<?xml version="1.0" encoding="UTF-8"?>
<!--Generated by Squarespace Site Server v5.11.81 (http://www.squarespace.com/) on Tue, 29 May 2012 05:08:56 GMT--><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><title>Pixel I/O Blog</title><link>http://www.pixel.io/blog/</link><description></description><lastBuildDate>Mon, 28 May 2012 01:57:36 +0000</lastBuildDate><copyright></copyright><language>en-US</language><generator>Squarespace Site Server v5.11.81 (http://www.squarespace.com/)</generator><item><title>GPU Hack #2 -- Use LLVM to compile pre-Fermi kernels</title><category>Fermi</category><category>gpu</category><category>gpu hacks</category><category>gt200</category><category>llvm</category><category>nvcc</category><category>register spills</category><dc:creator>Allan MacKinnon</dc:creator><pubDate>Mon, 28 May 2012 00:42:34 +0000</pubDate><link>http://www.pixel.io/blog/2012/5/27/gpu-hack-2-use-llvm-to-compile-pre-fermi-kernels.html</link><guid isPermaLink="false">424276:4970759:16465803</guid><description><![CDATA[<p>I've been cleaning up a set of kernels so that they will run optimally on GT200 devices (sm_1x). &nbsp;The kernels run extremely well on Fermi so I was disappointed when the <code>opencc</code> compiler struggled to use a reasonable number of registers despite having access to the same number of registers per thread.</p>
<p>I was getting over 200 bytes of spills in a critical kernel that had no spills at all on Fermi.</p>
<p>Not good! &nbsp;So what could I do?</p>
<p>In my case, the answer was to force use of the LLVM compiler with the&nbsp;<code>--nvvm</code>&nbsp;switch. This produced kernels with either zero or at most 8 bytes of locals.</p>
<p>My understanding is that this switch is <a href="http://forums.nvidia.com/index.php?showtopic=227024&amp;view=findpost&amp;p=1395383">unsupported</a> for pre-Fermi devices but it worked very well for me and all of the kernels passed their verification tests.</p>
<p>On an old GT215 @ 550 MHz:</p>
<pre><code>opencc:   29.14 MKeys/sec
4.1-nvvm: 42.56 MKeys/sec
5.0-nvvm: 43.30 MKeys/sec
</code></pre>
<p>Almost a 50% improvement... I'll take it!</p>]]></description><wfw:commentRss>http://www.pixel.io/blog/rss-comments-entry-16465803.xml</wfw:commentRss></item><item><title>GPU Hack #1 -- High lane wins in shared memory write conflicts</title><category>GF100</category><category>gpu</category><category>gpu hacks</category><category>programming</category><category>software rasterization</category><dc:creator>Allan MacKinnon</dc:creator><pubDate>Wed, 27 Jul 2011 22:28:41 +0000</pubDate><link>http://www.pixel.io/blog/2011/7/27/gpu-hack-1-high-lane-wins-in-shared-memory-write-conflicts.html</link><guid isPermaLink="false">424276:4970759:12303505</guid><description><![CDATA[<p>A useful GF100 GPU hack is revealed in Laine &amp; Karras' <a href="http://code.google.com/p/cudaraster/">paper</a>&nbsp;<em>"High-Performance Software Rasterization on GPUs"</em>&nbsp;on page 6. &nbsp;They state that:</p>
<blockquote>
<p>When there are <em>shared memory write conflicts within the warp, the&nbsp;write from a thread on a higher lane</em>, therefore containing a&nbsp;later triangle, <em>will override a write from a thread on a lower&nbsp;lane</em>, containing an earlier triangle. The CUDA programming guide&nbsp;explicitly leaves it undefined which thread will succeed in the write, but at least on GF100 the behavior is consistent and can&nbsp;be exploited.</p>
</blockquote>
<p>Good to know!</p>]]></description><wfw:commentRss>http://www.pixel.io/blog/rss-comments-entry-12303505.xml</wfw:commentRss></item><item><title>Elliott Bay</title><dc:creator>Allan MacKinnon</dc:creator><pubDate>Fri, 01 Jul 2011 18:31:40 +0000</pubDate><link>http://www.pixel.io/blog/2011/7/1/elliott-bay.html</link><guid isPermaLink="false">424276:4970759:11980061</guid><description><![CDATA[<p>Blog updates will return shortly.</p>
<p>Meanwhile, here is the view from my desk:</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.pixel.io/storage/post-images/sailboat_bw.jpg?__SQUARESPACE_CACHEVERSION=1309552806208" alt="" /></span></span></p>]]></description><wfw:commentRss>http://www.pixel.io/blog/rss-comments-entry-11980061.xml</wfw:commentRss></item><item><title>CUDA ION2 Benchmarks</title><category>Atom D525</category><category>CUDA</category><category>ION2</category><category>benchmarks</category><category>gpu</category><category>hw hacks</category><category>media center</category><dc:creator>Allan MacKinnon</dc:creator><pubDate>Thu, 30 Sep 2010 18:10:04 +0000</pubDate><link>http://www.pixel.io/blog/2010/9/30/cuda-ion2-benchmarks.html</link><guid isPermaLink="false">424276:4970759:9058215</guid><description><![CDATA[<p>I needed to test my CUDA application on a low-end configuration so I plunked down $210 and bought a <a href="http://www.newegg.com/Product/Product.aspx?Item=N82E16856107072">Jetway Mini-TOP D525+ION2</a> computer.&nbsp; Below are some basic CUDA benchmark results.</p>
<p>First, some relevant specifications on this machine:</p>
<ul>
<li>Dual-core <a href="http://ark.intel.com/Product.aspx?id=49490">Atom D525</a> @ 1.8GHz</li>
<li>Intel <a href="http://www.intel.com/products/Internet_device/chipsets/NM10/NM10-overview.htm">NM10</a> chipset</li>
<li>NVIDIA <a href="http://en.wikipedia.org/wiki/Nvidia_Ion#Ion_2">ION2</a> GPU (GT218) with 512MB of DDR3</li>
<li>DDR2 667/800 SO-DIMMs on a 64-bit bus</li>
<li>A RealTek Gigabit PCIe Ethernet port</li>
</ul>
<p>There are a number of netbooks and nettops that have nearly identical specifications.</p>
<p>The NM10 has 4 PCIe 1.0a root ports but is connected to the ION2 using a single lane (x1) PCIe link.&nbsp; The link has a theoretical 250 MB/s <a href="http://en.wikipedia.org/wiki/PCI_Express#PCI_Express_1.0a">data rate</a>.</p>
<p>The result is that, according to the "bandwidthTest.exe" benchmark, the ION2 is able to copy from host-to-device at 165 MB/sec and from device-to-host at 204 MB/sec.&nbsp; Onboard the GPU, device-to-device copies reach a much higher ~8GB/sec with the default GPU clock setting.</p>
<p>The GT218 is a standard Compute Capability 1.2 device and has 2 multiprocessors each with 8 cores.</p>
<p>See below for the following results using the 260.63 driver and 3.2 RC CUDA Toolkit:</p>
<ul>
<li>GPU-Z</li>
<li>CUDA "deviceQuery.exe"</li>
<li>CUDA "bandwidthTest.exe --memory=pinned --wc"</li>
<li>CUDA "bandwidthTest.exe --memory=pinned --wc --mode=shmoo"</li>
<li>CUDA "nbody.exe"</li>
</ul>
<p>The GPU is running at its default speed with 4GB of DDR2-667 overclocked to 800.</p>
<p><span class="thumbnail-image-block ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpost-images%2Fjw_16x12.jpg%3F__SQUARESPACE_CACHEVERSION%3D1285875420197',1600,1200);"><img src="http://www.pixel.io/storage/thumbnails/4681329-8771397-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1285875420198" alt="" /></a></span></span></p>
<p>Here is a GPU-Z screen capture:</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.pixel.io/storage/post-images/jetway_d525_ion2_nm10.gif?__SQUARESPACE_CACHEVERSION=1285873166484" alt="" /></span></span></p>
<p>GPU-Z incorrectly reports the ION2 is running on a PCIe 2.0 x1 lane.</p>
<p>The CUDA 3.2 Toolkit's "deviceQuery" output is <a href="http://www.pixel.io/storage/post-files/deviceQuery.txt" target="_blank">here</a>.</p>
<p>And the results of the "bandwidthTest" with write-combined and pinned memory are <a href="http://www.pixel.io/storage/post-files/wc.txt" target="_blank">here</a> and "shmoo" results <a href="http://www.pixel.io/storage/post-files/schmoo.txt" target="_blank">here</a>.</p>
<p>And, finally, a CUDA "N-Body" screen capture:</p>
<p><span class="thumbnail-image-block ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpost-images%2Fnbody.png%3F__SQUARESPACE_CACHEVERSION%3D1285874667349',518,736);"><img src="http://www.pixel.io/storage/thumbnails/4681329-8771129-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1285874667350" alt="" /></a></span></span></p>
<p>It's also worth noting that this machine is running Windows 7 Ultimate x64 and, in its off hours, operating as a Media Center serving two XBOX 360's.&nbsp; The CPU speed is acceptable but on the video side the ION2 has played everything I've tried with excellent results.</p>
<p>Feel free to leave a comment below if you want to see additional CUDA benchmarks.</p>]]></description><wfw:commentRss>http://www.pixel.io/blog/rss-comments-entry-9058215.xml</wfw:commentRss></item><item><title>Classic Video: The Origins of APL</title><category>APL</category><category>Iverson</category><category>J</category><category>K</category><category>creativity</category><category>gpu</category><category>programming</category><category>wall street</category><dc:creator>Allan MacKinnon</dc:creator><pubDate>Thu, 09 Sep 2010 19:26:00 +0000</pubDate><link>http://www.pixel.io/blog/2010/9/9/classic-video-the-origins-of-apl.html</link><guid isPermaLink="false">424276:4970759:8817438</guid><description><![CDATA[<p>In the same theme as my last post, what's old is often new again...</p>
<p>While I was on vacation, I read Shasha and Lazere's new book <a href="http://www.amazon.com/Natural-Computing-Quantum-Future-Machines/dp/0393336832"><em>Natural Computing</em></a> and was surprised to see a small section dedicated to Iverson's <strong><a href="http://en.wikipedia.org/wiki/APL_%28programming_language%29">APL</a></strong>, <strong><a href="http://www.jsoftware.com/">J</a></strong> and <strong><a href="http://en.wikipedia.org/wiki/K_%28programming_language%29">K</a></strong> languages.</p>
<p>The last and only time I used <strong>J</strong> was in 1993 for a grad school class on queueing networks.&nbsp; A half-page of terse code was dropped into my paper and I was done.&nbsp; I would not have wanted or been able to do this in C or Fortran.</p>
<p>At some point, I'd like to investigate porting a J-like language to CUDA or OpenCL.&nbsp; The obvious array processing parts of the interactive language would map well onto a GPU but the language might need a scheme to ensure that enough work could be issued at once so that the GPU was fully utilized.&nbsp; It would be a fun project if there was interest.</p>
<p>Below is a <a href="http://vids.myspace.com/index.cfm?fuseaction=vids.individual&amp;videoid=60771080">brilliant roundtable discussion</a> on APL featuring Ken Iverson and others.&nbsp; I saw it a year ago, but it's worth watching again if you've had any exposure (or mental damage from) APL/J/K.&nbsp; Pour yourself some scotch, sit back and enjoy:</p>
<p><embed width="430" height="346" flashvars="m=60771080&amp;v=2&amp;type=video" src="http://lads.myspace.com/videos/vplayer.swf" allowscriptaccess="never" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer"></embed></p>
<p>There is also a detailed description on this video's <a href="http://vids.myspace.com/index.cfm?fuseaction=vids.individual&amp;videoid=60771080">original page</a> and a discussion at <a href="http://lambda-the-ultimate.org/node/3671">LtU</a>.</p>
<p>Also check out Catherine Lathwell's cleverly named blog <a href="http://www.aprogramminglanguage.com/">Chasing Men Who Stare at Arrays</a>.&nbsp; Catherine is working on a documentary about the history of APL language and its founders.</p>]]></description><wfw:commentRss>http://www.pixel.io/blog/rss-comments-entry-8817438.xml</wfw:commentRss></item><item><title>Chromatic Research, GPUs and the Wheel of Reincarnation</title><category>Chromatic Research</category><category>gpu</category><category>media processors</category><category>multicore</category><category>wheel of reincarnation</category><dc:creator>Allan MacKinnon</dc:creator><pubDate>Tue, 31 Aug 2010 18:34:36 +0000</pubDate><link>http://www.pixel.io/blog/2010/8/31/chromatic-research-gpus-and-the-wheel-of-reincarnation.html</link><guid isPermaLink="false">424276:4970759:8731497</guid><description><![CDATA[<p>Last week I chatted with a couple of friends about the<span> </span><a href="http://en.wikipedia.org/wiki/List_of_x86_manufacturers">x86 clones</a> that appeared in the 1990's.&nbsp; Companies like Rise, Nexgen and Centaur.</p>
<p>When I got back to my desk I recalled that the mid-1990's  also had a number of companies building <a href="http://en.wikipedia.org/wiki/Media_processor">media processors</a> to offload MPEG-1/2/4 video, audio, 2D graphics and even modem codec processing.</p>
<p>Googling reveals a great example.&nbsp; The <a href="http://www.hotchips.org/archives/hc8/index.htm">1996 Hot Chips 8</a> <a href="http://www.hotchips.org/archives/hc8/3_Tue/HC8.S6/HC8.6.2.pdf">presentation by Paul Kalapathy</a> of <a href="http://en.wikipedia.org/wiki/Chromatic_Research">Chromatic Research</a> which covers the <strong>Mpact</strong> multimedia processor.&nbsp; A quick skim reveals an architecture that should be familiar to any GPU developer: a sea of general-purpose registers, huge on/off-chip bandwidth and SIMD vector opcodes driving integer ALUs and SFUs.&nbsp; The part reportedly achieved 1 BOPS at 120MHz.</p>
<p>Very impressive and another great spoke on the <a href="http://catb.org/jargon/html/W/wheel-of-reincarnation.html">wheel of reincarnation</a>!</p>
<p><span class="thumbnail-image-float-left ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpost-images%2Fmpact.jpg%3F__SQUARESPACE_CACHEVERSION%3D1283282365076',857,1139);"><img src="http://www.pixel.io/storage/thumbnails/4681329-8360307-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1283282365077" alt="" /></a></span></span></p>
<p><span class="thumbnail-image-inline ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpost-images%2Fmpact2.jpg%3F__SQUARESPACE_CACHEVERSION%3D1283282027160',854,1139);"><img style="width: 200px;" src="http://www.pixel.io/storage/thumbnails/4681329-8360823-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1283282797344" alt="" /></a></span></span><span class="thumbnail-image-float-left ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpost-images%2Fmpact3.jpg%3F__SQUARESPACE_CACHEVERSION%3D1283282587754',856,1140);"><img src="http://www.pixel.io/storage/thumbnails/4681329-8360855-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1283282587755" alt="" /></a></span></span></p>
<p>&nbsp;</p>
<p><span class="thumbnail-image-float-left ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpost-images%2Fmpact4.jpg%3F__SQUARESPACE_CACHEVERSION%3D1283282459368',854,1140);"><img src="http://www.pixel.io/storage/thumbnails/4681329-8360871-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1283282806225" alt="" /></a></span></span><span class="thumbnail-image-inline ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpost-images%2Fmpact5.jpg%3F__SQUARESPACE_CACHEVERSION%3D1283282473733',857,1140);"><img src="http://www.pixel.io/storage/thumbnails/4681329-8360877-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1283282817507" alt="" /></a></span></span><span class="thumbnail-image-float-left ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpost-images%2Fmpact6.jpg%3F__SQUARESPACE_CACHEVERSION%3D1283282492765',857,1140);"><img src="http://www.pixel.io/storage/thumbnails/4681329-8360881-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1283282492766" alt="" /></a></span></span></p>
<p>&nbsp;</p>]]></description><wfw:commentRss>http://www.pixel.io/blog/rss-comments-entry-8731497.xml</wfw:commentRss></item><item><title>What Is Your Application's GPU-to-CPU Ratio?</title><category>Dell</category><category>GPU-to-CPU ratio</category><category>PCIe Expansion Chassis</category><category>PowerEdge C410x</category><category>gpu</category><dc:creator>Allan MacKinnon</dc:creator><pubDate>Mon, 09 Aug 2010 19:02:08 +0000</pubDate><link>http://www.pixel.io/blog/2010/8/9/what-is-your-applications-gpu-to-cpu-ratio.html</link><guid isPermaLink="false">424276:4970759:8505955</guid><description><![CDATA[<p>Over on the NVIDIA CUDA Computing forum I saw that Dell is now shipping a <a href="http://www.dell.com/us/en/business/servers/poweredge-c410x/pd.aspx?refid=poweredge-c410x&amp;cs=04&amp;s=bsd">16 GPU PCIe Expansion Chassis</a>.</p>
<p>If you dig around a little you'll find a <a href="http://bartongeorge.net/2010/08/05/say-hello-to-my-little-friend-packing-up-to-16-gpgpus/">great video by the chassis architect</a> that starts by describing the impetus for the product.</p>
<p>I thought it was really interesting that when an oil and gas customer came to Dell and  asked for a chassis solution for GPUs, their "GPU-to-server" ratio requirement went from 2:1 in the beginning all the  way up to 4:1 (4 GPUs per server).&nbsp;</p>
<p>Presumably this ratio was determined by testing and maybe tuning their GPGPU application.&nbsp; Or it simply might've been because the chassis made it practical to access 4 GPUs.</p>
<p>A ratio of 4:1 sounds high to many developers because it's a challenge to install, power and cool that many GPUs in a standard chassis.</p>
<p>If the GPU:CPU limit is going to be loosened then it raises several questions:</p>
<ul>
<li>Which applications scale to high GPU-to-CPU ratios?</li>
<li>How can developers practically find this limit?</li>
<li>What GPU coordination "patterns" are there for scaling up?</li>
<li>What is the next bottleneck: PCIe transfer speed or the need for device-to-device transfers?</li>
</ul>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.pixel.io/storage/post-images/c410x.jpg?__SQUARESPACE_CACHEVERSION=1281382654896" alt="" /></span></span></p>
<p>&nbsp;</p>]]></description><wfw:commentRss>http://www.pixel.io/blog/rss-comments-entry-8505955.xml</wfw:commentRss></item><item><title>David Patterson -- "The Trouble With Multicore"</title><category>David Patterson</category><category>La-Z-Boy era programmer</category><category>gpu</category><category>multicore</category><dc:creator>Allan MacKinnon</dc:creator><pubDate>Thu, 01 Jul 2010 13:46:39 +0000</pubDate><link>http://www.pixel.io/blog/2010/7/1/david-patterson-the-trouble-with-multicore.html</link><guid isPermaLink="false">424276:4970759:8150458</guid><description><![CDATA[<p>IEEE Spectrum has an article by David Patterson titled "<a href="http://spectrum.ieee.org/computing/software/the-trouble-with-multicore/0">The Trouble With Multicore</a>".&nbsp;</p>
<p>I particularly like this paragraph:</p>
<blockquote>
<p><span>One of the biggest factors, though, is the degree of motivation. In the  past, programmers could just wait for transistors to get smaller and  faster, allowing microprocessors to become more powerful. So programs  would run faster without any new programming effort, which was a big  disincentive to anyone tempted to pioneer ways to write parallel code.  The La-Z-Boy era of program performance is now officially over, so  programmers who care about performance must get up off their recliners  and start making their programs parallel.</span></p>
</blockquote>
<p>He finishes up the article by predicting three possible outcomes: multicore performance improvements stall out, the industry moves to new architectures like GPUs and the third, most optimistic, option, magic parallelizing compilers and software finally arrive.</p>
<p>The second option is almost where we're at right now.&nbsp; There is plenty of experimentation and some notable wins.&nbsp; There is also plenty of core infrastructure software out there that can benefit from being ported to multicore or hybrid hardware.&nbsp; If a "La-Z-Boy era" system can get a 10x or more improvement in performance and power we'll see some motivated development.</p>]]></description><wfw:commentRss>http://www.pixel.io/blog/rss-comments-entry-8150458.xml</wfw:commentRss></item><item><title>GPUs and Wall Street -- Updated</title><category>CUDA</category><category>FPGA</category><category>Wall Street</category><category>gpu</category><category>hft</category><category>high frequency trading</category><dc:creator>Allan MacKinnon</dc:creator><pubDate>Wed, 28 Apr 2010 01:09:16 +0000</pubDate><link>http://www.pixel.io/blog/2010/4/27/gpus-and-wall-street-updated.html</link><guid isPermaLink="false">424276:4970759:7464467</guid><description><![CDATA[<p>The WSJ just published this story: <a href="http://online.wsj.com/article/BT-CO-20100427-716893.html?mod=rss_Global_Stocks">Trading Firms Turn To Videogame Chips To Get Even Faster</a>.</p>
<p>The article primarily focuses on FPGAs.&nbsp; Nvidia is mentioned as well as OpenCL.</p>
<p>Another company that uses FPGA's to process market data is <a href="http://www.exegy.com">Exegy</a>.</p>
<p>I suspect that GPUs are being looked at very closely by Wall Street but one challenge that early adopters need to overcome is architecting a solution that gets away from the simple but latent "kernel launch and wait" approach:</p>
<ol type="1">
<li>copy  data to device</li>
<li>launch kernel</li>
<li>wait for kernel completion</li>
<li>copy  results from device</li>
</ol>
<p>Now that CUDA supports  page-locked/write-combining/mapped/overlapped memory and 2.0 supports  concurrent data transfers you can quickly imagine some architectures and  long-running kernels that might help you avoid the approach listed  above and drive compute latencies downward.<br /><br />Having worked with  both high-speed market data feeds and the entire trading workflow, I can  think of GPU applications ranging from mundane processing tasks all the  way up to HFT.</p>
<p>I'm sure that there are plenty of people who have  already done this and aren't talking about it!</p>
<p>Update 5/18/2010:&nbsp; There sure are.&nbsp; Take a look at <a href="http://blogs.nvidia.com/ntersect/2010/05/gpu-advancements-in-options-analytics.html">Hanweck &amp; Associates' Volera product</a>.&nbsp; They're repricing the entire options market with 10 milliseconds of latency.&nbsp; Note that the OPRA feed is expected to produce 14B messages/day by the end of 2010.&nbsp;</p>]]></description><wfw:commentRss>http://www.pixel.io/blog/rss-comments-entry-7464467.xml</wfw:commentRss></item><item><title>An Interview With Ed Catmull</title><category>Catmull</category><category>Pixar</category><category>Scott Berkun</category><category>creativity</category><category>teams</category><dc:creator>Allan MacKinnon</dc:creator><pubDate>Wed, 21 Apr 2010 19:43:00 +0000</pubDate><link>http://www.pixel.io/blog/2010/4/21/an-interview-with-ed-catmull.html</link><guid isPermaLink="false">424276:4970759:7406854</guid><description><![CDATA[<p>Scott Berkun <a href="http://www.scottberkun.com/blog/2010/inside-pixars-leadership/">sums up</a> a great interview given by Ed Catmull.</p>
<p>Anyone that has managed a team or product that balances deep tech and high creativity should be familiar with what Ed is talking about but you'll probably learn something new.</p>
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<p>Scott's summary is <a href="http://www.scottberkun.com/blog/2010/inside-pixars-leadership/">here</a>.</p>]]></description><wfw:commentRss>http://www.pixel.io/blog/rss-comments-entry-7406854.xml</wfw:commentRss></item></channel></rss>
