Transcript 11.9Mb

CELL Processor Based Workstations
Super Computing "CELL" Converges Action Movies into Gaming Worlds
© 2002 IBM Corporation
Outline of Topics

Crisis in Processor Design

CPBW: Building a General Purpose Computing System from New
Microprocessor Architectures

IBM Digital Media Solutions for the Game Industry
•
2
CPBW in the Game Development Process
© 2004 IBM Corporation
Crisis in Microprocessor Design
 Transistor performance scaling
near limits
# Transistors per Chip
10 11
SiGe and
Low-K
Strained Si
Dielectrics
10 10
Non-Scaling
10 9
10 8
Cu
1GHz
10 7
1MHz
10MHz
10 4
Scaling
Leff
10 3
1980
1990
• Material and structure changes
required to stay on Moore’s Law
path
• Power per (switched) transistor
decreases only slowly
100MHz
10 6
10 5
10GHz
7 Level Cu
+ SOI
• Channel off-current & gate-oxide
tunneling challenges supply
voltage scaling
2000
 Consequence:
2010
Moore’s Law: 2x transistor density every 18-24
months
• Microprocessor performance
limited by processor efficiency
• i.e., we know how to design
processors we cannot reasonably
cool or power
Gelsinger’s Law: 1.4x more performance for 2x more transistors
Hofstee’s Corollary: 1/1.4x efficiency in every generation
3
© 2004 IBM Corporation
“Where Have All the Transistors Gone …? “
Mechanisms to Hide Latency and Pipeline Depth that Add Performance
……and Inefficiency
 Virtual Memory/Caches
 Superscalar Micro-architectures
CPU
Cache
Cache
+,+,+,-
>, </
*,/// *,
*,
*,
/
*,
SuperScalar
Cache
Memory
*, //
*,
Memory
 Hyper (deep) pipelining
 Speculative and Out-of-Order
Processing
4
© 2004 IBM Corporation
Paths Toward Increased Efficiency
Techniques for Realizing New Processor Architectures
 Chip Level Multiprocessors
•
+
<
Reduced superscalar, pipeline depths, speculation
 Vector/SIMD processing for compute-intensive
streaming or data parallel workloads
•
Instead of superscalar pipelines
Instruction Broadcast
Unit:
+, -, *, / <, >,
+
Data
Registers
 Different Memory Organization:
5
+
<
CPU
•
Registers
•
Local Memory (software/programmer managed)
•
Shared Main Memory (software/programmer managed)
(compiler managed)
Registers
Local
Memory
Memory
© 2004 IBM Corporation
A Hybrid Approach for Microprocessor Architecture
Best of Both Worlds?
 Traditional processor (s) for Control Plane
Processing (CPP)
•
Run OS / Manage resources
•
Limited per-thread performance / improved
efficiency
DPP
Quick path to enable legacy software with
good performance on control codes
DPP
•
CPP

6
Compute-optimized Data Parallel
Processors (DPPs)
•
“Offload Acceleration” - run compute
intensive portions of applications
•
3-level memory model
…
DPP
© 2004 IBM Corporation
CPBW: Building a General Purpose Computing
System from New Microprocessor Architectures
© 2002 IBM Corporation
Building Systems from New Microprocessor Architectures
Sony, SCE and IBM’s Collaboration
•CELL Processor Based Workstation – next generation content development platform
•Scalable, supercomputer-like performance
•Common Software Development Environment for digital animation & game industries
•First CELL Processor based system !
Announced at E3 Expo, May 11, 2004
8
© 2004 IBM Corporation
Developing a CELL-Based Content Creation System
•Foundation for the IBM-Sony/SCE Integrated Digital Content Creation Environment
CELL Processor
Board
CELL Processor
Based Workstation
Software
Dense, Rack Mount
Chassis
High BW
Networks
Sys
Mgmt
Storage
I/O
Bridge
CELL
Processor
Common
Development
Environment
+
CELL-Aware
Common OS
CELL Processor
(2-Way SMP)
Real-time
OS
Memory



9
Vast Floating
Point Capabilities
Massive Data
Bandwidths
Parallel
Processing
Architecture



Dual CELL Processors (SMP)
I/O Bridge, System
Management Support Logic,
Memory, Storage
Multiple High Bandwidth
Network Interfaces
•
•
•
Dense rack-mount blade form factor
Integrated high bandwidth network
switches
Integrated power and cooling and
system management
•
•
Game Development Tools
and Middleware
Centralized system
management
© 2004 IBM Corporation
IBM Digital Media Solutions for the Game Industry
© 2002 IBM Corporation
Business
IBMUnit
Digital
or Product
Media Solutions
Name
Digital Media is unstructured content - video, audio, and
images - that cannot be stored in traditional databases.
Consumers are
5-10 x more
likely to notice
dynamic media
vs. static media
Consumers are
2-5 x more
likely to recall
dynamic media
vs. static media
The market for digital delivery of visual content through
a network in all industries will grow at 49% CAGR from
2002-2006 to reach almost $2 billion by 2006.
Narrowcasting Market Poised for Rapid Growth by CAP Ventures 2002
Consumers are 5 times more likely to "click-through"
a rich media ad. Rich media ads generate higher rates
of post-impression sales. Post-impression sales activity
is 45% higher.
DoubleClick White Paper, July 2003
“The popularity of digital signage over conventional printed
signs has grown considerably in recent years. Some analysts
predict that by 2005, digital signage will grab as much as $1.5
billion of advertising spending in the United States.”
DCD Business Report
11
Digital Media Overview for Developer Relations
© 2004 IBM Corporation
Business
IBMUnit
Digital
or Product
Media Solutions
Name
Digital media can have intrinsic value…
Movies
Music
Games
Art
Advertisements
Books
…and it can also have business process value
Marketing &
Product
Information
12
Automated
Consulting
Video and
Audio
Conferencing
Digital Media Overview for Developer Relations
Medical Image
Distribution
Dynamic InStore
Advertising
Security &
Surveillance
© 2004 IBM Corporation
Business
IBMUnit
Digital
or Product
Media Solutions
Name
The amount of information created in the last two years exceeds the amount
created throughout history ! 93% of all information is created digitally.
2003 24B
Total Market Opportunity in 2004 is $27.5B
2002 12B
30,000 BCE
Cave paintings
3500 BCE
Text
2001 6B
105
Paper
2000 3B
Electricity, telephone 1870
Transistors 1947
Computing 1950
Late 1960s
Internet (DARPA)
Source:
University
of California at Berkley
Source:
School
of Information
Management and Systems at the
University of California at Berkeley, 2001
13
Digital Media Overview for Developer Relations
1993
www
1999
© 2004 IBM Corporation
IBM Digital Media Solutions
Billions
Games market is seeing significant growth
Worldwide Online MP and MMP Games Revenue
$40
$35
$31.4 B
$30
CAGR = 49%
(2000 – 2008)
$25
$23.0 B
$20
$15
$13.0 B
$9.0 B
$10
$6.7 B
$5
$4.0 B
$1.3 B
$1.5 B
$1.7 B
2000
2001
2002
$0
2003
2004
2005
2006
Source: "Research and Business Intelligence Source CITL, Inc. (www.citlinc.com)", 2004"
2007
2008
© 2002 IBM Corporation
IBM Digital Media Solutions
Continued Growth Is Projected For Foreseeable Future
Billions
Combined IT Spend
$12
Total
Services
BW
CRM
Dev Kits
Storage
DB
Servers
SW
Workstation
Network
$10
$8
CAGR =35%
(2000 – 2008)
$7.6 B
$6
$5.5 B
$3.9 B
$4
$2.8 B
$2.0 B
$2
$0.7 B
$0.8 B
$1.1 B
$1.4 B
$0
2000
Notes:
1. From bottom-up analysis
2. Includes SP, MP and MMP costs.
2001
2002
2003
2004
2005
2006
Source: "Research and Business Intelligence Source CITL, Inc. (www.citlinc.com)", 2004"
2007
2008
© 2002 IBM Corporation
Business
IBMUnit
Digital
or Product
Media Solutions
Name
IBM Digital Media Solutions Targeted to Industries
Banking
Digital Content Management
Video Communications
Digital Security and Surveillance
Dynamic Digital Merchandising
Gov
Digital Content Management for Gov
(RAMMP)
Digital Security and Surveillance
Digital Media Distribution
Retail
Dynamic Digital Merchandising
Digital Security and Surveillance
Digital Media Distribution
Media &
Entertainment
Telco
16
Digital Content Creation / Online Games
Broadcast & Publishing Asset Mgt
Digital Media Center (Storage)
Marketing Asset Management
Wireless Content Distribution
WiFi Digital Media Gateway
Digital Media Distribution
Online Games
Digital Media Overview for Developer Relations
© 2004 IBM Corporation
IBM Digital Media Solutions
Game Industry Pain Points
Slow speed to market for launch of new
games due to inflexible technology
environment
Costly integration and customization due
to fragmented infrastructure
Inability to quickly modify environment to
accommodate new games or user groups
Inability to handle demand spikes due to
lack of scalability
Lack of integration with back office
systems
Security and piracy concerns
© 2002 IBM Corporation
Digital Media Lifecycle
Driving Value From Inception to Consumption
Create
Distribute /
Transact Set-Top
Manage
Create
Distribute & Transact
Manage
Modeling
Box
Ingest &
Indexing
Engine
Rendering
AI & Physics
Simulation
Animation
LAN
Managing the workflow,
processing production,
storage and retrieval of
Rights as well as
digitalDigital
media,
System
Infrastructure
Content
the cataloging, indexing
Services
Management
System
and annotation
of original
Business
Rights System
Econtent
Storage
sourcing
Scene
Game
Planning,
creating,
Graph
Engine
Conversion
producing
and
Compilation
encoding information
and unstructured
Interactive
Target
Media
Console
assets such as video,
Video
audio,
animation and
images.
Text
Publishing
Production
System
Image
Audio
Multirepository
Search
Middleware
Other
Data
Retail
Display
Securely delivering
PC - Print
Streaming
digital
content for
Media Server
consumption or
Wireless
Edge
Content commerce across
Device
Cache
Aggregation
multiple devices and
Wireless
delivery channels
Gateway
Distribution
Scheduling
WAN
Kiosk
Transaction
Server
Managed
Business
Hosting
Media
Gateway
Return
Network
Application Integration Middleware
Business Support Systems, Operational Support Systems
Rich Media
18
Warehousing
Creation
Protection
Infrastructure
Delivery
Devices
© 2004 IBM Corporation
IBM Solutions for the Digital Media Industry
Create
Manage
Modeling
Partner Tools &
Rendering
Applications
(e.g. Alias,
Discreet,
Animation
AI & Physics SoftImage)
Simulation
Scene
Graph &
Eclipse
Conversion
Rational
Tools
Compilation
Linux
Interactive
Media
Video
Game
Engine
Distribute & Transact
Partner Tools and
Applications (e.g.
Ingest &
Ancept/Stellant,
Indexing
Telestream,
Engine Media)
Context
Partner Tools and
Applications
(e.g. AT&T, Qwest,
FP Digital,
Mastech)
DB2 Content
Manager
General Parallel
File System
(GPFS)
Total Storage
WebSphere
Digital Rights Solutions
Target
Console
System
Content
Information
Management
Integrator
for
System
Content Business
Blade Center
Infrastructure
Services
Privacy
Tivoli
Manager
Rights System
eXtensible
Ee-Business
Storage
sourcing
Content
hosting
Publishing
Protection (xCP)
Production
Text
Image
IntelliStation
System
Blade Center
Audio
Multirepository
Search
Middleware
Other
Data
Transaction
Blade Center
Server
Set-Top
Box
Partner Tools and
Applications
(e.g. Cisco, LAN
Pathfire, Entone,
Kasenna,
RealNetworks
DB2 Content
Retail
Manager
Display
Streaming
Media Server
WebSphere Edge
Server
ARMS
Wireless
Device
Edge
Content
Cache
WebSphere
Aggregation
Commerce
WDME
Distribution
WAN
Scheduling
VideoCharger
Blade Center
Managed
Business
Hosting
WebSphere
PC - Print
Portal
Wireless
Gateway
Blade Kiosk
Center
Media
Gateway
Return
Network
Application Integration Middleware
Business Support Systems, Operational Support Systems
Rich Media
19
Warehousing
Creation
Protection
Infrastructure
Delivery
Devices
© 2004 IBM Corporation
IBM Digital Media Solutions
Providing scalable hardware infrastructure
Note: Cell-based systems are not part of these current IBM Digital Media Solutions
© 2002 IBM Corporation
IBM Digital Media Solutions
Open software for availability, community and commerce
Division of NCSoft
Note: Cell-based systems are not part of these current IBM Digital Media Solutions
© 2002 IBM Corporation
IBM Digital Media Solutions
And a multitude of services offerings
Note: Cell-based systems are not part of these current IBM Digital Media Solutions
© 2002 IBM Corporation
CPBW in Game Content Creation
CPBW Complements and Enhances the IBM Digital Media Solution Suite
Create
Manage
Distribute & Transact
Set-Top
Box
Modeling
CPBW
AI & Physics
Simulation
Conversion
Ingest &
Indexing
Engine
Rendering
Animation
Scene
Graph
Game
Engine
PC - Print
Streaming
Media Server
Compilation
Interactive
Media
Retail
Display
LAN
Target
Console
Content
Management
System
Video
Digital Rights
System
Infrastructure
Services
Esourcing
Text
Publishing
Production
System
Audio
Multirepository
Search
Middleware
Other
Data
Edge
Cache
Business
Rights System
Image
Content
Aggregation
Storage
Distribution
Scheduling
WAN
Wireless
Device
Wireless
Gateway
Kiosk
Transaction
Server
Managed
Business
Hosting
Media
Gateway
Return
Network
Application Integration Middleware
Business Support Systems, Operational Support Systems
Rich Media
23
Warehousing
Creation
Protection
Infrastructure
Delivery
Devices
© 2004 IBM Corporation
CPBW in Game Content Management
and On-Line Delivery
CPBW Complements and Enhances the IBM Digital Media Solution Suite
Create
Manage
Distribute & Transact
Set-Top
Box
Modeling
CPBW
AI & Physics
Simulation
Conversion
Ingest &
Indexing
Engine
Rendering
Animation
Scene
Graph
CPBW
CPBW
Game
Engine
PC - Print
Streaming
Media Server
Compilation
Interactive
Media
Retail
Display
LAN
Target
Console
Content
Management
System
Video
Digital Rights
System
Infrastructure
Services
Esourcing
Text
Publishing
Production
System
Audio
Multirepository
Search
Middleware
Other
Data
Edge
Cache
Business
Rights System
Image
Content
Aggregation
Storage
Distribution
Scheduling
WAN
Wireless
Device
Wireless
Gateway
Kiosk
Transaction
Server
Managed
Business
Hosting
Media
Gateway
Return
Network
Application Integration Middleware
Business Support Systems, Operational Support Systems
Rich Media
24
Warehousing
Creation
Protection
Infrastructure
Delivery
Devices
© 2004 IBM Corporation
Summary
 Crisis in Processor Design is Stimulating New Microprocessor
Architectures:
•
Increased (consumer) processor performance will require more
efficient architectures and micro-architectures
•
Increasing efficiency requires increased programming effort
–
–
–
–
Multi-threaded vs. single thread
SIMD/Vector vs. scalar
Increased memory hierarchy and explicit management
Control vs. compute
 CPBW:
25
•
First CELL Processor based system
•
Scalable, supercomputer-like performance
•
Next Generation content development platform
•
Complements, and enhances the wide range of existing IBM Digital
Media solution offerings for games
© 2004 IBM Corporation
Presentation Contributors
26
CPBW Systems
STI Design Center
IBM Digital Media
Robert Hanson
Ashwini Nanda
Gottfried Goldrian
Toshiyuki Sanuki
Randy Moulic
Jim Kahle
Peter Hofstee
Chalapathy Neti
Patty Fry
Gregory Carson, CITL, Inc
(www.citlinc.com)
© 2004 IBM Corporation
IBM Digital Media Solutions
Key Segments in the Online Games Value Chain
Content/IP
Development
Publishing
Game
Hosting
Internet
Cafes
MMP Focused Developers & Publishers
General Purpose Device Makers (e.g., Dell, Nokia)
ISPs
Game Device
Console Makers (e.g., Sony, Nintendo)
Large Shop
Developers
Value-Added Network Service Providers (e.g., Paypal, Visa)
Content
Owners,
Studios
&
Leagues
Game Portals
Backbone
Access Provisioning Service Providers (e.g., NTT, Orange)
Major Game
Publishers
Massively
Multi-Player
Internet
Access
Small Shop
Developers
Single
Player
Multi-Player
Audience
Aggregation
Conglomerates
Source: "Research and Business Intelligence
Source CITL, Inc. (www.citlinc.com)", 2004
© 2002 IBM Corporation
IBM Digital Media Solutions
IBM Point of View: Six Zones for Games Infrastructure
Lobby Zone: The entry point into the
game provider’s site
Lobby Zone
Community Zone: Gamer-accessible
services and information
outside the game itself
Security
Security
Community Zone
Game Zone
Security
Game Zone: Servers and
infrastructure to support the
game
Infrastructure Zone: Middleware and
Systems for the complete
infrastructure
Infrastructure Zone
Back-Office Zone: Business-related
systems
Security
Security
Back-Office Zone
Development Zone
Development Zone: Systems and
tools to develop and test the
game
© 2002 IBM Corporation
IBM Digital Media Solutions
Three Key IBM Digital Media Value Propositions
for Games Marketplace
Game
Game
Infrastructure:
On-Demand
Operating Environment
for Games
Development:
Deep Computing
for Games
Content Management &
Secure Distribution
Back Office/
Business Integration
© 2002 IBM Corporation