Name: Anonymous 2013-07-23 23:28
If you aren't building your data-oriented, sparse voxel ray-casting + deferred rendering + real-time radiosity FUTURE ENGINE® for Tomorrow's Games™ using OpenCL™ 2.0, you're doing it wrong.
http://www.khronos.org/registry/cl/specs/opencl-2.0.pdf
http://www.khronos.org/registry/cl/specs/opencl-2.0.pdf