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[In this Intel-sponsored feature, part of the Visual Computing website, the company's Mike Burrows, who is Senior
Graphics Software Architect Manager for the Larrabee creator, talks about the upcoming chipset and its relevance for video games.]
Developing new
computing hardware requires both an understanding of current industry trends as
well as a longer-term view of where technology is going. Mike Burrows, Senior
Graphics Software Architect Manager for Intel, has his sights on the
far-reaching strategic view, determining how upcoming technologies like
Larrabee can help take developers into the future.
Prior to his role at Intel, Mike spent a decade at Microsoft where
he worked with game developers to fully exploit DirectX and participated in the earliest stages of the project
that eventually became the Xbox. He also co-founded Microsoft's graphics
advisory board, which includes top-tier studios like Blizzard, id, and Epic.
Today Mike continues working with those and other notable creators
for Intel, where he serves as a liaison between third-party game developers and
Intel's own visual computing group. The editors of Gamasutra spoke with him
about how Larrabee will introduce new development possibilities, how the
relationship of game design and graphics could change with upcoming visual
computing trends, and about his decision to make a career change.
Tell us about your overall role at Intel.
Mike: Here, we're thinking strategically about how to move the
industry forward. Really, that's what enticed me more than anything else to
come to Intel -- looking across the field at the most exciting opportunities. The
scope of Larrabee isn't just to help improve the core areas of functionality
and make graphics cards more programmable; it's really about turning the system
upside down and showing the exploitive revolution that's possible.
What specifically enticed you to leave Microsoft after a decade
there? Did it have to do with Intel's longer-term projects in that space?
Mike: Exactly. I'm someone who thinks about things in the mid- to
longer-term. How do we actually enable people, tactically, to get to those
endpoints? By focusing on the strategic time frame and implementing things on
the tactical road map to make that happen. That's a passion of mine and
something I take great pride in.
Part of the reason for the move was the
realization that the technologies behind Larrabee are an inflection point in
the development of graphics cards. Around DirectX 8, Microsoft started exposing
programmable shader languages -- as we call them now -- and allowing developers to
write mini-programs. That's continued on a linear ramp.
But with Larrabee, that field has expanded. Yes, you can still
program them like a traditional GPU, but Larrabee places you in a new realm
where you have a huge amount of flexibility and freedom of development choice.
That's a revolutionary change, instead of the usual stair-step innovation of
simply adding more programmability.
It comes almost full circle in terms of flexibility from my own
background -- I'm an old-school developer, a bedroom programmer from England who
typed code into magazines and sent it off to publication.
Before I joined Microsoft, I headed up the R&D department of a
company called Digital Image Design. We were great at creating software
rasterization technologies, but we were restricted by the advent of 3D consumer
graphics accelerators. We found we had to constrain our ideas to fit the
nuances of hardware. I see Larrabee as the first chance to come full circle
back to that amount of programmable flexibility and developer freedom.
That's another major reason that enticed me to join -- the promise
of that freedom. And also, whenever the question is, "Do you want to go work
with a bunch of really smart people on a truly revolutionary piece of
technology?" then the answer is always going to be, "Well, yeah."
How do you see Larrabee fulfilling those promises of flexibility
and freedom?
Mike: Just in terms of raw computing power and development
flexibility, it blows the socks off anything else I'm aware of. I don't think I
can say any more than that without tripping over NDA issues.
As someone who looks toward the long term, what are some of the
trends you see coming down the pipeline in visual computing?
Mike: One of the things I noticed a few years ago was people
blurring the lines between the graphics computing power, which is traditionally
a vector stream compute unit, and the more traditional CPUs as we know them
today.
Maybe people went a little bit too far in terms of trying to
emulate this flexible computing power using their constrained vector computing
unit, the GPU, but what was interesting to me was the way they were rethinking
the algorithms.
It's questions like, "How do you map an algorithm to a more
constrained set of computing resources, while also being significantly more
flexible in terms of the width of the data?" That's SIMD: Single Instruction,
Multiple Data -- maximizing the effective compute power per instruction. That's
something that's been on the CPU side for a reasonable amount of time already.
We have a lot of vector computes on the CPU, but the CPU,
particularly from the game side, is busy trying to deal with a lot of the
complexities of game-specific problems.
Longer term, yes, we probably want to be able to load-balance
those two sets of discrete compute units on the graphics card and the CPU, but
having more flexible systems long-term is just as important. The buzzword in
the industry today is heterogeneous computing. It's a matter of finding the
most appropriate set of computing technology to run a given algorithm. That is
very exciting to me at the moment.
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