Been trying to work this out and it seems it’s basically a way of delegating computationally expensive tasks to a hybrid of GPU & CPU so you can take advantage of the local machines hardware better to extend how hardcore you can make client side computations in Flash Player/AIR runtime.
These slides did a better job of explaining than most: http://llvm.org/devmtg/2008-08/Rose_AdobePixelBender.pdf
Main things I’ve discovered:
- What isn’t apparent from the name is that is not restricted to graphics/video processing – you can do any Maths process with this for example manipulating audio live in real time in ways you can’t currently do e.g. proper DSP operations with float4 low level datatypes
- Creating a new PixelBenderJob via AS3 actually creates a new processor thread (confirmed to me at Flash On The Beach by Lee Brimelow) so effectively FP10 is capable of multithreaded applications in the same way Java is, it’s just that noone has got it working yet as far as I know…
I wonder how long it takes the ridiculously clever folks over at Hobnox, Alternativa, Papervision, Flint, Away3D etc to grab this or whether some other PJB wizard will create some next gen tools in this that may supercede their work in the 3D/Particle and audio DSP spaces where GPU’s are at their most useful?
I haven’t got any spare time as I’ve too many research projects on at the mo already (good times) but hopefully will get a chance to nose further at this soon…
Good links in the meantime:
Good weekend all
Categories : AIR, AS2, AS3, Uncategorized