New console architectures
Thursday, September 1st, 2005. 11:00-12:30.
Overview of the Xbox360 GPU
Cell processor architecture and programming
NVIDIA game console technology
Henry Moreton, NVIDIA
Next Generation game Technology
Thursday, September 1st, 2005. 14:00 - 15:30
COLLADA 1.4: Mastering next-generation 3D game assets
Thursday, September 1st, 2005. 08:30-10:30.[/i]
Lets hope that they are talking about the RSX when they say:
"NVIDIA game console technology"
I can only hope
I mean...what else are they going to talk about :|
Thursday, September 1st, 2005. 11:00-12:30.
Overview of the Xbox360 GPU
Michael Doggett, ATI
The Xbox360 GPU unifies the traditional vertex and pixel shaders of the graphics pipeline enabling the GPU to dynamically balance resources between these two stages. The GPU system consists of two separate devices, the majority of the pipeline is on one die with a second die containing just the Z and Alpha blending operations coupled with embedded memory and utilizing a very wide memory interface. The GPU offers support for Higher Order Surfaces and an advanced shading instruction set including the ability to randomly write data to memory.
Cell processor architecture and programming
Kevin O'Brien, IBM Research
The Cell processor, featured in the recently announce Sony Playstation 3 and jointly developed by Sony, Toshiba and IBM is particularly suited to the high performance demands of the gaming and multimedia application areas, but may also be attractive in other fields of high performance computing. The chip combines a PowerPC core (PPE) with 8 Synergistic Processing Elements (SPE) to form a heterogeneous, single chip multi-processor. Each of the SPE's consists of a 128 bit wide SIMD processor coupled with a fast Local Store which contains the program and data for the processor. Also on the chip is a coherent bus supporting DMA transactions between the Local Stores of the SPEs, and system memory. Programming to take the best advantage of the Cell processor requires partitioning the application across the different processor types, and two levels of parallelization, one to leverage the 8 SPE cores, and the other to exploit the 4-way SIMD capabilities of those processors. In addition, the orchestration of data into and out of the SPE Local Stores is of prime importance. This talk will cover the broad outlines of the architecture, and share some insights into programming for this chip gained in the development of a prototype C compiler for the architecture.
The Eurographics'05 organisers and IBM Research would like to acknowledge the kind support of IBM Ireland in organising this talk.
NVIDIA game console technology
Henry Moreton, NVIDIA
Next Generation game Technology
Thursday, September 1st, 2005. 14:00 - 15:30
COLLADA 1.4: Mastering next-generation 3D game assets
Thursday, September 1st, 2005. 08:30-10:30.[/i]
Speakers
Robin Green, Sony Computer Entertainment
+ demonstrators ("glamorous assistants")
Abstract
COLLADA is an open source, collaboratively designed specification for representing, interchanging and processing next-generation 3D game assets using standard XML and off-the-shelf database tools. This talk will highlight the latest extensions to the format, COLLADA FX and COLLADA PHYSICS, show live demonstrations of the big DCC applications supporting these new features, show how using COLLADA as the basis for your production pipeline can simplify the problem of creating and processing the large models and datasets required by next-generation games and introduce the standardisation efforts of the COLLADA project. COLLADA and this talk has been created with the support of Softimage, Alias, Autodesk, NVidia, Agiea, Nokia, Sony, and many more vendors.
Lets hope that they are talking about the RSX when they say:
"NVIDIA game console technology"
I can only hope
I mean...what else are they going to talk about :|
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