Frameless rendering: double buffering considered harmful
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
The potential of the cell processor for scientific computing
Proceedings of the 3rd conference on Computing frontiers
Introduction to the cell multiprocessor
IBM Journal of Research and Development - POWER5 and packaging
Programming the Cell Processor: For Games, Graphics, and Computation
Programming the Cell Processor: For Games, Graphics, and Computation
Irregular Grid Raycasting Implementation on the Cell Broadband Engine
SBAC-PAD '09 Proceedings of the 2009 21st International Symposium on Computer Architecture and High Performance Computing
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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.