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Brian DipertEDN Senior Technical Editor Brian Dipert exposes, analyzes and
opines on diverse topics in technology. Follow the Brian's Brain Twitter feed at www.twitter.com/BrianzBrain.



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Friday, June 13, 2008

Embedded x86: GPU Case Studies, Strengths, Shortcomings, And Additional Perspectives

Jun 13 2008 9:17AM | Permalink |Comments (0) |


This blog post references my cover story 'Embedded x86: Keystone Of Your Non-PC Design?' in EDN's May 29, 2008 edition. It's one of a series of web addendums to the print writeup.

The enemy of my enemy is my friend (at least temporarily)

Those were the words that went through my mind yesterday morning, when I saw that that AMD was partnering with Havok for physics algorithm development on both CPUs and GPUs. Why? As I pointed out Wednesday night, Intel bought Havok last fall. So why did Intel climb in bed with its primary CPU competitor and, when Intel's Larrabee launches, a primary GPU competitor as well? Simple. Nvidia bought Havok competitor Ageia in early February. So Intel brings AMD on board to form a united front; combined with seeding the market with free development tools, you've got a decent chance of freezing Nvidia/Ageia out. Smart moves.

By the way, for any of you who dispute that an array of Atom x86 CPU cores can create a credible shader processor array (for graphics and other massively parallel tasks), check out the following ExtremeTech links:

SwiftShader is a DirectX 9 (Shader Model 2)-based software renderer; i.e. no dedicated graphics driver is required. Yes, the performance is currently underwhelming, but the code is running on a quad-core CPU whose overall complexity caps clock speeds, and whose core-to-core inter-communication scheme is substandard. How will SwiftShader run on a 16-or-more simple-therefore-fast-core array with robust core-to-core links? I daresay we'll find out soon, and Nvidia's recent bravado may be a pre-emptive move based on its fears of Larrabee's robustness in this regard.

A few months back, widespread rumours suggested that Larrabee was going to be a ray tracing-optimized architecture. That's silly; although Intel regularly talks up ray tracing in various public forums (last fall's IDF, for example, or this week's research event), very little graphics-intensive code currently employs the extremely accurate but computationally intensive (thereby fundamentally explaining Intel's interest) technique; rasterization dominates today (and will for some time to come). For more on the debate, see the following additional-info links:

I told you Wednesday night that I'd been collecting links to interesting GPGPU applications beyond those I've already mentioned. Here you go!

For more, periodically visit GPGPU.ORG. And on that note, both specific to GPGPU and generically to the future of GPUs, I encourage you to peruse a recently published, excellent writeup series in ACM Queue:

Comments as always are welcomed. Happy weekend, all!


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