Matt's response tells me he's aware of the technique, as I would expect, and that he's already come up with his own clever approach that has similar goals (and may achieve similar speedups over a more traditional approach, particularly for our unique scene types). Which is to say I don't think this technique is likely very useful to TG2, based on his answer.
As for GPU rendering, it's certainly something we are looking closely at. The biggest concern right now is the fragmentation in the market. Nvidia has the edge on the actual software and development environment implementation, but ATI has the superior price/performance for current hardware. As far as market share I think it's split somewhat evenly for newer cards. DX10/11 and OpenGL 4 class cards are finally starting to bring convergence and a common set of features for GPGPU work, so I expect the cross-platform OpenCL option to mature faster now. Once OpenCL is in a better state and there is more widespread installation of DX 10/11 and/or OGL 4 cards, it will be a lot more appealing to do GPU accelerated rendering. In the meantime there are other CPU-oriented optimizations we still can make.
- Oshyan