Bringing the Power of the GPU to the Web

Size: px
Start display at page:

Download "Bringing the Power of the GPU to the Web"

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 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 information

Open Standards for Today s Gaming Industry

Open 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 information

Neil 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 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 information

Open Standard APIs for Augmented Reality

Open 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 information

Khronos 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 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 information

Khronos and the Mobile Ecosystem

Khronos 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 information

WebGL Meetup GDC Copyright Khronos Group, Page 1

WebGL 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 information

AR Standards Update Austin, March 2012

AR 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 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

Next Generation OpenGL Neil Trevett Khronos President NVIDIA VP Mobile Copyright Khronos Group Page 1

Next 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 information

SIGGRAPH Briefing August 2014

SIGGRAPH 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 information

Copyright Khronos Group, Page 1. Khronos Overview. Taiwan, February 2012

Copyright 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 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

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

Copyright 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 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 information

Introduction to OpenGL ES 3.0

Introduction 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 information

OpenCL Press Conference

OpenCL 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 information

WebGL, WebCL and Beyond!

WebGL, 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 information

Overview and AR/VR Roadmap

Overview 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 information

WebGL, WebCL and OpenCL

WebGL, 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 information

Acceleration Standards for Mobile Augmented Reality

Acceleration 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 information

The State of Gaming APIs

The 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 information

SC24/WG9 Liaison Meeting

SC24/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 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

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

Standards for WebVR. Neil Trevett. Khronos President Vice President Mobile Content,

Standards 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 information

Visual HTML5. Human Information Interaction for Knowledge Extraction, Interaction, Utilization, Decision making HI-I-KEIUD

Visual 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 information

Copyright Khronos Group Page 1

Copyright 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 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

Update 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 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 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

Copyright Khronos Group, Page 1. OpenCL. GDC, March 2010

Copyright 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 information

Open Standards for AR and VR Neil Trevett Khronos President NVIDIA VP Developer January 2018

Open 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 information

POWERVR MBX & SGX OpenVG Support and Resources

POWERVR 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 information

gltf Briefing September 2016 Copyright Khronos Group Page 1

gltf 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 information

OpenCL Overview. Shanghai March Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group

OpenCL 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 information

Khronos Updates GDC 2017 Neil Trevett Vice President Developer Ecosystem, NVIDIA President,

Khronos 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 information

Open Standards for Vision and AI Peter McGuinness NNEF WG Chair CEO, Highwai, Inc May 2018

Open 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 information

Dave Shreiner, ARM March 2009

Dave 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 information

Our Technology Expertise for Software Engineering Services. AceThought Services Your Partner in Innovation

Our 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 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

OpenMAX AL, OpenSL ES

OpenMAX 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 information

Accelerating Vision Processing

Accelerating 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 information

WebGL. Announcements. WebGL for Graphics Developers. WebGL for Web Developers. Homework 5 due Monday, 04/16. Final on Tuesday, 05/01

WebGL. 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 information

GPGPU 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 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 information

Open Standard APIs for Embedded Vision Processing

Open 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 information

Ecosystem 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 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 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

WebGL (Web Graphics Library) is the new standard for 3D graphics on the Web, designed for rendering 2D graphics and interactive 3D graphics.

WebGL (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 information

WebGL. 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. 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 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

Navigating the Vision API Jungle: Which API Should You Use and Why? Embedded Vision Summit, May 2015

Navigating 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 information

Optimizing 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 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 information

Hardware Accelerated Graphics for High Performance JavaFX Mobile Applications

Hardware 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 information

Copyright Khronos Group, Page 1

Copyright 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 information

Copyright Khronos Group, Page 1

Copyright 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 information

Copyright Khronos Group, Page 1

Copyright 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 information

Applications and Implementations

Applications 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 information

Embedded Media Processing Ecosystem

Embedded 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 information

Copyright Khronos Group Page 1. OpenCL BOF SIGGRAPH 2013

Copyright 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 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

Applications and Implementations

Applications 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 information

OpenGL 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. 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 information

Tools To Get Great Graphics Performance

Tools 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 information

Ecosystem Overview Neil Trevett Khronos President NVIDIA Vice President Developer

Ecosystem 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 information

Profiling and Debugging Games on Mobile Platforms

Profiling 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 information

Mobile Graphics Ecosystem. Tom Olson OpenGL ES working group chair

Mobile 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 information

Copyright Khronos Group Page 1

Copyright 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 information

Vision Acceleration. Launch Briefing October Neil Trevett Vice President Mobile Ecosystem, NVIDIA President, Khronos Group

Vision 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 information

PowerVR: 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 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 information

Enabling 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 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 information

Working with Metal Overview

Working 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 information

Mali Developer Resources. Kevin Ho ARM Taiwan FAE

Mali 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 information

Vulkan Launch Webinar 18 th February Copyright Khronos Group Page 1

Vulkan 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 information

Bringing 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 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 information

Rendering Grass with Instancing in DirectX* 10

Rendering 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 information

KHRONOS STANDARDS UPDATE. Neil Trevett, GTC, 26 th March 2018

KHRONOS 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 information

PowerVR Series5. Architecture Guide for Developers

PowerVR 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 information

The PowerVR Insider SDK. PowerVR Developer Technology

The 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 information

Prospects 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 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 information

Mining the Rendering Power in Web Browsers. Jianxia Xue Jan. 28, 2014

Mining 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 information

Whiz-Bang Graphics and Media Performance for Java Platform, Micro Edition (JavaME)

Whiz-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 information

Qiufeng Zhu Advanced User Interface Spring 2017

Qiufeng 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 information

3D 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 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 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

Creating the Embedded Media Processing Ecosystem

Creating 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 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

More performance options

More 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 information

Standards for Vision Processing and Neural Networks

Standards 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 information

INTERNATIONAL JOURNAL OF PURE AND APPLIED RESEARCH IN ENGINEERING AND TECHNOLOGY

INTERNATIONAL 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 information

Overview. Technology Details. D/AVE NX Preliminary Product Brief

Overview. 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 information

GDC 2014 Barthold Lichtenbelt OpenGL ARB chair

GDC 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 information

Technology for a better society. hetcomp.com

Technology 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 information

Copyright Khronos Group Page 1

Copyright 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 information

Copyright Khronos Group Page 1

Copyright 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 information

Real-Time Rendering (Echtzeitgraphik) Michael Wimmer

Real-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 information

Graphics Hardware. Graphics Processing Unit (GPU) is a Subsidiary hardware. With massively multi-threaded many-core. Dedicated to 2D and 3D graphics

Graphics 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 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

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

The OpenVX Computer Vision and Neural Network Inference

The 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