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General Introduction
How GPUs Work
CUDA - nVidia
Larrabee - Intel
A First Look at the Larrabee New Instructions (LRBni) by Michael Abrash
Abstract
LRBni is a very different ¡ª and fascinating ¡ª extension to the x86 instruction set
One more grain of sand dropped on top of a pile of sand will usually do nothing more than
make the pile a tiny bit larger. Occasionally, though, it will set off an avalanche that radically
reshapes the landscape. Observations such as this form the basis of complexity theory,
which holds that small events can have unpredictable, and sometimes disproportionately
large, effects ¡ª the relevance of which will become apparent momentarily.
Game Physics Performance on the Larrabee Architecture by Aleksey Bader, Jatin Chhugani, etc,.
Abstract
Game physics is at the heart of any modern game engine which employs the laws of
physics to simulate life-like movement and interaction between objects, such as
rigid and deformable bodies, cloth, and water. Game physics applications are very
compute and memory intensive. The ever growing quest for a high degree of realism
requires more complex physics algorithms and also larger datasets. To meet the
demands of game physics applications requires a computer architecture which can
deliver high floating point performance and memory bandwidth. However, general-purpose
many-core architectures are quickly evolving to overcome these constraints.
Larrabee is one such highly-threaded many-core architecture. It consists of an array
of multiple IA Intel processor cores, each augmented with a 16-wide vector processor
unit. In this paper, we analyze several key game physics applications. We show how
Larrabee¡¯s extensive thread and data parallelism are well suited for a broad set of
physics algorithms. We show how these algorithms parallelize and map to Larrabee
architecture and achieve good parallel speedup with the number of cores.
Peek into the Intel Architecture Code-Named Larrabee
Tom Forsyth is Intel¡¯s software and hardware architect
for the Intel? architecture code-named Larrabee. Before
arriving at Intel Tom worked on various games for
Microprose, Mucky Foot, and SEGA, and also worked at
3DLABS writing Microsoft DirectX* drivers. More recently,
he was one of the principals at RAD Game Tools in
Seattle, Washington. Tom is known for his extensive
work with DirectX and various gaming platforms, as well
as for his work over the past four years on Larrabee.
In January 2009, Tom took some time to answer a few
questions and reveal more about this important project.