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Cell Technology for Graphics and Visualization

Kleegamefan

K. LEE GAIDEN
http://www.graphicshardware.org/program.html

some slides from the .pdf

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



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30+ frames per second with only one Cell processor
– No graphics adapter assist
– 1280x720 (HD 720P) resolution
..
-Written completely in C with intrinsics

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30+ FPS 1280x720 with no GPU assist
Includes...

* Ray/Terrain intersection computation
* Texture Filtering
* Normal computation
* Bump map computation
* Diffuse+Ambient Lighting
* Perlin Noise Clouds
* Atmosphere effects (haze, sun, halo)
* Dynamic multisampling (4-16 samples per pixel)
* Image based input (16 bit height + 16-bit texture
* 29 KB SPE object code
* 224 KB SPE data

MJPEG compression via SPE

That 720p output also includes MSAA, BTW.....not bad for a CPU :)
 
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