Bringing the Power of the GPU to the Web
|
|
- Theodore Foster
- 6 years ago
- Views:
Transcription
1 Copyright Khronos Group Page 1 Bringing the Power of the GPU to the Web Neil Trevett Vice President NVIDIA President Khronos
2 Mobile is the New Epicenter of Innovation Copyright Khronos Group Page 2
3 Copyright Khronos Group Page 3 Khronos Standards Visual Computing - Object and Terrain Visualization - Advanced scene construction 3D Asset Handling - Advanced Authoring pipelines - 3D Asset Transmission Format with streaming and compression Camera Control API Sensor Processing - Mobile Vision Acceleration - On-device Sensor Fusion Over 100 companies defining royalty-free APIs to connect software to silicon Acceleration in the Browser - WebGL for 3D in browsers - WebCL Heterogeneous Computing for the web
4 Copyright Khronos Group Page 4 Mobile Web is a Real Time Application 1024x K Pixels 132 DPI 320x K Pixels 163 DPI Apple iphone Apple ipad 2048x K Pixels 326 DPI + = Apple ipad Mini Buttery smooth touch interaction needs continuous 60Hz updates In 5 years the number of pixels to process on mobile screens has gone up by factor of TWENTY Need GPU Acceleration for everything Web!
5 Copyright Khronos Group Page 5 How are GPUs Accessible to the Web? Hardware composition - Within the browser stack under the hood Vector Acceleration for SVG - Using NVIDIA OpenGL extensions 3D Developer Functionality - OpenGL ES functionality through JavaScript Compute Acceleration - Offloading compute intensive code to GPU Compression and streaming of 3D assets - For network transmission Camera, vision and sensor processing - Future JavaScript bindings to native APIs?
6 Copyright Khronos Group Page 6 Mobile OS Adoption of Khronos APIs OpenGL ES 2.0 Shipping - Android 2.2 OpenSL ES 1.0 (subset) Shipping Android 2.3 OpenMAX AL 1.0 (subset) Shipping - Android 4.0 EGL 1.4 Shipping under SDK -> NDK Opera and Firefox WebGL now Chrome soon OpenGL 3.2 on MacOS OpenCL 1.2 on MacOS OpenGL ES 3.0 on ios Can enable on MacOS Safari ios5 enables WebGL for iads
7 Copyright Khronos Group Page 7 WebGL 3D on the Web No Plug-in! Leveraging HTML 5 and <canvas> element - WebGL defines JavaScript binding to OpenGL ES Enables a 3D context for the canvas Low-level foundational Web API for accessing the GPU - Flexibility and direct GPU access - Enables higher-level frameworks and middleware Availability of OpenGL and OpenGL ES on almost every web-capable device JavaScript binding to OpenGL ES 2.0 Increasing JavaScript performance. HTML 5 Canvas Tag
8 Copyright Khronos Group Page 8 WebGL Implementation Anatomy Content downloaded from the Web. Middleware can make WebGL accessible to non-expert 3D programmers Content JavaScript, HTML, CSS,... JavaScript Middleware Much WebGL content uses three.js library: Browser provides WebGL functionality alongside other HTML5 technologies - no plug-in required JavaScript HTML5 CSS OS Provided Drivers. WebGL on Windows can use Direct3D - for example Angle open source project creates OpenGL ES 2.0 over DX9 OpenGL ES 2.0 OpenGL DX9/Angle
9 WebGL Availability in Browsers - Microsoft where you have IE11, you have WebGL turned on by default and working all the time - Microsoft - WebGL also enabled for Windows applications - web app framework and web view - Apple - WebGL must be explicitly turned on MAC Safari and only exposed on ios for iads - Chrome OS - WebGL is the only cross-platform API to program the GPU - Google IO announcement - Chrome on Android will soon launch with WebGL Copyright Khronos Group Page 9
10 Copyright Khronos Group Page 10 Cross-OS Portability HTML/CSS HTML/CSS HTML/CSS HTML5 provides cross platform portability. GPU accessibility through WebGL available soon on ~90% mobile systems SDK Dalvik (Java) Objective C C# Preferred development environments not designed for portability C/C++ DirectX Native code is portablebut apps must cope with different available APIs and libraries
11 Copyright Khronos Group Page 11 WebGL First Wave Application Categories Maps and Navigation Modeling Tools and Repositories Games 3D Printing Visualization Music Videos and Promotion Education Photo Editors Music Visualizers Vision/Video Processing
12 Copyright Khronos Group Page 12 Google Maps All rendering (2D and 3D) in Google Maps uses WebGL
13 Copyright Khronos Group Page 13 Microsoft PhotoSynth2 Demonstrated at Build :50
14 WebGL on Logan Android Tablet Copyright Khronos Group Page 14
15 WebGL on Logan Android Tablet Copyright Khronos Group Page 15
16 Copyright Khronos Group Page 16 OpenGL 3D API Family Tree WebGL 2.0 is in development now - will bring OpenGL ES 3.0 functionality to the Web Fixed function 3D Pipeline OpenGL ES 1.1 Content Programmable vertex and fragment shaders OpenGL ES 2.0 Content ES3 is backward compatible so new features can be added incrementally OpenGL ES 3.0 Content Mobile 3D WebGL 1.0 WebGL 2.0 OpenGL ES 1.1 OpenGL ES 2.0 OpenGL ES 3.0 OpenGL ES 1.0 ES-Next OpenGL 1.3 OpenGL 1.5 OpenGL 2.0 OpenGL 2.1 OpenGL 3.1 OpenGL 3.3 OpenGL 4.2 OpenGL 4.3 OpenGL 3.0 OpenGL 3.2 OpenGL 4.0 OpenGL 4.1 OpenGL 4.4 GL-Next Desktop 3D OpenGL 4.4 is a superset of DX
17 Copyright Khronos Group Page 17 OpenGL ES 3.0 Highlights Better looking, faster performing games and apps at lower power - Incorporates proven features from OpenGL 3.3 / 4.x - 32-bit integers and floats in shader programs - NPOT, 3D textures, depth textures, texture arrays - Multiple Render Targets for deferred rendering, Occlusion Queries - Instanced Rendering, Transform Feedback Make life better for the programmer - Tighter requirements for supported features to reduce implementation variability Backward compatible with OpenGL ES OpenGL ES 2.0 apps continue to run unmodified Standardized Texture Compression - #1 developer request!
18 Copyright Khronos Group Page 18 Why Khronos for WebGL? Hardware API standards must take into account silicon design cycles - Multi-year pipeline of APIs that affect chips that take $100Ms to execute - Deep insights into silicon and driver architectures - Rigorous conformance tests and infrastructure Khronos is committed to being a good citizen in the larger Web community - Opened Khronos WebGL processes to enable cooperation with web community Khronos is the industry forum to drive hardware consensus and cooperation - Help create foundational support for higher-level Web standards that access hardware capabilities
19 Copyright Khronos Group Page 19 Leveraging Proven Native APIs into HTML5 Khronos and W3C liaison - Leverage proven native API investments into the Web - Fast API development and deployment - Designed by the hardware community - Familiar foundation reduces developer learning curve HTML Canvas WebVX? Vision Processing WebStream? Sensor Fusion WebCAM(!) Camera control and video processing JavaScript Path Rendering Camera Control Native Native APIs shipping or Khronos working group JavaScript API shipping, acceleration being developed or work underway Possible future JavaScript APIs or acceleration
20 Copyright Khronos Group Page 20 OpenCL as Parallel Compute Foundation C++ AMP Shevlin Park Uses Clang and LLVM OpenCL HLM C++ syntax/compiler extensions WebCL JavaScript binding to OpenCL for initiation of OpenCL C kernels Aparapi Java language extensions for parallelism River Trail Language extensions to JavaScript PyOpenCL Python wrapper around OpenCL Harlan High level language for GPU programming Compiler directives for Fortran C and C++ OpenCL provides vendor optimized, cross-platform, cross-vendor access to heterogeneous compute resources
21 Copyright Khronos Group Page 21 WebCL WebCL is a JavaScript binding to OpenCL APIs - Enables initiation of Kernels written in OpenCL C within the browser - Requires a conformant underlying OpenCL on the host system Leverage heterogeneous computing resources - 3D asset codecs, video codecs and processing, imaging and vision processing - Physics for WebGL games, Online data visualization, Augmented Reality WebCL 1.0 based on OpenCL 1.1 Embedded Profile: - Implementations may utilize OpenCL 1.1 or 1.2 WebCL API is designed for complete security - Restriction of some OpenCL native functionality - WebCL kernel validation similar to WebGL
22 Copyright Khronos Group Page 22 WebCL 1.0 Kernels HTML data interoperability - <canvas>, <image>, ImageData sources bindable to WebCLBuffer & WebCLImage - <video> tag can be bound to a WebCLImage Interoperability between WebCL and WebGL - Through GL_SHARING extension WebCL may support the following extensions - KHR_FP16 16-bit float support in kernels - KHR_FP64 64-bit float support in kernels No 3D image support in WebCL May change in future WebCL versions
23 WebCL 1.0 Security Leverages OpenCL 1.2 robustness/security extensions - Context Termination - to prevent DOS from long running kernels - Memory Initialization - so no leakage from out of bounds memory access Kernels passed through open source WebCL Kernel Validator Initializes local and private memory if underlying OpenCL implementation does not implement memory initialization extension - Keeps track of memory allocations and traces valid ranges for reads and writes API/Language Restrictions and definition of undefined OpenCL behavior - Kernels do not support structures as arguments - Kernels name must be less than 256 characters - Mapping of CL memory objects into host memory space is not supported - Binary kernels are not supported - Some OpenCL Extension may not be supported or require translation - Certain OpenCL parameters may not directly carry over to WebCL Copyright Khronos Group Page 23
24 Copyright Khronos Group Page 24 WebCL 1.0 Current Status WebCL 1.0 API definition is being publicly developed - Working Public Draft first released April 2012: WebCL distribution lists - public_webcl@khronos.org, webcl@khronos.org WebCL1.0 specification finalization expected in 1H With conformance tests and utilities - Samsung contributed tests, working group reviewed WebCL Conformance Framework and Test Suite (WiP) - Full API coverage and Input/output validation - Available on GitHub:
25 OpenCL to WebCL Translator Utility OpenCL to WebCL Kernel Translator - Input: An OpenCL kernel - Output: WebCL kernel, and a log file, that details the translation process - Tracked by a meta bug on Khronos public Bugzilla - Host API translation (WiP) - Input: an OpenCL host API calls - Output: WebCL host API calls to be wrapped in JS - Provides verbose translation log file, detailing the process and any constraints - Tracked by a meta bug on Khronos public Bugzilla: Copyright Khronos Group Page 25
26 Copyright Khronos Group Page 26 WebCL Prototype Implementations Nokia - Firefox build with integrated WebCL - Firefox extension, open sourced May 2011 (Mozilla Public License 2.0) - Samsung - uses WebKit, open sourced June 2011 (BSD) - Motorola Mobility - uses Node.js, open sourced April 2012 (BSD) - Based on Apple QJulia Based on Iñigo Quilez, Shader Toy Based on Iñigo Quilez, Shader Toy
27 Copyright Khronos Group Page 27 WebCL Parallel Computing for Web Acceleration
28 Khronos APIs for Augmented Reality W3C Augmented Web Community Group discussing many of these issues for the Web: e.g. leveraging WebRTC in the short term Audio Rendering MEMS Sensors Sensor Fusion Application on CPUs, GPUs and DSPs Precision timestamps on all sensor samples Vision Processing Advanced Camera Control and stream generation Camera Control API EGLStream - stream data between APIs 3D Rendering and Video Composition On GPU AR needs not just advanced sensor processing, vision acceleration, computation and rendering - but also for all these subsystems to work efficiently together Copyright Khronos Group Page 28
29 3D Needs a Transmission Format! Compression and streaming of 3D assets becoming essential - Mobile and connected devices need access to increasingly large asset databases 3D is the last media type to define a compressed format - 3D is more complex diverse asset types and use cases Needs to be royalty-free - Avoid an internet video codec war scenario Eventually enable hardware implementations of successful codecs - High-performance and low power but pragmatic adoption strategy is key Audio Video Images 3D MP3 H.264 JPEG?! An effective and widely adopted codec ignites previously unimagined opportunities for a media type Copyright Khronos Group Page 29
30 Copyright Khronos Group Page 30 gltf OpenGL Transmission Format Binary file format for efficient transmission for 3D assets - Reduce network bandwidth and minimize client processing overhead Run-time neutral - DO NOT IMPLY OR MANDATE ANY RUN-TIME BEHAVIOR - Can be used by any app or run-time usually WebGL accelerated Scalable to handle compression and streaming - Though baseline format does not include compression Direct load efficiency for WebGL - Little or NO processing to drop gltf data into WebGL client Carry conditioned data from any authoring format - Prototyping and optimizing efficient handling of COLLADA assets Authoring Playback A standards-based content pipeline for rich native and Web 3D applications
31 Copyright Khronos Group Page 31 COLLADA and gltf Open Source Ecosystem OpenCOLLADA Importer/Exporter and COLLADA Conformance Tests On GitHUB Tool Interop COLLADA2GLTF Translator Other authoring formats Web-based Tools Pervasive WebGL deployment Three.js gltf Importer. Rest3D initiative
32 Copyright Khronos Group Page 32 WebGL as Test-bed for 3D Asset Compression Integrating and benchmarking 3D geometry compression formats with gltf - Baseline is GZIP Scalable Complexity 3D Mesh Compression codec MPEG-SC3DMC - Royalty-free graphics compression technology from MPEG (MIT License) - Open3DGC is efficient JavaScript and C/C++ implementation - Convertor using Open3DGC to compress 3D Meshes, Skinning, Animations - WebGL-loader is Google lightweight compression for WebGL content OpenCTM uses LZMA compression
33 Size (MBytes) Copyright Khronos Group Page 33 Initial Compression Results Compression Efficiency - Gzip (default level=6) - OpenCTM (default settings) - Open3DGC and Webgl-loader - Positions on 14 bits - Normals and texcoords on 10 bits Gzip OpenCTM Webgl-loader + Gzip Open3DGC-ASCII + Gzip Open3DGC-Binary 0 CAD (3748 models) 3D Scanned (78 models) MPEG dataset (1211 models) Open3DGC is 5x-9x more efficient than Gzip 1.3x-2.4x more efficient than OpenCTM and 1.2x-1.5x more efficient than webgl-loader
34 Copyright Khronos Group Page 34 3DGC Decode Times Javascript Decoding Speed - Desktop machine - Windows 64-bit, 8GB RAM, Chrome - AMD Phenom II X4 B95 3.0GHz - Smart phone - Samsung Galaxy S4 - Android Chrome Number of triangles Desktop decoding time (ms) Smart phone decoding time (ms) Hand 100K Dilo 54K Octopus 34K Decoding speed will become even more critical with dense 3D meshes generated by 3D digitization technologies (e.g. 3D scanners) 3D Codec can be accelerated by WebCL Kernels or (eventually) hardware
35 Quality Copyright Khronos Group Page 35 Texture Compression is Key Texture compression saves precious resources - Network bandwidth, device memory space AND device memory bandwidth Developers need the same texture compression EVERYWHERE - Otherwise portable apps such as WebGL need multiple copies of same texture NOT Royalty-free. Platform Fragmentation DXTC/S3TC Windows PVRTC ios Royalty-free BUT only optional in ES. Only 4bpp 3 channel No alpha support ETC1 Mandated in Android Froyo (400M devices) ETC2 / EAC MANDATED in OpenGL ES 3.0 OpenGL 4.3 Royalty-free Backward compatible with ETC1 ETC2: 4bpp 3 channel EAC: 4 (8) bpp 1(2) channel COMBINED: RGBA 8bpp 4 channel Does not have 1-2 bit compression WITH ALPHA ASTC OpenGL ES 3.0 and OpenGL 4.3 extensions -> Core once proven Royalty-free Best quality. Independent control of bit-rate and # channels 1 to 4 channel 1-8bpp in fine steps Pervasive Deployment >
36 ASTC Universal Texture Standard Adaptive Scalable Texture Compression (ASTC) - Quality significantly exceeds S3TC or PVRTC at same bit rate Industry-leading orthogonal compression rate and format flexibility - 1 to 4 color components: R / RG / RGB / RGBA - Choice of bit rate: from 8bpp to <1bpp in fine steps ASTC is royalty-free and so is available to be universally adopted - Shipping as OpenGL/OpenGL ES extension today for industry feedback Original 24bpp ASTC Compression 8bpp 3.56bpp 2bpp Copyright Khronos Group Page 36
37 Copyright Khronos Group Page 37 Path Rendering Acceleration Offload the CPU so the application can run as fast as possible - Make maximum use of the GPU for best performance and power CPU creates paths CPU creates paths CPU creates paths CPU renders paths CPU tessellates paths into polygons CPU Use standard 3D commands to process polygons Define new OpenGL path commands to process paths directly GPU - Software Scanline renderers can be high quality and portable - CPU has to process complete pipeline stealing cycles from the application - Software rendering limits performance - Tessellation loads the CPU stealing cycles from the application so perf sometimes slower than software alone - Tessellation consumes a lot of data and memory bandwidth = power - Quality can be compromised due to tessellation accuracy - Maximum CPU offload - Compact data format sent to GPU renderer - GPU provides excellent performance and power - GPU can increase quality and functionality
38 Copyright Khronos Group Page 38 NV_path_rendering OpenGL Extension Brings Path processing directly to OpenGL - No tessellation necessary Goals - Functionally complete for key standards: SVG, Canvas, PostScript etc. - Much faster often 4x to 100x faster than CPUs - Enhanced quality can avoid approximations needed by CPU renderers - Lower power by leveraging dedicated hardware - New functionality e.g. mix 2D paths with 3D and programmable shading
39 Copyright Khronos Group Page 39 Stencil then Cover Approach Create a path object and pass directly to the GPU - Cubic & quadratic Bezier segments, line segments, partial elliptical arcs GPU Stencils the path object into the stencil buffer - GPU provides massively parallel stenciling of filled or stroked paths - Calculate winding rule or containment at every sub-pixel sample in parallel Cover the path object and stencil test against its coverage - Test against path coverage determined in the 1st step and shade the path Uses GPU MSAA anti-aliasing - 8 or 16 samples/pixel gives good quality Step 1 Stencil Step 2: Cover repeat
40 Enhanced Quality on GPU color bleeding conflation artifacts on CPU regular grid jitter pattern on CPU - sub-optimal Antialiasing GPU Offers Jittered Sampling for Free on GPU for better Antialiasing Conflation free on GPU Eliminate Conflation Artifacts Multiple color AND stencil samples per pixel weird big holes Skia feathers? Cairo NV_path_rendering Stroking approximations avoided by GPU GPUs great at texturing: Mip-mapping Anisotropic filtering Wrap modes GPU Qt Moiré artifacts Similar for Qt & Skia Proper gradient filtering on GPU Cairo Copyright Khronos Group Page 40
41 Comparing Performance Copyright Khronos Group Page 41
42 Copyright Khronos Group Page 42 New GPU Functionality Projective Transformation Fast Arbitrary Path Clipping light source position for BUMP Mapping linear RGB transition between saturated red and saturated blue has dark purple region Programmable Shading Paint in GLSL for filter and blending acceleration srgb perceptually smooth transition from saturated red to saturated blue Fully srgb Correct Rendering Mixing depth tested Text, 3D, and Paths
43 Mixing 2D and 3D Copyright Khronos Group Page 43
44 Copyright Khronos Group Page 44 Standardization and Adoption Pipeline NVIDIA is proposing nvpr to OpenGL working group at Khronos to create open, royalty-free cross platform foundation for vector graphics acceleration Initial functionality proposal. Prove concepts. Solicit industry feedback Pervasive multi-vendor availability. Widespread application usage inspires silicon optimizations Desktop and mobile displays typically >300 DPI Vendor Extension to OpenGL OpenGL Extension or Core OpenGL vector acceleration adopted into OpenGL and OpenGL ES Vector acceleration pervasive on desktop and mobile nvpr is here! Mobile silicon is CUDA/OpenCL capable
45 Path Rendering Acceleration on Android Tablet Copyright Khronos Group Page 45
46 Summary Open standards such as WebGL and WebCL are enabling web applications to reach the power of the GPU through JavaScript GPU acceleration will soon become vital for Web applications wanting to leverage advanced use of camera and sensors Direct acceleration of path primitives directly on GPUs will drive browser smooth touch performance for new classes of applications and devices Work starting on 3D asset streaming and compression standards to enable 3D as a social media type on the web The Web and hardware community have significant opportunity to leverage each others efforts for the benefit of the industry Khronos is committed to enable the hardware community to be a good citizen in creating the next generation of accelerated web standards ntrevett@nvidia.com Copyright Khronos Group Page 46
Graphics Technology Update
Graphics Technology Update Presented by: Erik Noreke, Khronos Group Vice President of Business Development November 2013 Copyright Khronos Group, 2013 - Page 1 Copyright Khronos Group, 2013 - Page 2 Khronos
More informationOpen Standards for Today s Gaming Industry
Copyright Khronos Group 2013 - Page 1 Open Standards for Today s Gaming Industry Erik Noreke VP of Business Development, Khronos Group Gaming Evolution Copyright Khronos Group 2013 - Page 3 DESKTOP MOBILE
More informationNeil Trevett Vice President Mobile Ecosystem, NVIDIA President, Khronos Group. Copyright Khronos Group Page 1
Neil Trevett Vice President Mobile Ecosystem, NVIDIA President, Khronos Group Copyright Khronos Group 2014 - Page 1 Khronos Standards 3D Asset Handling - 3D authoring asset interchange - 3D asset transmission
More informationOpen Standard APIs for Augmented Reality
Copyright Khronos Group 2014 - Page 1 Open Standard APIs for Augmented Reality Neil Trevett Vice President Mobile Ecosystem, NVIDIA President, Khronos Group Copyright Khronos Group 2014 - Page 2 Khronos
More informationKhronos Overview The State of the Art in Open Standards for Visual Computing
Khronos Overview The State of the Art in Open Standards for Visual Computing Neil Trevett Khronos President Vice President Mobile Content, NVIDIA Copyright Khronos Group 2013 - Page 1 Copyright Khronos
More informationKhronos and the Mobile Ecosystem
Copyright Khronos Group, 2011 - Page 1 Khronos and the Mobile Ecosystem Neil Trevett VP Mobile Content, NVIDIA President, Khronos Copyright Khronos Group, 2011 - Page 2 Topics It s not just about individual
More informationWebGL Meetup GDC Copyright Khronos Group, Page 1
WebGL Meetup GDC 2012 Copyright Khronos Group, 2012 - Page 1 Copyright Khronos Group, 2012 - Page 2 Khronos API Ecosystem Trends Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos
More informationAR Standards Update Austin, March 2012
AR Standards Update Austin, March 2012 Neil Trevett President, The Khronos Group Vice President Mobile Content, NVIDIA Copyright Khronos Group, 2012 - Page 1 Topics Very brief overview of Khronos Update
More informationCopyright 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 informationNext Generation OpenGL Neil Trevett Khronos President NVIDIA VP Mobile Copyright Khronos Group Page 1
Next Generation OpenGL Neil Trevett Khronos President NVIDIA VP Mobile Ecosystem @neilt3d Copyright Khronos Group 2015 - Page 1 Copyright Khronos Group 2015 - Page 2 Khronos Connects Software to Silicon
More informationSIGGRAPH Briefing August 2014
Copyright Khronos Group 2014 - Page 1 SIGGRAPH Briefing August 2014 Neil Trevett VP Mobile Ecosystem, NVIDIA President, Khronos Copyright Khronos Group 2014 - Page 2 Significant Khronos API Ecosystem Advances
More informationCopyright Khronos Group, Page 1. Khronos Overview. Taiwan, February 2012
Copyright Khronos Group, 2012 - Page 1 Khronos Overview Taiwan, February 2012 Copyright Khronos Group, 2012 - Page 2 Khronos - Connecting Software to Silicon Creating open, royalty-free API standards -
More informationMobile 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 informationOpen 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 informationCopyright Khronos Group 2012 Page 1. OpenCL 1.2. August 2012
Copyright Khronos Group 2012 Page 1 OpenCL 1.2 August 2012 Copyright Khronos Group 2012 Page 2 Khronos - Connecting Software to Silicon Khronos defines open, royalty-free standards to access graphics,
More informationIntroduction to OpenGL ES 3.0
Introduction to OpenGL ES 3.0 Eisaku Ohbuchi Digital Media Professionals Inc. 2012 Digital Media Professionals Inc. All rights reserved. 12/Sep/2012 Page 1 Agenda DMP overview (quick!) OpenGL ES 3.0 update
More informationOpenCL Press Conference
Copyright Khronos Group, 2011 - Page 1 OpenCL Press Conference Tokyo, November 2011 Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2011 - Page
More informationWebGL, WebCL and Beyond!
Copyright Khronos Group, 2011 - Page 1 WebGL, WebCL and Beyond! Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2011 - Page 2 Topics in this Session
More informationOverview and AR/VR Roadmap
Khronos Group Inc. 2018 - Page 1 Overview and AR/ Roadmap Neil Trevett Khronos President NVIDIA VP Developer Ecosystems ntrevett@nvidia.com @neilt3d Khronos Group Inc. 2018 - Page 2 Khronos Connects Software
More informationWebGL, WebCL and OpenCL
Copyright Khronos Group, 2011 - Page 1 WebGL, WebCL and OpenCL Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2011 - Page 2 Processor Parallelism
More informationAcceleration Standards for Mobile Augmented Reality
Acceleration Standards for Mobile Augmented Reality Neil Trevett Khronos President Vice President Mobile Content, NVIDIA November 2012 Copyright Khronos Group 2012 Page 1 Copyright Khronos Group 2012 Page
More informationThe State of Gaming APIs
Copyright Khronos Group, 2011 - Page 1 The State of Gaming APIs Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2011 - Page 2 State of Gaming APIs
More informationSC24/WG9 Liaison Meeting
Copyright Khronos Group, 2011 - Page 1 SC24/WG9 Liaison Meeting Seoul, November 2011 Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2011 - Page
More informationPress 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 informationPress 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 informationStandards for WebVR. Neil Trevett. Khronos President Vice President Mobile Content,
Standards for WebVR Neil Trevett Khronos President Vice President Mobile Content, NVIDIA ntrevett@nvidia.com, @neilt3d October 2016 Copyright Khronos Group 2016 - Page 1 Khronos Open Standards Software
More informationVisual HTML5. Human Information Interaction for Knowledge Extraction, Interaction, Utilization, Decision making HI-I-KEIUD
Visual HTML5 1 Overview HTML5 Building apps with HTML5 Visual HTML5 Canvas SVG Scalable Vector Graphics WebGL 2D + 3D libraries 2 HTML5 HTML5 to Mobile + Cloud = Java to desktop computing: cross-platform
More informationCopyright Khronos Group Page 1
Open Standards and Open Source Together How Khronos APIs Accelerate Fast and Cool Applications Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem Copyright Khronos Group 2015 - Page
More informationOpen 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 informationUpdate on Khronos Open Standard APIs for Vision Processing Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem
Update on Khronos Open Standard APIs for Vision Processing Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem Copyright Khronos Group 2015 - Page 1 Copyright Khronos Group 2015 - Page
More informationKhronos 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 informationCopyright Khronos Group, Page 1. OpenCL. GDC, March 2010
Copyright Khronos Group, 2011 - Page 1 OpenCL GDC, March 2010 Authoring and accessibility Application Acceleration System Integration Copyright Khronos Group, 2011 - Page 2 Khronos Family of Standards
More informationOpen Standards for AR and VR Neil Trevett Khronos President NVIDIA VP Developer January 2018
Copyright Khronos Group 2018 - Page 1 Open Standards for AR and Neil Trevett Khronos President NVIDIA VP Developer Ecosystem ntrevett@nvidia.com @neilt3d January 2018 Khronos Mission E.g. OpenGL ES provides
More informationPOWERVR MBX & SGX OpenVG Support and Resources
POWERVR MBX & SGX OpenVG Support and Resources Kristof Beets 3 rd Party Relations Manager - Imagination Technologies kristof.beets@imgtec.com Copyright Khronos Group, 2006 - Page 1 Copyright Khronos Group,
More informationgltf Briefing September 2016 Copyright Khronos Group Page 1
gltf Briefing September 2016 Copyright Khronos Group 2016 - Page 1 Copyright Khronos Group 2016 - Page 2 Background and Motivation OpenGL ES and WebGL have led to a proliferation of Web 3D but no standard
More informationOpenCL Overview. Shanghai March Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group
Copyright Khronos Group, 2012 - Page 1 OpenCL Overview Shanghai March 2012 Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2012 - Page 2 Processor
More informationKhronos Updates GDC 2017 Neil Trevett Vice President Developer Ecosystem, NVIDIA President,
Copyright Khronos Group 2017 - Page 1 Khronos Updates GDC 2017 Neil Trevett Vice President Developer Ecosystem, NVIDIA President, Khronos ntrevett@nvidia.com @neilt3d Copyright Khronos Group 2017 - Page
More informationOpen Standards for Vision and AI Peter McGuinness NNEF WG Chair CEO, Highwai, Inc May 2018
Copyright Khronos Group 2018 - Page 1 Open Standards for Vision and AI Peter McGuinness NNEF WG Chair CEO, Highwai, Inc peter.mcguinness@gobrach.com May 2018 Khronos Mission E.g. OpenGL ES provides 3D
More informationDave Shreiner, ARM March 2009
4 th Annual Dave Shreiner, ARM March 2009 Copyright Khronos Group, 2009 - Page 1 Motivation - What s OpenGL ES, and what can it do for me? Overview - Lingo decoder - Overview of the OpenGL ES Pipeline
More informationOur Technology Expertise for Software Engineering Services. AceThought Services Your Partner in Innovation
Our Technology Expertise for Software Engineering Services High Performance Computing MultiCore CPU AceThought experts will re-design your sequential algorithms or applications to execute in parallel by
More informationCopyright 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 informationOpenMAX AL, OpenSL ES
Copyright Khronos Group, 2011 - Page 1 OpenMAX AL, OpenSL ES Native Multimedia in Android Erik Noreke Chair of OpenMAX AL and OpenSL ES Working Groups Copyright Khronos Group, 2011 - Page 2 Why Create
More informationAccelerating Vision Processing
Accelerating Vision Processing Neil Trevett Vice President Mobile Ecosystem at NVIDIA President of Khronos and Chair of the OpenCL Working Group SIGGRAPH, July 2016 Copyright Khronos Group 2016 - Page
More informationWebGL. Announcements. WebGL for Graphics Developers. WebGL for Web Developers. Homework 5 due Monday, 04/16. Final on Tuesday, 05/01
Announcements Patrick Cozzi University of Pennsylvania CIS 565 - Spring 2012 Homework 5 due Monday, 04/16 In-class quiz Wednesday, 04/18 Final on Tuesday, 05/01 6-8pm David Rittenhouse Lab A7 Networking
More informationGPGPU Applications. for Hydrological and Atmospheric Simulations. and Visualizations on the Web. Ibrahim Demir
GPGPU Applications for Hydrological and Atmospheric Simulations and Visualizations on the Web Ibrahim Demir Big Data We are collecting and generating data on a petabyte scale (1Pb = 1,000 Tb = 1M Gb) Data
More informationOpen Standard APIs for Embedded Vision Processing
Copyright Khronos Group 2014 - Page 1 Open Standard APIs for Embedded Vision Processing Neil Trevett Vice President Mobile Ecosystem, NVIDIA President, Khronos Group Copyright Khronos Group 2014 - Page
More informationEcosystem Forum. SIGGRAPH, August 2018 Neil Trevett, Khronos President. Copyright Khronos Group Page 1
Ecosystem Forum SIGGRAPH, August 2018 Neil Trevett, Khronos President Copyright Khronos Group 2018 - Page 1 Copyright Khronos Group 2018 - Page 2 Welcome! And Logistics! WiFi: DonnellygGroupPubs-Guest
More informationAdding 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 informationWebGL (Web Graphics Library) is the new standard for 3D graphics on the Web, designed for rendering 2D graphics and interactive 3D graphics.
About the Tutorial WebGL (Web Graphics Library) is the new standard for 3D graphics on the Web, designed for rendering 2D graphics and interactive 3D graphics. This tutorial starts with a basic introduction
More informationWebGL. WebGL. Bring 3D to the Masses. WebGL. The web has text, images, and video. We want to support. Put it in on a webpage
WebGL WebGL Patrick Cozzi University of Pennsylvania CIS 565 - Fall 2012 The web has text, images, and video What is the next media-type? We want to support Windows, Linux, Mac Desktop and mobile 2 Bring
More informationVulkan 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 informationNavigating the Vision API Jungle: Which API Should You Use and Why? Embedded Vision Summit, May 2015
Copyright Khronos Group 2015 - Page 1 Navigating the Vision API Jungle: Which API Should You Use and Why? Embedded Vision Summit, May 2015 Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem
More informationOptimizing and Profiling Unity Games for Mobile Platforms. Angelo Theodorou Senior Software Engineer, MPG Gamelab 2014, 25 th -27 th June
Optimizing and Profiling Unity Games for Mobile Platforms Angelo Theodorou Senior Software Engineer, MPG Gamelab 2014, 25 th -27 th June 1 Agenda Introduction ARM and the presenter Preliminary knowledge
More informationHardware Accelerated Graphics for High Performance JavaFX Mobile Applications
Hardware Accelerated Graphics for High Performance JavaFX Mobile Applications Pavel Petroshenko, Sun Microsystems Jan Valenta, Sun Microsystems Jerry Evans, Sun Microsystems Goal of this Session Demonstrate
More informationCopyright Khronos Group, Page 1
3RUWDEOH1DWLYH0RELOH 0HGLD$SSOLFDWLRQV 1HLO7UHYHWW 9LFH3UHVLGHQW(PEHGGHG&RQWHQW19,',$ 3UHVLGHQW.KURQRV*URXS Copyright Khronos Group, 2007 - Page 1 3HUYDVLYH0RELOH0HGLD&RPSXWLQJ Handsets are becoming personal
More informationCopyright Khronos Group, Page 1
1HLO7UHYHWW 19,',$.KURQRV *URXS 2SHQ*/(6 Copyright Khronos Group, 2007 - Page 1 Handsets are becoming personal computing platform - not just phones - A real computer in your hand mobility, connectedness
More informationCopyright Khronos Group, Page 1
3RUWDEOH1DWLYH0RELOH 0HGLD$SSOLFDWLRQV 1HLO7UHYHWW 9LFH3UHVLGHQW(PEHGGHG&RQWHQW19,',$ 3UHVLGHQW.KURQRV*URXS Copyright Khronos Group, 2007 - Page 1 3HUYDVLYH0RELOH0HGLD&RPSXWLQJ Handsets are becoming personal
More informationApplications and Implementations
Copyright Khronos Group, 2010 - Page 1 Applications and Implementations Hwanyong LEE CTO and Technical Marketing Director HUONE OpenVG Royalty-free open standard API Low-level 2D vector graphics rendering
More informationEmbedded Media Processing Ecosystem
Embedded Media Processing Ecosystem Neil Trevett Vice President Mobile Content, NVIDIA President, Khronos Group Copyright Khronos Group, 2007 - Page 1 Pervasive Mobile Media Computing Handsets are becoming
More informationCopyright Khronos Group Page 1. OpenCL BOF SIGGRAPH 2013
Copyright Khronos Group 2013 - Page 1 OpenCL BOF SIGGRAPH 2013 Copyright Khronos Group 2013 - Page 2 OpenCL Roadmap OpenCL-HLM (High Level Model) High-level programming model, unifying host and device
More informationOpenGL 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 informationApplications and Implementations
Copyright Khronos Group, 2010 - Page 1 Applications and Implementations Hwanyong LEE CTO and Technical Marketing Director HUONE System Integration Application Acceleration Authoring and accessibility Khronos
More informationOpenGL ES 2.0 : Start Developing Now. Dan Ginsburg Advanced Micro Devices, Inc.
OpenGL ES 2.0 : Start Developing Now Dan Ginsburg Advanced Micro Devices, Inc. Agenda OpenGL ES 2.0 Brief Overview Tools OpenGL ES 2.0 Emulator RenderMonkey w/ OES 2.0 Support OpenGL ES 2.0 3D Engine Case
More informationTools To Get Great Graphics Performance
PowerVR SDK Overview Tools To Get Great Graphics Performance August 2012 www.imgtec.com Imagination Technologies PowerVR Graphics The Embedded Graphics IP Experts Imagination Technologies - multi-media
More informationEcosystem Overview Neil Trevett Khronos President NVIDIA Vice President Developer
Ecosystem Overview Neil Trevett Khronos President NVIDIA Vice President Developer Ecosystem ntrevett@nvidia.com @neilt3d Copyright Khronos Group 2016 - Page 1 Khronos Mission Software Silicon Khronos is
More informationProfiling and Debugging Games on Mobile Platforms
Profiling and Debugging Games on Mobile Platforms Lorenzo Dal Col Senior Software Engineer, Graphics Tools Gamelab 2013, Barcelona 26 th June 2013 Agenda Introduction to Performance Analysis with ARM DS-5
More informationMobile Graphics Ecosystem. Tom Olson OpenGL ES working group chair
OpenGL ES in the Mobile Graphics Ecosystem Tom Olson OpenGL ES working group chair Director, Graphics Research, ARM Ltd 1 Outline Why Mobile Graphics? OpenGL ES Overview Getting Started with OpenGL ES
More informationCopyright Khronos Group Page 1
OpenCL A State of the Union Neil Trevett Khronos President NVIDIA Vice President Developer Ecosystem OpenCL Working Group Chair ntrevett@nvidia.com @neilt3d Vienna, April 2016 Copyright Khronos Group 2016
More informationVision Acceleration. Launch Briefing October Neil Trevett Vice President Mobile Ecosystem, NVIDIA President, Khronos Group
Copyright Khronos Group 2014 - Page 1 Vision Acceleration Launch Briefing October 2014 Neil Trevett Vice President Mobile Ecosystem, NVIDIA President, Khronos Group Copyright Khronos Group 2014 - Page
More informationPowerVR: Getting Great Graphics Performance with the PowerVR Insider SDK. PowerVR Developer Technology
PowerVR: Getting Great Graphics Performance with the PowerVR Insider SDK PowerVR Developer Technology Company Overview Leading silicon, software & cloud IP supplier Graphics, video, comms, processor, cloud
More informationEnabling a Richer Multimedia Experience with GPU Compute. Roberto Mijat Visual Computing Marketing Manager
Enabling a Richer Multimedia Experience with GPU Compute Roberto Mijat Visual Computing Marketing Manager 1 What is GPU Compute Operating System and most application processing continue to reside on the
More informationWorking with Metal Overview
Graphics and Games #WWDC14 Working with Metal Overview Session 603 Jeremy Sandmel GPU Software 2014 Apple Inc. All rights reserved. Redistribution or public display not permitted without written permission
More informationMali Developer Resources. Kevin Ho ARM Taiwan FAE
Mali Developer Resources Kevin Ho ARM Taiwan FAE ARM Mali Developer Tools Software Development SDKs for OpenGL ES & OpenCL OpenGL ES Emulators Shader Development Studio Shader Library Asset Creation Texture
More informationVulkan Launch Webinar 18 th February Copyright Khronos Group Page 1
Vulkan Launch Webinar 18 th February 2016 Copyright Khronos Group 2016 - Page 1 Copyright Khronos Group 2016 - Page 2 The Vulkan Launch Webinar Is About to Start! Kathleen Mattson - Webinar MC, Khronos
More informationBringing it all together: The challenge in delivering a complete graphics system architecture. Chris Porthouse
Bringing it all together: The challenge in delivering a complete graphics system architecture Chris Porthouse System Integration & the role of standards Content Ecosystem Java Execution Environment Native
More informationRendering Grass with Instancing in DirectX* 10
Rendering Grass with Instancing in DirectX* 10 By Anu Kalra Because of the geometric complexity, rendering realistic grass in real-time is difficult, especially on consumer graphics hardware. This article
More informationKHRONOS STANDARDS UPDATE. Neil Trevett, GTC, 26 th March 2018
KHRONOS STANDARDS UPDATE Neil Trevett, GTC, 26 th March 2018 Khronos Mission Software Silicon Khronos is an International Industry Consortium of over 100 companies creating royalty-free, open standards
More informationPowerVR Series5. Architecture Guide for Developers
Public Imagination Technologies PowerVR Series5 Public. This publication contains proprietary information which is subject to change without notice and is supplied 'as is' without warranty of any kind.
More informationThe PowerVR Insider SDK. PowerVR Developer Technology
The PowerVR Insider SDK PowerVR Developer Technology Nov 2012 First, An Introduction! Who Am I? Who? Guillem Vinals Developer Technology Engineer, PowerVR Graphics What? An introduction to our PowerVR
More informationProspects for a more robust, simpler and more efficient shader cross-compilation pipeline in Unity with SPIR-V
Prospects for a more robust, simpler and more efficient shader cross-compilation pipeline in Unity with SPIR-V 2015/04/14 - Christophe Riccio, OpenGL Democratizing games development Monument Valley by
More informationMining the Rendering Power in Web Browsers. Jianxia Xue Jan. 28, 2014
Mining the Rendering Power in Web Browsers Jianxia Xue Jan. 28, 2014 Outline Web application as software deployment platform WebGL: Graphics API inside browsers Explore browser rendering capability through
More informationWhiz-Bang Graphics and Media Performance for Java Platform, Micro Edition (JavaME)
Whiz-Bang Graphics and Media Performance for Java Platform, Micro Edition (JavaME) Pavel Petroshenko, Sun Microsystems, Inc. Ashmi Bhanushali, NVIDIA Corporation Jerry Evans, Sun Microsystems, Inc. Nandini
More informationQiufeng Zhu Advanced User Interface Spring 2017
Qiufeng Zhu Advanced User Interface Spring 2017 Brief history of the Web Topics: HTML 5 JavaScript Libraries and frameworks 3D Web Application: WebGL Brief History Phase 1 Pages, formstructured documents
More information3D in the Browser with WebGL. Chris Andrews 3D Product Manager Javier Gutierrez 3D Product Engineer
3D in the Browser with WebGL Chris Andrews 3D Product Manager Javier Gutierrez 3D Product Engineer Just sayin This is not a programming class Goal is to help you learn about a technology area that impacts
More informationLecture 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 informationCreating the Embedded Media Processing Ecosystem
Creating the Embedded Media Processing Ecosystem Neil Trevett Vice President Embedded Content, NVIDIA President, Khronos Chairman, OpenGL ES Working Group Mobile Convergence Handsets are becoming the predominant
More informationBuilding 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 informationMore performance options
More performance options OpenCL, streaming media, and native coding options with INDE April 8, 2014 2014, Intel Corporation. All rights reserved. Intel, the Intel logo, Intel Inside, Intel Xeon, and Intel
More informationStandards for Vision Processing and Neural Networks
Copyright Khronos Group 2017 - Page 1 Standards for Vision Processing and Neural Networks Radhakrishna Giduthuri, AMD radha.giduthuri@ieee.org Agenda Why we need a standard? Khronos NNEF Khronos OpenVX
More informationINTERNATIONAL JOURNAL OF PURE AND APPLIED RESEARCH IN ENGINEERING AND TECHNOLOGY
INTERNATIONAL JOURNAL OF PURE AND APPLIED RESEARCH IN ENGINEERING AND TECHNOLOGY A PATH FOR HORIZING YOUR INNOVATIVE WORK A REVIEW ON THE ARCHITECTURE OF ANDROID IN SMART PHONES RAVNEET KAUR T. BAGGA 1,
More informationOverview. Technology Details. D/AVE NX Preliminary Product Brief
Overview D/AVE NX is the latest and most powerful addition to the D/AVE family of rendering cores. It is the first IP to bring full OpenGL ES 2.0/3.1 rendering to the FPGA and SoC world. Targeted for graphics
More informationGDC 2014 Barthold Lichtenbelt OpenGL ARB chair
GDC 2014 Barthold Lichtenbelt OpenGL ARB chair Agenda OpenGL 4.4, news and updates - Barthold Lichtenbelt, NVIDIA Low Overhead Rendering with OpenGL - Cass Everitt, NVIDIA Copyright Khronos Group, 2010
More informationTechnology for a better society. hetcomp.com
Technology for a better society hetcomp.com 1 J. Seland, C. Dyken, T. R. Hagen, A. R. Brodtkorb, J. Hjelmervik,E Bjønnes GPU Computing USIT Course Week 16th November 2011 hetcomp.com 2 9:30 10:15 Introduction
More informationCopyright Khronos Group Page 1
OpenCL State of the Nation Neil Trevett Khronos President NVIDIA Vice President Developer Ecosystem OpenCL Working Group Chair ntrevett@nvidia.com @neilt3d Toronto, May 2017 Copyright Khronos Group 2017
More informationCopyright Khronos Group Page 1
OpenCL State of the Nation Neil Trevett Khronos President NVIDIA Vice President Developer Ecosystem OpenCL Working Group Chair ntrevett@nvidia.com @neilt3d Toronto, May 2017 Copyright Khronos Group 2017
More informationReal-Time Rendering (Echtzeitgraphik) Michael Wimmer
Real-Time Rendering (Echtzeitgraphik) Michael Wimmer wimmer@cg.tuwien.ac.at Walking down the graphics pipeline Application Geometry Rasterizer What for? Understanding the rendering pipeline is the key
More informationGraphics Hardware. Graphics Processing Unit (GPU) is a Subsidiary hardware. With massively multi-threaded many-core. Dedicated to 2D and 3D graphics
Why GPU? Chapter 1 Graphics Hardware Graphics Processing Unit (GPU) is a Subsidiary hardware With massively multi-threaded many-core Dedicated to 2D and 3D graphics Special purpose low functionality, high
More informationDEVELOPER 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 informationFree 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 informationThe OpenVX Computer Vision and Neural Network Inference
The OpenVX Computer and Neural Network Inference Standard for Portable, Efficient Code Radhakrishna Giduthuri Editor, OpenVX Khronos Group radha.giduthuri@amd.com @RadhaGiduthuri Copyright 2018 Khronos
More information