徒然なるままに

Mail: topography "AT" mail.goo.ne.jp

Cell Broadband Engine Links II [06/04/10: Full]

2006-03-18 | SuperComputer
Next Entory:
Cell Broadband Engine Links III [], 2006-04-18
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[06/04/10]
IBM ライフサイエンス > ソリューション > 創薬ソリューション >
Cellブレード 評価用限定システム・キャンペーン
 http://www.ibm.com/jp/solutions/lifesciences/solutions/discovery/it/cellblade_index.html
キャンペーン期間は記載されていません。
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[06/04/04]
"Mercury Computer Systems Announces the First 1U Blade Server with Cell BE Processors", 2006-04-03
 http://www.mc.com/mediacenter/pr/news_details.cfm?press_id=2006%5F04%5F03%5F0900%5F102634%5F51756pr%2Ecfm
 "announced the 1U Dual Cell-Based Server, its latest Cell Broadband Engine(TM) (BE) processor-based
  product and first 1U server available with Cell Technology, at the embedded Systems Conference"
1U Dual Cell-Based Server
 http://www.mc.com/products/view/index.cfm?id=96&type=boards
  2 Cell BE processors at 3.2 GHz, 410 GFLOPS total on the server
  1 GB XDR DRAM, Flash: 8MB, NVRAM: 1MB
  1 IDE HDD
  2 Gigabit Ethernet interfaces
  2 PCIe x4 low-profile cards (daughtercards)
  System management processor
  Mercury MultiCore Plus™ Advantage software available
   Linux®: Linux with BE-SPE extensions
   SAL (Scientific Algorithm Library)
   PAS™ (Parallel Acceleration System)
   TATL™ (Trace Analysis Tool and Library)
   MCF (MultiCore Framework)
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[06/03/31]
Sony Computer Entertainment US Research and Development
 http://research.scea.com/
 "Crowd Simulation on PS3",
  Craig Reynolds, Game Developers Conference 2006.
 "High Performance Physics Solver Design for Next Generation Consoles",
  Vangelis Kokkevis, Eric Larsen and Steven Osman, Game Developers Conference 2006.
 Game Developers Conference 2006, 2006/03/20-24での発表資料
  http://japan.gdconf.com/
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[06/03/29]
"Cell Can’t Texture?", GameTomorrow, 24 March 2006
 http://gametomorrow.com/blog/index.php/2006/03/24/cell-cant-texture/
SPEの 256KBのローカルストアー DMAメモリーをソフトウェアキャッシュとして利用したテクスチャマッピングの報告
 "Using only seven 3.2 GHz SPEs we were able to raytrace 15 frames per second with a frame resolution of
  1024×1024. The texture buffer held a cubemap with 1024×1024x16 bit texel faces resulting in a 12.5 MB
  texture buffer in XDR system memory. The performance penalty for using the five pass texture shader vs
  the lighting only shader was just 13%."
でもムービー(ちょっと巨大)もあります。

"IBM at the Game Developers Conference this week", GameTomorrow, 23 March 2006
 http://gametomorrow.com/blog/index.php/2006/03/23/ibm-at-the-game-developers-conference-this-week/
2006年 3月20~25日に米国で開催された Game Developers Conference 2006での IBMブース
(Sony PS3ではなく IBM Cell Bladeでのデモ)についての blogエントリー
 "What you will see at the demo: To demonstrate the performance acceleration available on the
  Cell BE processor when using the Rapid development Platform, RapidMind has created a world in which
  the behaviors of thousands of interacting characters are simulated.
  In the demonstration (photo below) the Simulation Application is built in C++ using the RapidMind
  Development platform. RapidMind in turn leverages the power of two Cell BE processors on an IBM Cell blade
  to perform the simulation caculations. The state of each character (in this case chickens!) is streamed
  to the Visualization Application where RapidMind is used to map the state of each character onto
  visualization and to implement the shaders on the GPU.”
RapidMind
 http://www.rapidmind.net/index.php
 Michael D. McCool博士, Computer Graphics Lab, University of Waterloo
  http://www.cgl.uwaterloo.ca/~mmccool/
 を共同設立者とした、ミドルウェアのカナダのベンチャー企業
一つの C++プログラムを CPU, GPU, Cellの特徴に合わせてマッピングしてくれる仕組みだそうです。
ターゲットは、
 Game Development, Image Processing, Content Generation, Scientific Computation
と広範です。

Game Developers Conference 2006については
Game Developers Conference 2006記事リンク集, Impress Game Watch
 http://www.watch.impress.co.jp/game/docs/20060324/gdclink.htm
等を参考にして下さい。

Cell BEとは直接関係ありませんが、
"Nvidia says lands new Sony design contract", Reuters, March 23, 2006
 http://today.reuters.com/business/newsArticle.aspx?type=technology&storyID=nN23330678
 "Graphics chip maker Nvidia Corp. (NVDA.O: Quote, Profile, Research) said on Thursday it has
  a new design contract with Sony Corp. (6758.T: Quote, Profile, Research) that will pay more than
  it earned for creating the graphics processor for the upcoming PlayStation 3 video game console."
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[06/03/22]
"AGEIA PhysX SDK for PLAYSTATION®3, Optimized for Cell Processor, to be Available on March 31st", March 21, 2006
 http://ageia.vnewscenter.com/press.jsp?id=1141898679393
 "The AGEIA PhysX SDK is highly recognized for its extensive physics functionality and
  multithreading capabilities, which are uniquely suited for the multicore architecture of
  the Cell processor adopted on PLAYSTATION®3. The latest AGEIA PhysX SDK version 2.4
  is optimized for the Cell processor, adding mind-blowing physics action to the high-definition
  graphics of PLAYSTATION®3 titles."
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[06/03/21]
Linux v2.6.16 has been released.
 Date: Sun, 19 Mar 2006 22:23:04 -0800 (PST)
 From: Linus Torvalds <>
 Subject: Linux v2.6.16
  http://lkml.org/lkml/2006/3/20/9
ChangeLog-2.6.16, 19 Mar 2006
 http://www.kernel.org/pub/linux/kernel/v2.6/ChangeLog-2.6.16
Comprehensible changelog
 http://wiki.kernelnewbies.org/LinuxChanges
 Google's text-only cache of http://wiki.kernelnewbies.org/LinuxChanges
  http://72.14.203.104/search?q=cache:IT1X2f-H0yUJ:wiki.kernelnewbies.org/LinuxChanges+&lr=&strip=1
 2.6.16
  Architecture-specific
  PPC
   "SPU file system. The SPU file system is used on PowerPC machines that implement the
    Cell Broadband Engine Architecture (aka: Cell processors) in order to access Synergistic
    Processor Units (SPUs). The file system provides a name space similar to posix shared
    memory or message queues. Users that have write permissions on the file system can
    use spu_create(2) to establish SPU contexts in the spufs root. Every SPU context is
    represented by a directory containing a predefined set of files. These files can be used for
    manipulating the state of the logical SPU. For more details, read the Documentation"
  Documentation/filesystems/spufs.txt
   http://kernel.org/git/?p=linux/kernel/git/torvalds/linux-2.6.git;a=blob;f=Documentation/filesystems/spufs.txt
  参考資料 (Cell Broadband Engine Links I で紹介済み)
  IBM developerWorks > Power Architecture technology
   Cell Broadband Engine resource center
   http://www.ibm.com/developerworks/power/cell/
   "Spufs: The Cell Synergistic Processing Unit as a virtual file system
    The Linux programming model for Cell",
    Arnd Bergmann, IBM, 25 Jun 2005
    http://www.ibm.com/developerworks/power/library/pa-cell/
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[06/03/18]
"IBM and Rambus Sign Technology License Agreement for Cell Processors", 3/17/2006
 http://www.rambus.com/news/pressrelease.aspx?id=199
 "Rambus FlexIO™ processor bus and XDR™ memory technologies to be integrated into
  future Cell Broadband Engine processor-based products"
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[06/02/26]
IBM System Journal, Volume 45, Number 1, 2006
 Online Game Technology
 http://www.research.ibm.com/journal/sj/451/tocpdf.html
が全て公開。
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Cell Broadband Engine Links I [06/02/26:Full], 2006-02-26
関連エントリー:
Mercury: Cell Technology Evaluation Systems, 2006-01-11


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