of these systems. Look to see a lot of work-flow related innovations, designed to make an individual animator or TD more productive. We’ve already seen particular emphasis on accelerated previews for complex shading/lighting on GPUs so we’ll seem more of the same and also accelerated particle systems and physics solvers for complex interactive environments.

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