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.
Intel interview about Visual Computing
Posted on Monday, Aug 03 2009 @ 00:00 CEST by Thomas De Maesschalck