Tilera 100 core processor

@TheRift
Yes definitely mainstream. In fact 3D rendering in itself is a parallel processing problem to begin with, while it can be serialised the amount of time it would have taken to render anything useful would make it worthless. I'm talking 3D as we know it today not the 80s stuff that was in the early works from Lucas films etc... (excluding scientific computing as well)

For the longest time we dealt with 3D on the host processor which by virtue of the CPU being serial in nature meant we made parallel the rendering through SIMD instruction sets, especially when MMX came around in 1995/96 as you know. Even after the first commercially available 3D accelerator for end users was available it was not until 1999 or so when the true divergence came as prior to this our beloved 3D accelerators were really acting like co-processors that were very efficient at texture operations, from addressing to filtering/blend texture mip-mapping etc...

The difficult part or the part that really needed to be lifted of the CPU was the triangle setup, which was still done on the CPU. In nature a very parallel process and as a result -besides the obvious fill-rate and bandwidth issues faced by early accelerators - CPU dependency was heavy and CPUs with strong FPU were at a significant advantage.
what really revolutionized this for us and allowed the parallel nature of GPUs to accelerate faster than what CPUs could was the triangle and lighting setup moving to the GPU and subsequently needing to be programmable (limited, but definitely not fixed input->output). Being able to do virtually all vertex processing on the GPU in the fixed function unit allowed us, vertex lighting in hardware, texture fetches, addressing, vertex morphing and just about anything we were able to do on the host CPU in regards to vertices (well in a limited manner but basics could be done) significantly faster.

With each passing, generation and increased complexity with the vertex shader etc... We could pretty much do anything on the GPU that we could on the CPU, and that means we can leverage the vertex processing power of the CPU as well in tandem with the GPU to further bolster processing. No doubt the Cell lends itself to some heavy primitive lifting with the vector cores before passing them on to the 8 dedicated vertex processors in the RSX. Guessing here but one would expect the most complex, manipulation is done on the RSX where then the slightly less convoluted results or meshes are passed to the RSX.

Either way, multi-ore processing whichever way is here to stay and I can imagine a time where the number of processing cores is in the thousands if not hundreds of thousands. (Who knows what may be here 50 years from now) : D
 
@ShockG,
Ok, I see you leave out the scientific computing part. One of my all time favourite companies (yes, i used to be and I am most likely still a SiliconGraphics whore :D) used to run dedicated hardware split into texture render, vertex handlers and raster managers, leaving central processors free for other use. Ofcourse, I should be excluding them as they pretty much failed with their price schemes, mismanagement and a really bad decision to move to Intel processors. I do believe ex-SGI engineers were the ones who brought us the GeForce GPUs ... oh wait, look at them today, doesn't it seem like the old SGI all over again; overpriced and slow progress.

It still amazes me that it has pretty much been the gaming market that has made a massive push towards the innovations we see today in this segment. The demand for higher frame rates, more realistic raster output quality and all that goes with it calls for such hardware. I doesn't quite feel like someone invented these new architectures (Fermi, Cuda and all that) for number crunching and then applied it to graphics and gaming. More the other way around.

I'd love to have seen where SGI had gone if they applied their hardware designs on a more affordable scale and worked together with their "competitors" back in the day. Towards the "first" end they were putting massive machinery against competitors offering solutions in the form of several affordable graphics boards (though not for gaming purposes). SGI definitely knew their parallel processing stuff even if it was just more business/scientific use.

Send me some pointers to your online articles. I'm soooo intending to avoid work today. :)
 
I wrote stuff on www.systemshock.co.za (look in hardware, graphics cards section) which has subsequently been taken off but that was ages ago. I write now for www.TheOverclocker.com but those are more hardware (motherboards etc...) reviews than the stuff we are talking about here. I am though writing an article on GPU-Computing which should be done by January hopefully if not, then Feb 2010 and it'll be both online and in print as well.

As for SGI you are very right. The company was in essence the beginning of 3D at least for me. I remember that in 1992 when we had real computer fare(s) here in SA SGI actually came and showed off some impressive (then) rendering. They also had some really technical guys there

Almost all engineers and visionaries in the industry came from SGI. Eg, Richard Huddy was at SGI, then Rendermorphics, NVIDIA then ATI. Dan Vivoli was 11 years strong at SGI, and now senior VP etc... A large number of the really motivated and younger guys went to 3Dfx hence they were the first company with a commercially viable end user 3D chip with a cut down OpenGL mini driver.

Indeed parallel or multi-thread programming is difficult, but I suppose with tools getting better its getting much easier especially given that some of the programming know how from graphics companies has been parallel in nature for the longest time. Those at the fore of parallel computing (at least as far as we are concerned) are usually those who were concerned with visuals be it video or 3D rendering. I'm particularly impressed by Fermi's Nexus plug-in for Visual Studio and even more than that the APEX physics SDK can compile and optimize down to any number of threads be it the GPU or CPU and that started out as a GPU tool only.

Great to have another GPU/ fan around! :)
 
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