Bringing Vulkan to VR. Cass Everitt, Oculus

Size: px
Start display at page:

Download "Bringing Vulkan to VR. Cass Everitt, Oculus"

Transcription

1 Bringing Vulkan to VR Cass Everitt, Oculus

2 A Presentation in Two Acts The Graphics-API-Agnostic Design of the VrApi The Vulkan-Samples atw Sample Family as Proving Grounds

3 Act One The Graphics-API-Agnostic Design of the VrApi

4 The Graphics-API-Agnostic Design of the VrApi Can be natural to build in graphics API dependencies to a VR API For some implementations, there will be only one graphics API VR APIs do need: Access to image data Access to synch primitives to know when images are ready to use Initialization may also need platform-specific details e.g. WIN32 will want some handles, Android will want some VM pointers, etc.

5 The Oculus Mobile VrApi Assumed the platform was Android in early days So JavaVM, JNIEnv, and Activity objects were visible Found it useful to run on other platforms too Access to platform-specific dev environments and tools Platform portability of some apps But the vestigial remnants of Android are still visible And Android still the main platform, of course

6 Initialization // Utility function to default initialize the ovrinitparms ovrinitparms vrapi_defaultinitparms( const ovrjava * java ) { ovrinitparms parms; memset( &parms, 0, sizeof( parms ) ); parms.type = VRAPI_STRUCTURE_TYPE_INIT_PARMS; parms.productversion = VRAPI_PRODUCT_VERSION; parms.majorversion = VRAPI_MAJOR_VERSION; parms.minorversion = VRAPI_MINOR_VERSION; parms.patchversion = VRAPI_PATCH_VERSION; parms.graphicsapi = VRAPI_GRAPHICS_API_OPENGL_ES_2; parms.java = *java; return parms; }

7 API Choice at Initialization This makes sense for all apps we know about today Precludes changing APIs without full tear-down first Or app could use interop on its side, and use only one API to communicate with the VR API In general, seems a reasonable trade-off Other thing that happens at initialization: Negotiating the VrApi version Driver needs to confirm its support for the version Could fail if app newer than driver (nearly impossible with our current driver distro) Or if very old app, and driver dropped support (also very unlikely, but possible)

8 Swap Chains Image abstraction came in the form of SwapChains Opaque data type ovrtextureswapchain * vrapi_createtextureswapchain2( ovrtexturetype type, ovrtextureformat format, int width, int height, int levels, int buffercount ); void vrapi_destroytextureswapchain( ovrtextureswapchain * chain ); int vrapi_gettextureswapchainlength( ovrtextureswapchain * chain ); int vrapi_gettextureswapchainhandle( ovrtextureswapchain * chain, int index );

9 Swap Chains (2) VR Runtime allocates / deletes App can get handle Must build its own FBOs, etc for rendering Note, this API still OpenGL-centric (int handles) typedef enum { VRAPI_GRAPHICS_API_OPENGL_ES_2 = ( 0x x0200 ), VRAPI_GRAPHICS_API_OPENGL_ES_3 = ( 0x x0300 ), VRAPI_GRAPHICS_API_OPENGL_COMPAT = ( 0x x0100 ), VRAPI_GRAPHICS_API_OPENGL_CORE_3 = ( 0x x0300 ), VRAPI_GRAPHICS_API_OPENGL_CORE_4 = ( 0x x0400 ) } ovrgraphicsapi;

10 Fences Fences passed in to vrapi_submitframe() are allowed to be zero Implies that the runtime should create them This is not an API-portable solution In Vulkan, we wouldn t even know which queue to submit a fence to. Same problem exists in OpenGL / ES if multiple contexts are used to render. Fences are not allocated by the runtime This is not a portable or flexible solution Fence allocation is more complex for out-of-process composition As is image allocation, however we already control image allocation!

11 VR Compositor

12 What is the VR Compositor? Worth taking a step back and talking about VR at a VERY high level App renders eye buffers Stereo pair, perspective renders, matching the FOV optics of the HMD App passes those images along with metadata and fences to compositor Compositor applies lens distortion correction (warp) Compositor applies just in time tracking correction When there was only one layer, Oculus called the above the timewarp. When we made the operation of the timewarp asynchronous to the app s synthesis of eye buffers, we called it asynchronous timewarp. Today, we also have layers of composition in which all this happens, and we just refer to this whole subsystem as the compositor.

13 In-Process vs Out-of-Process Composition Once the app hands over it s frame data in vrapi_submitframe(), how the rest of the magic happens is implementation dependent In some systems, the compositor may live in the process with the app This is the current Oculus Mobile implementation In other systems, the compositor may live in its own process This is the current Oculus Rift implementation Different approaches have different trade-offs In the long term, out-of-process seems the likely direction Compositor as system service and potentially privileged process common for non-vr compositors

14 Summary VR relies on some kind of image synthesis But it is very loosely attached to the means of synthesis As long as it can get images And synchronization info on when it s safe to use them System level implementation choices affect API design

15 Act Two The Vulkan-Samples atw Sample Family as Proving Grounds

16 Problem Robust VR support on modern hardware has some some unusual requirements The key one for graphics APIs is making sure that the compositor can render display synchronous while app renders display asynchronous Must be true under highly variable app rendering loads How can GPU vendors be certain their hardware is ready to be used for VR? Would be great to have a simple standalone program that could verify that a GPU / driver design is VR-capable This is essentially the origin story of the atw samples

17 The atw samples Originally written by Johannes van Waveren in OpenGL / ES Quickly realized, would be useful to have a Vulkan version as well As a means for verifying that the Vulkan API had the minimum necessary support for VR And really, why stop at just two APIs? Internally we developed versions for D3D and Metal With these, we can understand whether there are missing basic features Not just know the problem ourselves, but also share the code with relevant parties, to make it easy to fix the APIs if necessary In extensions and/or future revisions

18 Additional Benefits Once you have a such an app, ported to many graphics APIs, you Try to keep the app logically the same on all apps Which instructs VR API developers about how to write a VR API that is portable between graphics APIs Adding Vulkan support to the VrApi has provided good insights into having an API for VR that is truly graphics API agnostic Also helps us understand how to make changes that are portable Same sample app, different platforms and graphics APIS is educational Keeping the app the same, does mean keeping the abstraction used in all the samples consistent This provides a Rosetta stone for understanding how numerous graphics APIs can be used to achieve the same goals

19 What do the atw samples do? Model the app + compositor in a single app and single source file Compositor runs in a separate thread With higher graphics priority, if possible Compositor does not support multiple layers This will likely be added, but adds significant relevant testing space App rendering does a number of different things But mostly a block of things being rendered With varying geometric or fragment complexity or display resolution Stresses the GPU in different ways

20 How do theyknow if it worked? Log messages illustrate timing info Diagnostic ticker tape graphs show timing Full source provided So hardware vendors can make alterations to debug, etc Meaning of diagnostic graphs described in source comments

21

22

23

24

25

26

27

28

29

30 Rosetta All the atw samples have a similar class breakdown, e.g. ksdriverinstance ksgpuqueueinfo ksgpudevice ksgpucontext ksgpubuffer ksgputexture ksgpugeometry ksgpurenderpass ksgpuframebuffer ksgpugraphicsprogram ksgpufence ksgpugraphicscommand ksgpucommandbuffer

31 Abstractions As you might imagine, abstractions look a bit different in each API But the core concepts have a good common basis

32 Driver Instance Vulkan OpenGL typedef struct { int dummy; } ksdriverinstance;

33 Texture Vulkan OpenGL

34 Graphics Program Vulkan OpenGL

35 Graphics Command Vulkan OpenGL

36 Abstraction Comparison Side by side is handy These abstractions aren t perfect for all users They re not complete only what was needed for the atw samples But they provide a good first approximation for others

37 Review VR APIs don t have to be very tightly bound to graphics APIs The atw sample code is a treasure trove of working code Benefits driver developers and hw vendors by providing a must-work app Benefits app developers by offering a really useful set of abstractions that cross graphics APIs

38 Questions?

VR Rendering Improvements Featuring Autodesk VRED

VR Rendering Improvements Featuring Autodesk VRED GPU Technology Conference 2017 VR Rendering Improvements Featuring Autodesk VRED Michael Nikelsky Sr. Principal Engineer, Autodesk Ingo Esser Sr. Engineer, Developer Technology, NVIDIA 2017 Autodesk AGENDA

More information

Vulkan: Scaling to Multiple Threads. Kevin sun Lead Developer Support Engineer, APAC PowerVR Graphics

Vulkan: Scaling to Multiple Threads. Kevin sun Lead Developer Support Engineer, APAC PowerVR Graphics Vulkan: Scaling to Multiple Threads Kevin sun Lead Developer Support Engineer, APAC PowerVR Graphics www.imgtec.com Introduction Who am I? Kevin Sun Working at Imagination Technologies Take responsibility

More information

Vulkan: Architecture positive How Vulkan maps to PowerVR GPUs Kevin sun Lead Developer Support Engineer, APAC PowerVR Graphics.

Vulkan: Architecture positive How Vulkan maps to PowerVR GPUs Kevin sun Lead Developer Support Engineer, APAC PowerVR Graphics. Vulkan: Architecture positive How Vulkan maps to PowerVR GPUs Kevin sun Lead Developer Support Engineer, APAC PowerVR Graphics www.imgtec.com Introduction Who am I? Kevin Sun Working at Imagination Technologies

More information

Standardizing All the Realities: A Look at OpenXR

Standardizing All the Realities: A Look at OpenXR Copyright 2018 The Khronos Group Inc. - Page 1 Standardizing All the Realities: A Look at OpenXR Nick Whiting GDC, March 2018 Copyright 2018 The Khronos Group Inc. - Page 2 Agenda A Note on What We ll

More information

LIQUIDVR TODAY AND TOMORROW GUENNADI RIGUER, SOFTWARE ARCHITECT

LIQUIDVR TODAY AND TOMORROW GUENNADI RIGUER, SOFTWARE ARCHITECT LIQUIDVR TODAY AND TOMORROW GUENNADI RIGUER, SOFTWARE ARCHITECT Bootstrapping the industry for better VR experience Complimentary to HMD SDKs It s all about giving developers the tools they want! AMD LIQUIDVR

More information

Vulkan 1.1 March Copyright Khronos Group Page 1

Vulkan 1.1 March Copyright Khronos Group Page 1 Vulkan 1.1 March 2018 Copyright Khronos Group 2018 - Page 1 Vulkan 1.1 Launch and Ongoing Momentum Strengthening the Ecosystem Improved developer tools (SDK, validation/debug layers) More rigorous conformance

More information

Copyright Khronos Group Page 1. Vulkan Overview. June 2015

Copyright Khronos Group Page 1. Vulkan Overview. June 2015 Copyright Khronos Group 2015 - Page 1 Vulkan Overview June 2015 Copyright Khronos Group 2015 - Page 2 Khronos Connects Software to Silicon Open Consortium creating OPEN STANDARD APIs for hardware acceleration

More information

EXPLICIT SYNCHRONIZATION

EXPLICIT SYNCHRONIZATION EXPLICIT SYNCHRONIZATION Lauri Peltonen XDC, 8 October, 204 WHAT IS EXPLICIT SYNCHRONIZATION? Fence is an abstract primitive that marks completion of an operation Implicit synchronization Fences are attached

More information

Instruction for IVR interface

Instruction for IVR interface This document is aimed at helping users to use IVR interface developing applications that will be able to run and display on integrated computer. Instruction for IVR interface IDEALENS 2016.11.1 CONTENTS

More information

Breaking Down Barriers: An Intro to GPU Synchronization. Matt Pettineo Lead Engine Programmer Ready At Dawn Studios

Breaking Down Barriers: An Intro to GPU Synchronization. Matt Pettineo Lead Engine Programmer Ready At Dawn Studios Breaking Down Barriers: An Intro to GPU Synchronization Matt Pettineo Lead Engine Programmer Ready At Dawn Studios Who am I? Ready At Dawn for 9 years Lead Engine Programmer for 5 I like GPUs and APIs!

More information

Achieving High-performance Graphics on Mobile With the Vulkan API

Achieving High-performance Graphics on Mobile With the Vulkan API Achieving High-performance Graphics on Mobile With the Vulkan API Marius Bjørge Graphics Research Engineer GDC 2016 Agenda Overview Command Buffers Synchronization Memory Shaders and Pipelines Descriptor

More information

PROFESSIONAL VR: AN UPDATE. Robert Menzel, Ingo Esser GTC 2018, March

PROFESSIONAL VR: AN UPDATE. Robert Menzel, Ingo Esser GTC 2018, March PROFESSIONAL VR: AN UPDATE Robert Menzel, Ingo Esser GTC 2018, March 26 2018 NVIDIA VRWORKS Comprehensive SDK for VR Developers GRAPHICS HEADSET TOUCH & PHYSICS AUDIO PROFESSIONAL VIDEO 2 NVIDIA VRWORKS

More information

Vulkan Timeline Semaphores

Vulkan Timeline Semaphores Vulkan line Semaphores Jason Ekstrand September 2018 Copyright 2018 The Khronos Group Inc. - Page 1 Current Status of VkSemaphore Current VkSemaphores require a strict signal, wait, signal, wait pattern

More information

Raise your VR game with NVIDIA GeForce Tools

Raise your VR game with NVIDIA GeForce Tools Raise your VR game with NVIDIA GeForce Tools Yan An Graphics Tools QA Manager 1 Introduction & tour of Nsight Analyze a geometry corruption bug VR debugging AGENDA System Analysis Tracing GPU Range Profiling

More information

OpenACC Course. Office Hour #2 Q&A

OpenACC Course. Office Hour #2 Q&A OpenACC Course Office Hour #2 Q&A Q1: How many threads does each GPU core have? A: GPU cores execute arithmetic instructions. Each core can execute one single precision floating point instruction per cycle

More information

Going to cover; - Why we have SPIR-V - Brief history of SPIR-V - Some of the core required features we wanted - How OpenCL will use SPIR-V - How

Going to cover; - Why we have SPIR-V - Brief history of SPIR-V - Some of the core required features we wanted - How OpenCL will use SPIR-V - How 1 Going to cover; - Why we have SPIR-V - Brief history of SPIR-V - Some of the core required features we wanted - How OpenCL will use SPIR-V - How Vulkan will use SPIR-V - The differences between compute/graphics

More information

At NVIDIA, being a GPU company, clearly rendering performance is the area we re going to concentrate on, as that s where we can help the most.

At NVIDIA, being a GPU company, clearly rendering performance is the area we re going to concentrate on, as that s where we can help the most. There are lots of hard problems to solve in VR in headset design, in input devices, in rendering performance, and in designing VR-friendly user experiences, just to name a few areas. At NVIDIA, being a

More information

Rendering Objects. Need to transform all geometry then

Rendering Objects. Need to transform all geometry then Intro to OpenGL Rendering Objects Object has internal geometry (Model) Object relative to other objects (World) Object relative to camera (View) Object relative to screen (Projection) Need to transform

More information

Lecture 1 Introduction to Android. App Development for Mobile Devices. App Development for Mobile Devices. Announcement.

Lecture 1 Introduction to Android. App Development for Mobile Devices. App Development for Mobile Devices. Announcement. CSCE 315: Android Lectures (1/2) Dr. Jaerock Kwon App Development for Mobile Devices Jaerock Kwon, Ph.D. Assistant Professor in Computer Engineering App Development for Mobile Devices Jaerock Kwon, Ph.D.

More information

Vulkan (including Vulkan Fast Paths)

Vulkan (including Vulkan Fast Paths) Vulkan (including Vulkan Fast Paths) Łukasz Migas Software Development Engineer WS Graphics Let s talk about OpenGL (a bit) History 1.0-1992 1.3-2001 multitexturing 1.5-2003 vertex buffer object 2.0-2004

More information

Operating Systems (2INC0) 2018/19. Introduction (01) Dr. Tanir Ozcelebi. Courtesy of Prof. Dr. Johan Lukkien. System Architecture and Networking Group

Operating Systems (2INC0) 2018/19. Introduction (01) Dr. Tanir Ozcelebi. Courtesy of Prof. Dr. Johan Lukkien. System Architecture and Networking Group Operating Systems (2INC0) 20/19 Introduction (01) Dr. Courtesy of Prof. Dr. Johan Lukkien System Architecture and Networking Group Course Overview Introduction to operating systems Processes, threads and

More information

CS 498 VR. Lecture 20-4/11/18. go.illinois.edu/vrlect20

CS 498 VR. Lecture 20-4/11/18. go.illinois.edu/vrlect20 CS 498 VR Lecture 20-4/11/18 go.illinois.edu/vrlect20 Review from last lecture Texture, Normal mapping Three types of optical distortion? How does texture mipmapping work? Improving Latency and Frame Rates

More information

D3D12 & Vulkan Done Right. Gareth Thomas Developer Technology Engineer, AMD

D3D12 & Vulkan Done Right. Gareth Thomas Developer Technology Engineer, AMD D3D12 & Vulkan Done Right Gareth Thomas Developer Technology Engineer, AMD Agenda Barriers Copy Queue Resources Pipeline Shaders What is *not* in this talk Async compute Check out Async Compute: Deep Dive

More information

Copyright Khronos Group, Page Graphic Remedy. All Rights Reserved

Copyright Khronos Group, Page Graphic Remedy. All Rights Reserved Avi Shapira Graphic Remedy Copyright Khronos Group, 2009 - Page 1 2004 2009 Graphic Remedy. All Rights Reserved Debugging and profiling 3D applications are both hard and time consuming tasks Companies

More information

Jomar Silva Technical Evangelist

Jomar Silva Technical Evangelist Jomar Silva Technical Evangelist Agenda Introduction Intel Graphics Performance Analyzers: what is it, where do I get it, and how do I use it? Intel GPA with VR What devices can I use Intel GPA with and

More information

Inside VR on Mobile. Sam Martin Graphics Architect GDC 2016

Inside VR on Mobile. Sam Martin Graphics Architect GDC 2016 Inside VR on Mobile Sam Martin Graphics Architect GDC 2016 VR Today Emerging technology Main mobile VR ecosystems Google Cardboard Samsung GearVR In this talk: Latency Multiple views Performance tuning

More information

Chapter 3 Processes. Process Concept. Process Concept. Process Concept (Cont.) Process Concept (Cont.) Process Concept (Cont.)

Chapter 3 Processes. Process Concept. Process Concept. Process Concept (Cont.) Process Concept (Cont.) Process Concept (Cont.) Process Concept Chapter 3 Processes Computers can do several activities at a time Executing user programs, reading from disks writing to a printer, etc. In multiprogramming: CPU switches from program to

More information

Vulkan API 杨瑜, 资深工程师

Vulkan API 杨瑜, 资深工程师 Vulkan API 杨瑜, 资深工程师 Vulkan Overview (1/3) Some History ~2011 became apparent that the API is getting in the way - Console Developers programmed GPUs To-the-Metal 2012 Khronos started work on GLCommon

More information

PowerVR Framework. October 2015

PowerVR Framework. October 2015 PowerVR Framework October 2015 Gerry Raptis Leading Developer Technology Engineer, PowerVR Graphics PowerVR Tools and SDK Overview Tools Development Debugging Optimisation Authoring SDK Development Learning

More information

Copyright Khronos Group Page 1

Copyright Khronos Group Page 1 Gaming Market Briefing Overview of APIs GDC March 2016 Neil Trevett Khronos President NVIDIA Vice President Developer Ecosystem ntrevett@nvidia.com @neilt3d Copyright Khronos Group 2016 - Page 1 Copyright

More information

EECS 487: Interactive Computer Graphics

EECS 487: Interactive Computer Graphics EECS 487: Interactive Computer Graphics Lecture 21: Overview of Low-level Graphics API Metal, Direct3D 12, Vulkan Console Games Why do games look and perform so much better on consoles than on PCs with

More information

Mobile AR Hardware Futures

Mobile AR Hardware Futures Copyright Khronos Group, 2010 - Page 1 Mobile AR Hardware Futures Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Two Perspectives NVIDIA - Tegra 2 mobile processor Khronos

More information

Your logo here. October, 2017

Your logo here. October, 2017 October, 2017 Introduction Thomas Burnett CTO, founder, and primary investigator for FoVI3D. ~15 years experience developing rendering solutions and architectures for static and dynamic lightfield display

More information

EE 4702 GPU Programming

EE 4702 GPU Programming fr 1 Final Exam Review When / Where EE 4702 GPU Programming fr 1 Tuesday, 4 December 2018, 12:30-14:30 (12:30 PM - 2:30 PM) CST Room 226 Tureaud Hall (Here) Conditions Closed Book, Closed Notes Bring one

More information

September 10,

September 10, September 10, 2013 1 Bjarne Stroustrup, AT&T Bell Labs, early 80s cfront original C++ to C translator Difficult to debug Potentially inefficient Many native compilers exist today C++ is mostly upward compatible

More information

Unix Device Memory. James Jones XDC 2016

Unix Device Memory. James Jones XDC 2016 Unix Device Memory James Jones XDC 2016 Background Started with a Weston patch proposal Many strong views Much time invested in current software and APIs Thank you for keeping discussions civil Many areas

More information

Parallel Programming on Larrabee. Tim Foley Intel Corp

Parallel Programming on Larrabee. Tim Foley Intel Corp Parallel Programming on Larrabee Tim Foley Intel Corp Motivation This morning we talked about abstractions A mental model for GPU architectures Parallel programming models Particular tools and APIs This

More information

Programming shaders & GPUs Christian Miller CS Fall 2011

Programming shaders & GPUs Christian Miller CS Fall 2011 Programming shaders & GPUs Christian Miller CS 354 - Fall 2011 Fixed-function vs. programmable Up until 2001, graphics cards implemented the whole pipeline for you Fixed functionality but configurable

More information

Mesa i965 Scenes from a Quiet Revolution

Mesa i965 Scenes from a Quiet Revolution Mesa i965 Scenes from a Quiet Revolution Kaveh Nasri Director of 3D User Space Graphics Open Source Technology Center Intel Corporation Sep 21, 2017 X.Org Developer's Conference 2017 https://www.x.org/wiki/events/xdc2017/

More information

Introduction to Computer Graphics. Knowledge basic concepts 2D and 3D computer graphics

Introduction to Computer Graphics. Knowledge basic concepts 2D and 3D computer graphics Introduction to Computer Graphics Knowledge basic concepts 2D and 3D computer graphics 1 Introduction 2 Basic math 3 2D transformations 4 3D transformations 5 Viewing 6 Primitives 7 Geometry 8 Shading

More information

Order Matters in Resource Creation

Order Matters in Resource Creation Order Matters in Resource Creation William Damon ATI Research, Inc. wdamon@ati.com Introduction Latencies attributed to loading resources on the fly can seriously impact runtime performance. We typically

More information

Lecture 25: Board Notes: Threads and GPUs

Lecture 25: Board Notes: Threads and GPUs Lecture 25: Board Notes: Threads and GPUs Announcements: - Reminder: HW 7 due today - Reminder: Submit project idea via (plain text) email by 11/24 Recap: - Slide 4: Lecture 23: Introduction to Parallel

More information

Optimisation. CS7GV3 Real-time Rendering

Optimisation. CS7GV3 Real-time Rendering Optimisation CS7GV3 Real-time Rendering Introduction Talk about lower-level optimization Higher-level optimization is better algorithms Example: not using a spatial data structure vs. using one After that

More information

Lecture 13: OpenGL Shading Language (GLSL)

Lecture 13: OpenGL Shading Language (GLSL) Lecture 13: OpenGL Shading Language (GLSL) COMP 175: Computer Graphics April 18, 2018 1/56 Motivation } Last week, we discussed the many of the new tricks in Graphics require low-level access to the Graphics

More information

Last class: Today: Thread Background. Thread Systems

Last class: Today: Thread Background. Thread Systems 1 Last class: Thread Background Today: Thread Systems 2 Threading Systems 3 What kind of problems would you solve with threads? Imagine you are building a web server You could allocate a pool of threads,

More information

IEEE Consumer Electronics Society Calibrating a VR Camera. Adam Rowell CTO, Lucid VR

IEEE Consumer Electronics Society Calibrating a VR Camera. Adam Rowell CTO, Lucid VR IEEE Consumer Electronics Society Calibrating a VR Camera Adam Rowell CTO, Lucid VR adam@lucidcam.com Virtual Reality Cameras Lucid VR Camera How Does it Work? Lucid Software Technology Recording: Synchronization

More information

CS179 GPU Programming Introduction to CUDA. Lecture originally by Luke Durant and Tamas Szalay

CS179 GPU Programming Introduction to CUDA. Lecture originally by Luke Durant and Tamas Szalay Introduction to CUDA Lecture originally by Luke Durant and Tamas Szalay Today CUDA - Why CUDA? - Overview of CUDA architecture - Dense matrix multiplication with CUDA 2 Shader GPGPU - Before current generation,

More information

Renderscript. Lecture May Android Native Development Kit. NDK Renderscript, Lecture 10 1/41

Renderscript. Lecture May Android Native Development Kit. NDK Renderscript, Lecture 10 1/41 Renderscript Lecture 10 Android Native Development Kit 6 May 2014 NDK Renderscript, Lecture 10 1/41 RenderScript RenderScript Compute Scripts RenderScript Runtime Layer Reflected Layer Memory Allocation

More information

OpenGL BOF Siggraph 2011

OpenGL BOF Siggraph 2011 OpenGL BOF Siggraph 2011 OpenGL BOF Agenda OpenGL 4 update Barthold Lichtenbelt, NVIDIA OpenGL Shading Language Hints/Kinks Bill Licea-Kane, AMD Ecosystem update Jon Leech, Khronos Viewperf 12, a new beginning

More information

Seeing the world through a depth-sensing camera

Seeing the world through a depth-sensing camera Seeing the world through a depth-sensing camera Copyright 2014 pabr@pabr.org All rights reserved. In this project we attach a depth-sensing camera to a head-mounted stereoscopic display (think: Kinect

More information

Khronos Connects Software to Silicon

Khronos Connects Software to Silicon Press Pre-Briefing GDC 2015 Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem All Materials Embargoed Until Tuesday 3 rd March, 12:01AM Pacific Time Copyright Khronos Group 2015 - Page

More information

Today. Rendering pipeline. Rendering pipeline. Object vs. Image order. Rendering engine Rendering engine (jtrt) Computergrafik. Rendering pipeline

Today. Rendering pipeline. Rendering pipeline. Object vs. Image order. Rendering engine Rendering engine (jtrt) Computergrafik. Rendering pipeline Computergrafik Today Rendering pipeline s View volumes, clipping Viewport Matthias Zwicker Universität Bern Herbst 2008 Rendering pipeline Rendering pipeline Hardware & software that draws 3D scenes on

More information

Swapchains Unchained!

Swapchains Unchained! Swapchains Unchained! (What you need to know about Vulkan WSI) Alon Or-bach, Chair, Vulkan System Integration Sub-Group May 2016 @alonorbach (disclaimers apply!) Copyright Khronos Group 2016 - Page 193

More information

Metal for OpenGL Developers

Metal for OpenGL Developers #WWDC18 Metal for OpenGL Developers Dan Omachi, Metal Ecosystem Engineer Sukanya Sudugu, GPU Software Engineer 2018 Apple Inc. All rights reserved. Redistribution or public display not permitted without

More information

Lecture 4: Threads; weaving control flow

Lecture 4: Threads; weaving control flow Lecture 4: Threads; weaving control flow CSE 120: Principles of Operating Systems Alex C. Snoeren HW 1 Due NOW Announcements Homework #1 due now Project 0 due tonight Project groups Please send project

More information

Coding OpenGL ES 3.0 for Better Graphics Quality

Coding OpenGL ES 3.0 for Better Graphics Quality Coding OpenGL ES 3.0 for Better Graphics Quality Part 2 Hugo Osornio Rick Tewell A P R 1 1 t h 2 0 1 4 TM External Use Agenda Exercise 1: Array Structure vs Vertex Buffer Objects vs Vertex Array Objects

More information

Lecture 8 Data Structures

Lecture 8 Data Structures Lecture 8 Data Structures 15-122: Principles of Imperative Computation (Spring 2018) Frank Pfenning, André Platzer, Rob Simmons, Iliano Cervesato In this lecture we introduce the idea of imperative data

More information

CS 220: Introduction to Parallel Computing. Introduction to CUDA. Lecture 28

CS 220: Introduction to Parallel Computing. Introduction to CUDA. Lecture 28 CS 220: Introduction to Parallel Computing Introduction to CUDA Lecture 28 Today s Schedule Project 4 Read-Write Locks Introduction to CUDA 5/2/18 CS 220: Parallel Computing 2 Today s Schedule Project

More information

PowerVR Hardware. Architecture Overview for Developers

PowerVR Hardware. Architecture Overview for Developers Public Imagination Technologies PowerVR Hardware Public. This publication contains proprietary information which is subject to change without notice and is supplied 'as is' without warranty of any kind.

More information

Vulkan C++ Markus Tavenrath, Senior DevTech Software Engineer Professional Visualization

Vulkan C++ Markus Tavenrath, Senior DevTech Software Engineer Professional Visualization Vulkan C++ Markus Tavenrath, Senior DevTech Software Engineer Professional Visualization Who am I? Markus Tavenrath Senior Dev Tech Software Engineer - Professional Visualization Joined NVIDIA 8 years

More information

CHAPTER 3 - PROCESS CONCEPT

CHAPTER 3 - PROCESS CONCEPT CHAPTER 3 - PROCESS CONCEPT 1 OBJECTIVES Introduce a process a program in execution basis of all computation Describe features of processes: scheduling, creation, termination, communication Explore interprocess

More information

Operating System. Chapter 4. Threads. Lynn Choi School of Electrical Engineering

Operating System. Chapter 4. Threads. Lynn Choi School of Electrical Engineering Operating System Chapter 4. Threads Lynn Choi School of Electrical Engineering Process Characteristics Resource ownership Includes a virtual address space (process image) Ownership of resources including

More information

DEVELOPER DAY MONTRÉAL APRIL Copyright Khronos Group Page 1

DEVELOPER DAY MONTRÉAL APRIL Copyright Khronos Group Page 1 DEVELOPER DAY MONTRÉAL APRIL 2018 Copyright Khronos Group 2018 - Page 1 DEVELOPER DAY Introduction and Overview Alon Or-bach, Samsung MONTRÉAL APRIL 2018 Copyright Khronos Group 2018 - Page 2 Copyright

More information

Operating Systems Overview

Operating Systems Overview Operating Systems Overview 1 operating system no clear traditional definition each definition cover a distinct aspect an interface between applications and hardware true, this was the first reason for

More information

Kernel Scalability. Adam Belay

Kernel Scalability. Adam Belay Kernel Scalability Adam Belay Motivation Modern CPUs are predominantly multicore Applications rely heavily on kernel for networking, filesystem, etc. If kernel can t scale across many

More information

Mobile Graphics Trends: Applications. Marco Agus, KAUST & CRS4

Mobile Graphics Trends: Applications. Marco Agus, KAUST & CRS4 Visual Computing Group Part 2.2 Mobile Graphics Trends: Applications Marco Agus, KAUST & CRS4 1 Visual Computing Group Part 3 Graphics development for mobile systems Marco Agus, KAUST & CRS4 2 Mobile Graphics

More information

CS370 Operating Systems

CS370 Operating Systems CS370 Operating Systems Colorado State University Yashwant K Malaiya Spring 2018 Lecture 2 Slides based on Text by Silberschatz, Galvin, Gagne Various sources 1 1 2 What is an Operating System? What is

More information

API Background. Prof. George Wolberg Dept. of Computer Science City College of New York

API Background. Prof. George Wolberg Dept. of Computer Science City College of New York API Background Prof. George Wolberg Dept. of Computer Science City College of New York Objectives Graphics API history OpenGL API OpenGL function format Immediate Mode vs Retained Mode Examples The Programmer

More information

Press Briefing SIGGRAPH 2015 Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem. Copyright Khronos Group Page 1

Press Briefing SIGGRAPH 2015 Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem. Copyright Khronos Group Page 1 Press Briefing SIGGRAPH 2015 Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem Copyright Khronos Group 2015 - Page 1 Khronos Connects Software to Silicon Open Consortium creating ROYALTY-FREE,

More information

The Legion Mapping Interface

The Legion Mapping Interface The Legion Mapping Interface Mike Bauer 1 Philosophy Decouple specification from mapping Performance portability Expose all mapping (perf) decisions to Legion user Guessing is bad! Don t want to fight

More information

Investigating real-time rendering techniques approaching realism using the Vulkan API

Investigating real-time rendering techniques approaching realism using the Vulkan API Investigating real-time rendering techniques approaching realism using the Vulkan API Sandro Weber Technische Universitaet Muenchen webers@in.tum.de Lorenzo La Spina Technische Universitaet Muenchen lorenzo.la-spina@tum.de

More information

SLICING THE WORKLOAD MULTI-GPU OPENGL RENDERING APPROACHES

SLICING THE WORKLOAD MULTI-GPU OPENGL RENDERING APPROACHES SLICING THE WORKLOAD MULTI-GPU OPENGL RENDERING APPROACHES INGO ESSER NVIDIA DEVTECH PROVIZ OVERVIEW Motivation Tools of the trade Multi-GPU driver functions Multi-GPU programming functions Multi threaded

More information

Input/Output Systems

Input/Output Systems CSE325 Principles of Operating Systems Input/Output Systems David P. Duggan dduggan@sandia.gov April 2, 2013 Input/Output Devices Output Device Input Device Processor 4/2/13 CSE325 - I/O Systems 2 Why

More information

Models and Architectures

Models and Architectures Models and Architectures Objectives Learn the basic design of a graphics system Introduce graphics pipeline architecture Examine software components for an interactive graphics system 1 Image Formation

More information

Programming with CUDA WS 08/09. Lecture 7 Thu, 13 Nov, 2008

Programming with CUDA WS 08/09. Lecture 7 Thu, 13 Nov, 2008 Programming with CUDA WS 08/09 Lecture 7 Thu, 13 Nov, 2008 Previously CUDA Runtime Common Built-in vector types Math functions Timing Textures Texture fetch Texture reference Texture read modes Normalized

More information

Open API Standards for Mobile Graphics, Compute and Vision Processing GTC, March 2014

Open API Standards for Mobile Graphics, Compute and Vision Processing GTC, March 2014 Open API Standards for Mobile Graphics, Compute and Vision Processing GTC, March 2014 Neil Trevett Vice President Mobile Ecosystem, NVIDIA President Khronos Copyright Khronos Group 2014 - Page 1 Khronos

More information

Performance OpenGL Programming (for whatever reason)

Performance OpenGL Programming (for whatever reason) Performance OpenGL Programming (for whatever reason) Mike Bailey Oregon State University Performance Bottlenecks In general there are four places a graphics system can become bottlenecked: 1. The computer

More information

Free Downloads OpenGL ES 3.0 Programming Guide

Free Downloads OpenGL ES 3.0 Programming Guide Free Downloads OpenGL ES 3.0 Programming Guide OpenGLÂ Â ESâ is the industryâ s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices.

More information

Porting Roblox to Vulkan. Arseny

Porting Roblox to Vulkan. Arseny Porting Roblox to Vulkan Arseny Kapoulkine @zeuxcg 1 What is Roblox? Online multiplayer game creation platform All content is user generated Windows, macos, ios, Android, Xbox One 50M+ MAU, 1.5M+ CCU 2

More information

Windowing System on a 3D Pipeline. February 2005

Windowing System on a 3D Pipeline. February 2005 Windowing System on a 3D Pipeline February 2005 Agenda 1.Overview of the 3D pipeline 2.NVIDIA software overview 3.Strengths and challenges with using the 3D pipeline GeForce 6800 220M Transistors April

More information

Moving Mobile Graphics Advanced Real-time Shadowing. Marius Bjørge ARM

Moving Mobile Graphics Advanced Real-time Shadowing. Marius Bjørge ARM Moving Mobile Graphics Advanced Real-time Shadowing Marius Bjørge ARM Shadow algorithms Shadow filters Results Agenda SHADOW ALGORITHMS Shadow Algorithms Shadow mapping Depends on light type Directional,

More information

Adding Advanced Shader Features and Handling Fragmentation

Adding Advanced Shader Features and Handling Fragmentation Copyright Khronos Group, 2010 - Page 1 Adding Advanced Shader Features and Handling Fragmentation How to enable your application on a wide range of devices Imagination Technologies Copyright Khronos Group,

More information

White Paper: Delivering Enterprise Web Applications on the Curl Platform

White Paper: Delivering Enterprise Web Applications on the Curl Platform White Paper: Delivering Enterprise Web Applications on the Curl Platform Table of Contents Table of Contents Executive Summary... 1 Introduction... 2 Background... 2 Challenges... 2 The Curl Solution...

More information

Standardizing All the Realities: A Look at OpenXR

Standardizing All the Realities: A Look at OpenXR Standardizing All the Realities: A Look at OpenXR Kaye Mason SIGGRAPH, August 2018 Copyright 2018 The Khronos Group Inc. - Page 1 A Note on What We ll Cover Copyright 2018 The Khronos Group Inc. - Page

More information

Java Internals. Frank Yellin Tim Lindholm JavaSoft

Java Internals. Frank Yellin Tim Lindholm JavaSoft Java Internals Frank Yellin Tim Lindholm JavaSoft About This Talk The JavaSoft implementation of the Java Virtual Machine (JDK 1.0.2) Some companies have tweaked our implementation Alternative implementations

More information

Operating System: Chap2 OS Structure. National Tsing-Hua University 2016, Fall Semester

Operating System: Chap2 OS Structure. National Tsing-Hua University 2016, Fall Semester Operating System: Chap2 OS Structure National Tsing-Hua University 2016, Fall Semester Outline OS Services OS-Application Interface OS Structure Chapter2 OS-Structure Operating System Concepts NTHU LSA

More information

CPSC 341 OS & Networks. Introduction. Dr. Yingwu Zhu

CPSC 341 OS & Networks. Introduction. Dr. Yingwu Zhu CPSC 341 OS & Networks Introduction Dr. Yingwu Zhu What to learn? Concepts Processes, threads, multi-processing, multithreading, synchronization, deadlocks, CPU scheduling, networks, security Practice:

More information

Operating Systems. Operating System Structure. Lecture 2 Michael O Boyle

Operating Systems. Operating System Structure. Lecture 2 Michael O Boyle Operating Systems Operating System Structure Lecture 2 Michael O Boyle 1 Overview Architecture impact User operating interaction User vs kernel Syscall Operating System structure Layers Examples 2 Lower-level

More information

Multi-Frame Rate Rendering for Standalone Graphics Systems

Multi-Frame Rate Rendering for Standalone Graphics Systems Multi-Frame Rate Rendering for Standalone Graphics Systems Jan P. Springer Stephan Beck Felix Weiszig Bernd Fröhlich Bauhaus-Universität Weimar Abstract: Multi-frame rate rendering is a technique for improving

More information

Next-Generation Graphics on Larrabee. Tim Foley Intel Corp

Next-Generation Graphics on Larrabee. Tim Foley Intel Corp Next-Generation Graphics on Larrabee Tim Foley Intel Corp Motivation The killer app for GPGPU is graphics We ve seen Abstract models for parallel programming How those models map efficiently to Larrabee

More information

Introduction to Android

Introduction to Android Introduction to Android http://myphonedeals.co.uk/blog/33-the-smartphone-os-complete-comparison-chart www.techradar.com/news/phone-and-communications/mobile-phones/ios7-vs-android-jelly-bean-vs-windows-phone-8-vs-bb10-1159893

More information

VTRemote An Android Application for the VirtuTrace 3D Simulator

VTRemote An Android Application for the VirtuTrace 3D Simulator VTRemote An Android Application for the VirtuTrace 3D Simulator Group May14-21 Tanner Borglum Kollin Burns Lukas Herrmann Alexander Maxwell Sheil Patel Project Overview VirtuTrace (VT) Simulation engine

More information

Visibility and Occlusion Culling

Visibility and Occlusion Culling Visibility and Occlusion Culling CS535 Fall 2014 Daniel G. Aliaga Department of Computer Science Purdue University [some slides based on those of Benjamin Mora] Why? To avoid processing geometry that does

More information

CUDA Programming Model

CUDA Programming Model CUDA Xing Zeng, Dongyue Mou Introduction Example Pro & Contra Trend Introduction Example Pro & Contra Trend Introduction What is CUDA? - Compute Unified Device Architecture. - A powerful parallel programming

More information

Metal. GPU-accelerated advanced 3D graphics rendering and data-parallel computation. source rebelsmarket.com

Metal. GPU-accelerated advanced 3D graphics rendering and data-parallel computation. source rebelsmarket.com Metal GPU-accelerated advanced 3D graphics rendering and data-parallel computation source rebelsmarket.com Maths The heart and foundation of computer graphics source wallpoper.com Metalmatics There are

More information

Running Android on the Mainline Graphics Stack. Robert

Running Android on the Mainline Graphics Stack. Robert Running Android on the Mainline Graphics Stack Robert Foss @memcpy_io Agenda Android History Android on Mainline Current Status Big Picture Android History Android History Qualcomm diff with mainline,

More information

THREADS: (abstract CPUs)

THREADS: (abstract CPUs) CS 61 Scribe Notes (November 29, 2012) Mu, Nagler, Strominger TODAY: Threads, Synchronization - Pset 5! AT LONG LAST! Adversarial network pong handling dropped packets, server delays, overloads with connection

More information

Open Standards for Building Virtual and Augmented Realities. Neil Trevett Khronos President NVIDIA VP Developer Ecosystems

Open Standards for Building Virtual and Augmented Realities. Neil Trevett Khronos President NVIDIA VP Developer Ecosystems Open Standards for Building Virtual and Augmented Realities Neil Trevett Khronos President NVIDIA VP Developer Ecosystems Khronos Mission Asian Members Software Silicon Khronos is an International Industry

More information

Profiling and Debugging OpenCL Applications with ARM Development Tools. October 2014

Profiling and Debugging OpenCL Applications with ARM Development Tools. October 2014 Profiling and Debugging OpenCL Applications with ARM Development Tools October 2014 1 Agenda 1. Introduction to GPU Compute 2. ARM Development Solutions 3. Mali GPU Architecture 4. Using ARM DS-5 Streamline

More information

Building scalable 3D applications. Ville Miettinen Hybrid Graphics

Building scalable 3D applications. Ville Miettinen Hybrid Graphics Building scalable 3D applications Ville Miettinen Hybrid Graphics What s going to happen... (1/2) Mass market: 3D apps will become a huge success on low-end and mid-tier cell phones Retro-gaming New game

More information