Making a roadmap may be a sensible idea, but we don't need slides.  We
just need a list somewhere.  But let's keep it narrow.  I think the
roadmap should be:

1.  Develop a simple GPU simulator.
2.  Develop a more sophisticated GPU simulator.

We'll leave the rest for later.

On Sun, May 27, 2012 at 7:12 PM, Ma, Xiaohan <[email protected]> wrote:
> Hi,
>
> I totally agree with this big picture you proposed - as I described in my
> previous email.
>
> Would you please make some slides to summarize your ideas (probably some
> brief schedules and plans for the project you want to do in future - in
> outline)? So then all the guys in this thread can easily discuss and request
> modifications of your plan. The finalized slide deck will be the initial
> roadmap for us later.
>
> Thanks,
> Xiaohan
>
> 2012/5/27 Timothy Normand Miller <[email protected]>
>>
>> I'm not trying to start an argument as to whether or not "intellectual
>> property" is real.  Maybe I'll blog about that some time.  :)  I
>> nevertheless need to point out that being an employee of a State
>> University of New York binds be in certain ways.
>>
>> http://research.binghamton.edu/Innovation/IntellectualProperty.php
>>
>> The bottom line for me is that I need to stay far away from any
>> cash-flow that might occur.  And regarding the IP owned by Traversal,
>> Traversal is defunct, and the IP ownership fell back to me, Howard,
>> and Andy.  We're ready to transfer that, and some responsible
>> facilitator(s) need(s) to take ownership (literal or figurative) and
>> see where the project can leverage it.  I think that there needs to
>> still be some centralized entity who can relicense the IP without
>> having to ask permission from 1000 contributors.
>>
>> So, on to what the OGP can do...
>>
>> ARM has cornered the market on energy-efficient CPUs.  And ARM is
>> entirely fabless.  Maybe the OGP can corner the market on
>> energy-efficient GPUs.  The design would be dual-licensed GPL and
>> commercial, where for production purposes, all GPL viral-like
>> characteristics can be stripped in exchange for money, with the
>> understanding that breaking binary compatibility with the open design
>> (thereby potentially creating a closed architecture) will cost a LOT
>> more to license.  Our chosen facilitator would handle the money and
>> fund whatever seems useful to fund.  Mostly prototype hardware,
>> reference designs, donations to other projects, etc.  Linux Fund took
>> over the Open Hardware Foundation, so we can use that.
>>
>> Of course, most companies that set out, a priori, to be fabless and
>> license IP for profit tend to fail disastrously.  But we're not trying
>> to sustain a company on this.  Indeed, the profit margin would have to
>> be painfully small in order to be the least bit competitive anyhow.
>> Our objective is to put a completely open GPU design out on the
>> market, and that isn't necessarily profitable.
>>
>> So just for fun and science, let's see what we can design.  André
>> Pouliot and Kenneth Østby spec'd out a GPU shader engine design called
>> OGA2.  Let's start there.  The first thing to do is my favorite part,
>> which is to argue about architectural design decisions.  Then we make
>> a C-based prototype to determine functional efficiency, then we code
>> it in Verilog and synthesize it for gate-level synthesis so we can
>> judge energy efficiency.
>>
>> Think about leveraging the brainpower of the FOSS community to design
>> a GPU that outperforms and is more energy-efficient than PowerVR.  A
>> compelling-enough design would get market penetration.  Eventually, it
>> would make its way from embedded systems into desktop systems and
>> supercomputers (GPGPU, etc.), and we would all benefit from having an
>> open architecture dominate in graphics.
>>
>> --
>> Timothy Normand Miller
>> http://www.cse.ohio-state.edu/~millerti
>> Open Graphics Project
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>



-- 
Timothy Normand Miller
http://www.cse.ohio-state.edu/~millerti
Open Graphics Project
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