A great paper about Cell on graphics appear on grapicshardwre.org:
http://www.graphicshardware.org/program.html
some slides in that paper:
The Cell and GPUs
Extension to shader pipeline on GPUs
− Vertex shaders for geometric modeling
− NURBS
− Subdivision surfaces
− Continuous level of detail
− Vertex shaders for a additional lighting models
Physically Based Modeling
− Soft-body dynamics
− Rigid-body dynamics
Image Processing
− Background Subtraction for Video Surveillance
Global Illumination
– Raytracing
− Raycasting Terrains
− Rendering of DEMs
− Surface shaders for lighting, shadows
Multi-resolution Subdivision
30+ frames per second with only one Cell processor
– No graphics adapter assist
– 1280x720 (HD 720P) resolution
..
-Written completely in C with intrinsics
..
http://www.graphicshardware.org/program.html
some slides in that paper:
The Cell and GPUs
Extension to shader pipeline on GPUs
− Vertex shaders for geometric modeling
− NURBS
− Subdivision surfaces
− Continuous level of detail
− Vertex shaders for a additional lighting models
Physically Based Modeling
− Soft-body dynamics
− Rigid-body dynamics
Image Processing
− Background Subtraction for Video Surveillance
Global Illumination
– Raytracing
− Raycasting Terrains
− Rendering of DEMs
− Surface shaders for lighting, shadows
Multi-resolution Subdivision
30+ frames per second with only one Cell processor
– No graphics adapter assist
– 1280x720 (HD 720P) resolution
..
-Written completely in C with intrinsics
..
Last edited by a moderator: