{"title":"释放Playstation 3的力量来促进图形编程","authors":"André Maximo, Guilherme Cox, C. Bentes, R. Farias","doi":"10.1109/SIBGRAPI-Tutorials.2009.12","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":113732,"journal":{"name":"2009 Tutorials of the XXII Brazilian Symposium on Computer Graphics and Image Processing","volume":"27 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Unleashing the Power of the Playstation 3 to Boost Graphics Programming\",\"authors\":\"André Maximo, Guilherme Cox, C. Bentes, R. Farias\",\"doi\":\"10.1109/SIBGRAPI-Tutorials.2009.12\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":113732,\"journal\":{\"name\":\"2009 Tutorials of the XXII Brazilian Symposium on Computer Graphics and Image Processing\",\"volume\":\"27 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-10-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 Tutorials of the XXII Brazilian Symposium on Computer Graphics and Image Processing\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SIBGRAPI-Tutorials.2009.12\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 Tutorials of the XXII Brazilian Symposium on Computer Graphics and Image Processing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SIBGRAPI-Tutorials.2009.12","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.