1st International Symposium on CELL Computing (CCS 2006)

Enabling Applications for the CELL Broadband Engine Architecture

Motivation

History has shown that innovations in special purpose hardware eventually become generalized and incorporated into general-purpose processor architectures. Today it is readily obvious that multi-core, multi-processor architectures will be at the heart of all the major next generation computing systems. Current industry processor trends indicate an increasing emphasis on parallelism, in multiple forms including: instruction-level, statement-level, thread-level, and stream-level parallelism. In addition, as the demand for real-time photo-realism increases in the games industry, another trend is moving towards the reliance on global illumination techniques in real-time. These global illumination techniques inherently lend themselves to highly parallel architectures. Although the supercomputing industry has extensively researched parallel algorithms, the emphasis predominantly has been on parallelizing a single simulation on a cluster of workstations. There is little work available on parallelizing games, which incorporate multiple interacting physical simulations as well as tasks such as user input, music, and rendering.


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