Storage Informer
Storage Informer

vectorization und rasterization with Larrabee

by on Aug.13, 2009, under Storage

GDC09: vectorization und rasterization with Larrabee

Yesterday I blogged about various tech sessions taking place next week during Game Developers Conference 2009 in Cologne. And on Tuesday I talked about one of them more detailed. The related session is all about the continuous evolution of Intel&aposs microprocessors and it answers the question how game developers can profit from these enhancements.

Of course Intel&aposs Leigh Davies covers Larrabee during his CPU session quite briefly. That&aposs why I have promised to hand over more information of the planned Larrabee sessions. And so do I with this blog post. Ok,today&aposs article is only one half of my promise, because the blog entry of the second Larrabee talk will follow tomorrow.

After a short introduction what Larrabee is all about and how you can use it Intel&aposs Steve McCalla will dive into the GPGPU technology quite deeply. Without deviation he will talk about some of the 100+ new instructions Larrabee is offering. One part of the new instruction set called LRBni are vector based instructions which can execute dedicated operations like add and multiply in parallel by the help of 32 new vector registers. BTW: These registers are 512 bits wide – each of them!

However, Steve will also present data conversions which can be executed during a LOAD instruction. And yes, this is applicable on SAVE instructions as well.

To prove that all these LRBni instructions are really useful Steve immerses in Larrabee programming and shows different examples how you can use the full bandwidth of Larrabee with little effort. One example Steve will demonstrate is the Mandelbrot calculation with LRBni instructions. But also easy math instructions will show the amenity of vectorization. Moreover Steve will speak about broadcasting and conversion examples, about GPU capabilities of Larrabee and quite detailed about rasterization with the help of Intel&aposs upcoming GPGPU technology.

BTW: I am quite curious whether Tim Sweeney of Epic Games will comment on Larrabee again. As he had already the opportunity to have a closer look at Larrabee he considered quite briefly: ˇ§Larrabee rocks!ˇ¨. What he actually wanted to say: ˇ§Every sequential coded loop can be executed with the help of Larrabee&aposs vectorization in parallel!ˇ¨.

So, if you also want to know whether this is really Tim&aposs quote you shouldn&apost miss our live blogging from Cologne as I will be there with Tom Papadhima and this video cam. We will video blog about all interesting facts from GDC Europe 2009, three days long. And baby, THAT rocks!


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