释放Playstation 3的力量来促进图形编程

André Maximo, Guilherme Cox, C. Bentes, R. Farias
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引用次数: 1

摘要

本教程的目标读者是对使用不同的架构范例(Cell宽带引擎(Cell~BE))来提升图形应用程序感兴趣的程序员。我们的主要思想是关注可以由Cell~ be的多核和矢量设施有效处理的性能问题。我们的目标是为程序员提供一种高性能图形的替代方法,而不是使用图形处理单元(gpu)。Cell~BE处理器是第一个实现具有大量通用可编程内核的芯片多处理器。它是一种异构多核芯片,能够进行大规模浮点处理,针对计算密集型工作负载进行了优化,从而为在单个芯片上实现高度并行的图形应用程序提供了可能。在本教程中,我们的目标是介绍Cell~BE架构,展示其编程模型的主要区别,描述其开发环境,并给出一些Cell~BE程序的逐步示例。我们还介绍了Playstation 3 (PS3)作为高性能Cell平台的用法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Unleashing the Power of the Playstation 3 to Boost Graphics Programming
This tutorial is intended for programmers who are interested in boosting their graphics application using a different architectural paradigm: the Cell Broadband Engine (Cell~BE). Our main idea is to focus on performance issues that can be efficiently handled by the multicore and vector facilities of the Cell~BE. We aim to offer to programmers an alternative way for high-performance graphics rather than the use of Graphics Processing Units (GPUs). The Cell~BE processor is the first implementation of a chip multiprocessor with a significant number of general purpose programmable cores. It is a heterogeneous multicore chip capable of massive floating point processing optimized for computation-intensive workloads that opens up the possibility of implementing highly parallel graphics application on a single chip. Our goal in this tutorial is to introduce the Cell~BE Architecture, show the main differences in its programming model, describe its development environment, and give some step-by-step examples of Cell~BE programs. We also introduce the usage of a Playstation 3 (PS3) as a high-performance Cell platform.
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