If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
|
|
#76 |
|
Regular
|
Crossbars take too much area, the future is on chip switching fabrics.
|
|
|
|
|
#77 |
|
Senior Member
Join Date: Feb 2002
Location: Brasil
Posts: 1,790
|
What is a switching fabric?
|
|
|
|
|
#78 |
|
Regular
|
Its the circuitry needed for routing data.
So instead of a crossbar or centralised mailbox system (can be a register set, or embedded memory) as means of communication between nodes you give them their own switching fabrics and put them in a network ... the most natural topology of the network being a mesh of course. |
|
|
|
|
#79 |
|
Senior Member
Join Date: Feb 2002
Location: Brasil
Posts: 1,790
|
I think I understand.
Many possibilities of use: - Have the multiples processors work like a virtual systolic system with cell to cell communication (using the switch fabric) with minimal centralized communication (possible bottleneck). - Have the processors work each one in an different tile. - Some multigroup multicast capability could be usefull to transmite data and programs saving bandwith and latency too. It is all programming 8) |
|
|
|
|
#80 |
|
Member
Join Date: Feb 2002
Location: Germany
Posts: 846
|
I just searched for polygon-compression too ( cause of Kristof's comment's about Kyro ). Here are the links I found :
http://www.gvu.gatech.edu/gvu/people...abstracts.html http://www-grail.usc.edu/pubs.html http://www.comp.nus.edu.sg/~tulika/publications.htm http://staff.ncst.ernet.in/~dinesh/r.../geomComp.html (with link to Java3D and VRML compression ) http://www.cc.gatech.edu/gvu/modeling/compression.html |
|
|
|
|
#81 |
|
Senior Member
Join Date: Feb 2002
Location: gjethus, Norway
Posts: 1,256
|
Some thoughts around the sea-of-DSPs approaches that people here suggest:
|
|
|
|
|
#82 |
|
Regular
|
Stream processing can deal quite well with high latencies. Locality from a global point of view is mostly dependent on the algorithm ... a naive memory interface would jump from here to there, but by accumulating and reordering/batching memory accesses you can remove that problem and only worry about the algorithmic side (a crossbar would not suffice IMO).
|
|
|
|
|
#83 |
|
Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,769
|
Dave, ushac, mboeller,
Thank you very much indeed. Those should keep me busy a couple of days |
|
|
|
|
#84 | |
|
Join Date: Apr 2002
Posts: 2,158
|
Here's one on Gamasutra about Dense Meshes (>80K) and how to represent and store them. (Actually talks of Wavelet compression)
http://www.gamasutra.com/features/20...ickhill_01.htm http://www.vrml.org/WorkingGroups/vrml-cbf/cbfwg.htm Quote:
EDIT: Ohh yeah, you can't do the TCU thing because it's a catch 22 scenario. Your drastically increasing transistor count, which means that (assuming your bound to a set process, say 0.13um) it'll come at the sacrifise of your array and loose programmability. Programmable power is directly related to transistor counts, and thus lithography limts, and as such is ultimatly controlled by Moore law. Unless you can break it threw technological advancment or Multichip. |
|
|
|
|
|
#85 |
|
Regular
|
If you stop using textures its time to stop using explicit surface representations altogther, they are tied at the hip ... when you go that far its time to switch to point-clouds.
|
|
|
|
|
#86 | |
|
Member
Join Date: Feb 2002
Posts: 130
|
Quote:
If you ignore real-time raytracing, the only way to get good real-time reflections is with texture mapping. And, even if a good way for doing geometric reflections were discovered, doing blurry reflections purely in object space would be virtually impossible (you could supersample the reflections; however, that would have all the same problems associated with accumulation-buffer based depth of field and motion blur algorithms). On the other hand, MIP mapping textures is an ideal solution to the problem. I think another part of the problem is a mentality that most (all) programmers share -- don't be wasteful. Even if a machine had infinite resources, and could handle everything in object space, you would still be likely to see image-space algorithms and texturing featured prominently, because they do exactly what you want easily and cheaply. Texturing isn't broken, so we probably shouldn't focus on fixing it. |
|
|
|
|
|
#87 | |
|
Senior Member
Join Date: Feb 2002
Location: Brasil
Posts: 1,790
|
Quote:
1- It must not be a pure DSP like RISC. It could be a graphics specialized RISC (microcoded RISC). Was not the Vérité V1000 a risc like processor? 2- Each processor could have a small 1T-SRAM local memory (64KB or 128KB) to store the programs and some data. 3- Tasks could be distributed by a task scheduller processor. 4- It will be like a graphics pipeline then each processor (or group of processors) will run a specialized program determined by the scheduller. 5- The processors of the pipeline will communicate with each other using a switching fabric. The switching fabric is necessary to give flexibility. Some multicast capabalitie could be usefull. 6- One internal 4MB 1T-SRAM with high bandwith could be used as a large cache to the RISC farm. Well, I am not a graphics expert but I think some of the people here could think/design something better. |
|
|
|
|
|
#88 | ||
|
Member
Join Date: Feb 2002
Location: Switzerland
Posts: 218
|
Quote:
Quote:
|
||
|
|
|
|
#89 | |
|
Member
Join Date: Feb 2002
Location: Switzerland
Posts: 218
|
Quote:
|
|
|
|
|
|
#90 |
|
Member
Join Date: Mar 2002
Location: a vertex
Posts: 354
|
I agree with gking about texures.
I'd like to add about the "hack" nature of texturing: although, say, a bumpmap emulates "true" geometry and a lightmap emulates "true" lighting, there are other cases where a texture doesn't emulate anything but simply represents the original colouring of the object's surface. So I believe texturing won't need to go away. And a highly usable (but "simple" to employ) function like render-to-texture would be difficult to replace with something else, I guess? |
|
|
|
|
#91 | ||
|
Senior Member
Join Date: Feb 2002
Location: gjethus, Norway
Posts: 1,256
|
Quote:
Quote:
A full parallel Huffman decoder capable of decompressing, say, 256 bits per clock (which is needed if 64-bit color or 8 pipelines are desired) is doable with a technique called parallel prefix computation, but such a circuit takes tens of millions of transistors. You want it? Pay up. |
||
|
|
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| The Way its Meant to be Reviewed? | Dave Baumann | Beyond3D News | 266 | 31-Dec-2003 16:24 |
| Ace's Hardware on current and future consoles | zurich | Console Technology | 1 | 15-Dec-2003 04:39 |
| Which Future Hardware? | Dave Baumann | 3D Architectures & Chips | 31 | 24-Nov-2003 16:16 |
| Game benchmarks vs benchmark applications | Patric Ojala | 3D Architectures & Chips | 0 | 16-Oct-2003 13:38 |
| +'s/-'s and feasability of lengthened hardware release cycle | JavaJones | 3D Architectures & Chips | 12 | 09-Mar-2002 16:56 |