Chapter

Hardware and software boundaries
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1:10:09 - 1:18:08 (07:59)

The hardware-software boundary is sometimes hard to define, but there are cases where hardware is better suited to handle certain tasks than software. For example, when executing a graph or rasterizing a triangle, it makes more sense for the hardware to handle it.

Clips
The guest speaks about creating the right abstraction levels to simplify the world of software so that people can work independently on different levels of it, emphasizing the importance of being sensitive to the human element in engineering.
1:10:09 - 1:15:05 (04:56)
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Software Engineering
Summary

The guest speaks about creating the right abstraction levels to simplify the world of software so that people can work independently on different levels of it, emphasizing the importance of being sensitive to the human element in engineering. The discussion also touches on how graph-focused, deep learning-centric hardware can compete with NVIDIA's current offerings.

Chapter
Hardware and software boundaries
Episode
#162 – Jim Keller: The Future of Computing, AI, Life, and Consciousness
Podcast
Lex Fridman Podcast
The guest discusses some of the technical challenges they face when developing video games, specifically the process of rasterizing a triangle in video game graphics.
1:15:05 - 1:18:08 (03:02)
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Video game development
Summary

The guest discusses some of the technical challenges they face when developing video games, specifically the process of rasterizing a triangle in video game graphics.

Chapter
Hardware and software boundaries
Episode
#162 – Jim Keller: The Future of Computing, AI, Life, and Consciousness
Podcast
Lex Fridman Podcast