Programming the Cell Processor: For Games, Graphics, and Computation
by Matthew Scarpino

Programming the Cell Processor: For Games, Graphics, and Computation<br>by Matthew Scarpino
Item# 0136008860
List price: $74.99
Softpro Price: $67.49

IBMís Cell processor delivers truly stunning computational power: enough to satisfy even the most demanding gamers and graphics developers. Thatís why Sony chose the Cell to drive its breakthrough PlayStation 3 and why Cell processors are at the heart of todayís most powerful supercomputers. But many developers have struggled to create high-performance Cell applications: the practical, coherent information they need simply hasnít existed.

Programming the Cell Processor solves that problem once and for all. Whether youíre a game developer, graphics programmer, or engineer, Matthew Scarpino shows you how to create applications that leverage all the Cellís extraordinary power. Scarpino covers everything from the Cellís advanced architecture to its powerful tools and libraries, presenting realistic code examples that help you gain an increasingly deep and intuitive understanding of Cell development.

Scarpino illuminates each of the Cellís most important technical innovations, introduces the commands needed to access its power, and walks you through the entire development process, including compiling, linking, debugging, and simulating code. He also offers start-to-finish case studies for three especially important Cell applications: games, graphics, and scientific computing. The Cell platform offers unprecedented potential, and this book will help you make the most of it.

  • Mastering the Cell SDK, including the GCC-based buildchain, ppu-gdb/spu-gdb debuggers, IBM Full System Simulator, and Cell IDE
  • Understanding the Cellís central processing core, the PowerPC Processor Unit (PPU): structure, programming libraries, and AltiVec instructions
  • Programming the Synergistic Processor Unit (SPU): vector processing, communication, caching, assembler coding, and more
  • Leveraging SDK vector and matrix libraries, including the Large Matrix Library, BLAS Library, FFT libraries, Multiprecision Library, and Monte Carlo API
  • Coding basic 2D graphics using the Linux frame buffer
  • Building 3D graphics with the new Gallium OpenGL library
  • Constructing 3D games with Ogre3D and packaging them using Collada digital content interchange
  • Optimizing the performance of your Cell applications
  • Developing on standard PCs and transferring code to Cell systems such as the PlayStation 3


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    Publisher: Prentice Hall
    Page Count (est.): 721
    ISBN10: 0136008860
    ISBN13: 9780136008866
    Cover: Hardcover
    Pub Date: 10/15/2008