Shompola said:Is there even an MPI implementation for CELL?
You're kinda reaching there! The hand was the user's hand captured via camera. The game recognises the position, orientation and type of card and superimposes a graphic on top. It has no 3D perception capacity, the 2D overlay being drawn over the video feed, so the dragon character always appears in front of the player's hand(s) regardless of position of the hands in 3D space.Arwin said:Also, if I remember correctly the Eyetoy demo shows a 3d model of the hand in the game, so it does more than recognise a binary pattern on the card. I think this is the technology that makes a 3D image out of a 2D one, also demonstrated earlier with the emotion recognition demo.
Shifty Geezer said:You're kinda reaching there!
The hand was the user's hand captured via camera. The game recognises the position, orientation and type of card and superimposes a graphic on top. It has no 3D perception capacity, the 2D overlay being drawn over the video feed, so the dragon character always appears in front of the player's hand(s) regardless of position of the hands in 3D space.
Yes indeed, but we're not saying anything of the sort yet on any console. Perhaps in the future, but Eye of Judgement isn't in that field. As you say, it seems to be just typical motion detection for the interaction, seeing where the motion is relative to the model on screen to determine interaction. I would love to see a virtual 3D space modelled with occlusion though! There was talk of the EyeToy2 having depth perception, possibly through IR. But we haven't heard anything since or seen any demos. And this is off topic so I'll shut up now!Arwin said:You are correct. Or at least, the on-screen visuals are the camera, my mistake. I wasn't reaching, just wrong. But you do realise 3d space interpolation from 2d is all the rage these days, it's not that weird a thought. Both Sony and Microsoft have shown demonstrations that used this.
Titanio said:I'm not sure, but no doubt it could be done. There was a paper out there some time ago on a proposed programming model for Cell based on MPI.
SPM said:In any case the film industry standard practice for years has been to use Linux clusters to do various movie special effects. The cluster nodes don't need much RAM each because they only run one compute intensive task each and return results to a central server. 256MB would be plenty for most applications. The huge data or results set in a complex supercomputing application like weather modelling would be stored on a central server, not on the supercomputing nodes, and would be made available to the nodes in the cluster via the network.
Well, you'd need a renderer that is obviously optimized for CELL and its SPEs and as I don't know where the compute / memory fetch balance lies for that sort of problem, it may or may not be faster.mckmas8808 said:Hey Laa-Yosh would a Dual Cell blade with 2 GBs of RAM be better for you guys over the Xeon blade? Or are there other things that would need to be changed also?
????[maven] said:IIRC, if you outfit CELL with 2GBs of Ram, you'll have 1/4 the bandwidth of the 512mb version.
mckmas8808 said:Hey Laa-Yosh would a Dual Cell blade with 2 GBs of RAM be better for you guys over the Xeon blade? Or are there other things that would need to be changed also?
Laa-Yosh said:Autodesk and Pixar and a few other companies would have to do some optimizing as our Intel based farm is used for a lot of separate tasks, like 3D renders, 2D compositing renders, cloth simulation, crowd simulation, etc. etc. That's also why add-on rendering/raytracing accelerator cards never really took of - studios want to be able to use the computing capacity for many different tasks.
(and we need 2GB of RAM per CPU)
mckmas8808 said:2 GBs per CPU? Whoa! I guess Cell will never be used for movie making then.
mckmas8808 said:2 GBs per CPU? Whoa! I guess Cell will never be used for movie making then.
Arwin said:Surely the Cell Blades IBM makes will have plenty of memory?
http://news.com.com/IBM+bringing+gaming+chip+to+blade+servers/2100-1010_3-6036943.html?tag=nl
... surely the memory bus setup in the PS3 may be optimised for 512mb, but I can never believe that the Cell itself is in any such way limited or would have trouble performing with 4gb or more.
The current blades have 512MB for each cell
If I remember correctly, cell utilizes 2x32-bit memory channels which I guess in theory would limit it to 4GB of memory - I don't know if something similar to physical address extensions is supported in cell processers to provide a higher limit...Arwin said:... surely the memory bus setup in the PS3 may be optimised for 512mb, but I can never believe that the Cell itself is in any such way limited or would have trouble performing with 4gb or more.
mckmas8808 said:2 GBs per CPU? Whoa! I guess Cell will never be used for movie making then.