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Dive into the research topics where Roger Espasa is active.

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Featured researches published by Roger Espasa.


international symposium on microarchitecture | 2009

Larrabee: A Many-Core x86 Architecture for Visual Computing

Larry Seiler; Doug Carmean; Eric Sprangle; Tom Forsyth; Pradeep Dubey; Stephen Junkins; Adam T. Lake; Robert D. Cavin; Roger Espasa; Ed Grochowski; Toni Juan; Michael Abrash; Jeremy Sugerman; Pat Hanrahan

The Larrabee many-core visual computing architecture uses multiple in-order x86 cores augmented by wide vector processor units, together with some fixed-function logic. This increases the architectures programmability as compared to standard GPUs. The article describes the Larrabee architecture, a software renderer optimized for it, and other highly parallel applications. The article analyzes performance through scalability studies based on real-world workloads.


high performance embedded architectures and compilers | 2010

Larrabee: a many-core intel architecture for visual computing

Roger Espasa

This talk will describe a many-core visual computing architecture code named Larrabee. Larrabee uses multiple in-order x86 CPU cores that are augmented by a wide vector processor unit, as well as some fixed function logic blocks. The talk will go into an overview of the Larrabee architecture and will cover the LRB Vector ISA in detail. Well then cover the Larrabee programming model and finally close with how one would target Larrabee for high performance 3D graphics.


ieee international symposium on workload characterization | 2006

Workload Characterization of 3D Games

Jordi Roca; Victor Moya; Carlos Gonzalez; Chema Solis; Agustin Fernández; Roger Espasa

The rapid pace of change in 3D game technology makes workload characterization necessary for every game generation. Comparing to CPU characterization, far less quantitative information about games is available. This paper focuses on analyzing a set of modern 3D games at the API call level and at the micro architectural level using the Attila simulator. In addition to common geometry metrics and, in order to understand tradeoffs in modern GPUs, the microarchitectural level metrics allow us to analyze performance key characteristics such as the balance between texture and ALU instructions in fragment programs, dynamic anisotropic ratios, vertex, z-stencil, color and texture cache performance


The Visual Computer | 2010

A SIMD-efficient 14 instruction shader program for high-throughput microtriangle rasterization

Jordi Roca; Victor Moya; Carlos Gonzalez; Vicente Escandell; Albert Murciego; Agustin Fernández; Roger Espasa

This paper shows that breaking the barrier of 1 triangle/clock rasterization rate for microtriangles in modern GPU architectures in an efficient way is possible. The fixed throughput of the special purpose culling and triangle setup stages of the classic pipeline limits the GPU scalability to rasterize many triangles in parallel when these cover very few pixels. In contrast, the shader core counts and increasing GFLOPs in modern GPUs clearly suggests parallelizing this computation entirely across multiple shader threads, making use of the powerful wide-ALU instructions. In this paper, we present a very efficient SIMD-like rasterization code targeted at very small triangles that scales very well with the number of shader cores and has higher performance than traditional edge equation based algorithms. We have extended the ATTILA GPU shader ISA (del Barrioet al. in IEEE International Symposium on Performance Analysis of Systems and Software, pp.xa0231–241, 2006) with two fixed point instructions to meet the rasterization precision requirement. This paper also introduces a novel subpixel Bounding Box size optimization that adjusts the bounds much more finely, which is critical for small triangles, and doubles the 2×2-pixel stamp test efficiency. The proposed shader rasterization program can run on top of the original pixel shader program in such a way that selected fragments are rasterized, attribute interpolated and pixel shaded in the same pass. Our results show that our technique yields better performance than a classic rasterizer at 8 or more shader cores, with speedups as high as 4× for 16 shader cores.


international conference on computer graphics and interactive techniques | 2008

Larrabee: a many-core x86 architecture for visual computing

Larry Seiler; Doug Carmean; Eric Sprangle; Tom Forsyth; Michael Abrash; Pradeep Dubey; Stephen Junkins; Adam T. Lake; Jeremy Sugerman; Robert D. Cavin; Roger Espasa; Ed Grochowski; Toni Juan; Pat Hanrahan


IEEE Computer | 2002

Asim: a performance model framework

Joel S. Emer; Pritpal S. Ahuja; Eric Borch; Artur Klauser; Chi-Keung Luk; Srilatha Manne; Shubhendu S. Mukherjee; Harish Patil; Steven Wallace; Nathan L. Binkert; Roger Espasa; Toni Juan


Archive | 2009

Implementing Vector Memory Operations

Roger Espasa; Joel S. Emer; Geoff Lowney; Roger Gramunt; Santiago Galan; Toni Juan; Jesus Corbal; Federico Ardanaz; Isaac Hernandez


Archive | 2005

Technique for setting a vector mask

Roger Espasa; Roger Gramunt


Archive | 2007

METHOD, SYSTEM, AND APPARATUS FOR PAGE SIZING EXTENSION

Edward T. Grochowski; Julio Gago; Roger Gramunt; Roger Espasa; Rolf Kassa


Archive | 1999

An Evaluation of Different DLP Alternatives for the Embedded Media Domain

Esther Salam; Jesus Corbal; Mateo Valero; Roger Espasa

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Manel Fernandez

Polytechnic University of Catalonia

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Manel Fernandez

Polytechnic University of Catalonia

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Robert Valentine

San Antonio River Authority

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