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Game Programming Gems 8 by Adam Lake

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Chapter 1.8. Techniques for Effective Vertex and Fragment Shading on the SPUs

Steven Tovey, Bizarre Creations Ltd.

When the Cell Broadband Engine was designed, Sony and the other corporations in the STI coalition always had one eye on the Cell’s ability to support a GPU in its processing activities [Shippy09]. The Cell has been with us for three years now, and like any new piece of hardware, it has taken time for developers to understand the best ways of pushing the hardware to its limits. The likes of Mike Acton and the Insomniac Games Technology Team have been instrumental in pushing general development and coding strategies for the Cell forward, but there has been little discussion about ways that the SPUs can ...

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