| January 3, 2010 9:00 PM PST | |
USC Integrates Parallel Computing into its CS and Engineering Curricula
| The Intel Academic Community team has been working closely with professors of Computer Science, Engineering at University of Southern California Viterbi School of Engineering and the Marshall School of Business, to bring parallelism into the curricula at both the undergraduate and master-levels. Seven newly revamped courses will give students better understanding, experience and sophistication in writing and debugging multi-threaded code. |
| Grants for the latest hardware and software as well as program support are being provided by Intel to assist with the transition and pilots in what is truly a bold reformatting of the University’s curricula. |
From left - Scott Apeland, Director of Intel Developer network Organization, Dr. Yannos C. Yortos,Dean of the USC Viterbi School of Engineering and Eric Gayles, Intel Director of External Programs. |
Shown above: Intel’s Academic Program team members together with USC Professors who have selected seven courses at both the undergraduate and master-levels where Parallelism will be taught. |
The prevalence of multicore processors and expected use in future computing has generated a demand in industry for technologists that can create advanced software that leverages parallelism. To find course materials and other Academic resources visit www.intel.com/software/academic |
Learn more about USC Courses and Professors
| After joining the Intel Academic community and reviewing the Multi-Core Courseware content, I started to look at ways on how to integrate current Parallelism knowledge to my courses at University of Southern California. Now we have several courses from both Computer Science and Electrical Engineering Departments that showcase the importance of Parallelism and Multi-Core threading. Especially the EE/CSCI-452 Game Hardware Architectures course integrated content from the Introduction to Parallel Programming, Game Threading Methodologies and Parallel Architecture for Games [from the Intel Courseware Access Moodle] and Intel tools like C/C++ Compiler, Thread Building Blocks, Vtune Performance Analyzerand Thread Profiler. In addition, the students will have the opportunity to learn from the latest Smoke Demo as an example of a game engine architecture that takes advantage of parallelism. This course will be offered to both Undergraduate and Graduate students from the Computer Science and Electrical Engineering Departments at the Viterbi School of Engineering. Thanks to everyone at Intel that reviewed, contributed and gave me feedback on the course syllabus and content. I look forward to sharing our students work starting on Spring 2010. - Professor Jose Villeta, USC Viterbi School of Engineering |
View the LightSaber Force Havok based Game Demo created by Professor Villeta's GamePipe Laboratory Game Engine Design Class |
View the Havok Technical Demo Created by Professor Villeta and his students |
For more complete information about compiler optimizations, see our Optimization Notice.
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