Titanio said:Deano - can I what you think about Cell as an assitant to the GPU for lighting? Generating more "dynamic" data for input to a GPU shader versus precomputed data used in some lighting algorithms, perhaps? Harrison seemed to allude to the possibility with reference to the DocOc demo, though my question isn't necessarily specifically in terms of the techniques used there (i doubt those techniques are generally useful).
Absolutely, long time ago I did a similar thing on MMX and a Voodoo (to do per-pixel lighting before the era of GPU dot products...)
Basically you would upload the normal map and parameter data/textures to an SPU, it scans across running the lighting equation. You might have to do it in tiles, so that everthing fits in an SPUs local mem but the FLOPs power of an SPU would churn through this pretty damn fast. Actually you might be able to have multiple SPUs work on different sections of the same texture.
The GPU would then just use the pre-lit textures (or apply a second set of GPU lighting). Of course this would be most usefull when GPU bound with spare SPU lieing idle...
The real advantage to this might be if the temporal frequency of the lighting change was quite low, then you could potentially reuse this pre-lit texture over several frames with the GPU adding in high frequency lighting (i.e. specular and reflections for example).