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Mark Joselli, Cristina Nader Vasconcelos, Esteban Clua
Multi-thread architectures are the current trends for both PCs (multi-core CPUs and GPUs) and game consoles such as the Microsoft Xbox 360 and Sony Playstation 3. GPUs (Graphics Processing Units) have evolved into extremely powerful and flexible processors, allowing its use for processing different data. This advantage can be used in game development to optimize […]
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David Siljenberg, Steve Baumgartner, Tim Buchholtz, Mark Maxson, Trevor Timpane, Jeff Johnson
With a bandwidth of 21.6 GB/s, the front side bus (FSB) of the Microsoft Xbox360trade is one of the fastest, commercially available front side bus interfaces in the consumer market. This paper explains the end-to-end system approach used in designing the bus that achieved volume production ramp 18 months after design start. The 90 nm […]
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Ryan J. Meuth, Donald C. Wunsch II
Modern graphics processing units (GPU) are used for much more than simply 3D graphics applications. From machine vision to finite element analysis, CPU’s are being used in diverse applications, collectively called general purpose graphics processor utilization. This paper explores the capabilities and limitations of modern GPU’s and surveys the neural computation technologies that have been […]
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Jeff Andrews, Nick Baker
This article covers the Xbox 360’s high-level technical requirements, a short system overview, and details of the CPU and the GPU. The Xbox 360 contains an aggressive hardware architecture and implementation targeted at game console workloads. The core silicon implements the product designers’ goal of providing game developers a hardware platform to implement their next-generation […]
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Garnett Wilson, Wolfgang Banzhaf
A widely available and economic means of increasing the computing power applied to a problem is to use modern graphics processing units (GPUs) for parallel processing. We present a new, optimized general methodology for deploying genetic programming (GP) to the PC, Xbox 360 video game console, and Zune portable media device. This work describes, for […]
Wolfgang Banzhaf, Simon Harding, William B. Langdon and Garnett Wilson
Graphics Processing Units (GPUs) are in the process of becoming a major source of computational power for numerical applications. Originally designed for application of time-consuming graphics operations, GPUs are stream processors that implement the SIMD paradigm. The true degree of parallelism of GPUs is often hidden from the user, making programming even more flexible and […]
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G. Wilson, W. Banzhaf
We describe how to harness the graphics processing abilities of a consumer video game console (Xbox 360) for general programming on graphics processing unit (GPGPU) purposes. In particular, we implement a linear GP (LGP) system to solve classification and regression problems. We conduct inter- and intra-platform benchmarking of the Xbox 360 and PC, using GPU […]
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Simon Scarle
In the arsenal of tools that a computational modeller can bring to bare on the study of cardiac arrhythmias, the most widely used and arguably the most successful is that of an excitable medium, a special case of a reaction-diffusion model. These are used to simulate the internal chemical reactions of a cardiac cell and […]
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Garnett Wilson, Wolfgang Banzhaf
We present a general method for deploying parallel linear genetic programming (LGP) to the PC and Xbox 360 video game console by using a publicly available common framework for the devices called XNA (for “XNA’s Not Acronymed”). By constructing the LGP within this framework, we effectively produce an LGP “game” for PC and XBox 360 […]
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