Mali-G72 Enabling tomorrow s technology today
|
|
- Emma Shelton
- 5 years ago
- Views:
Transcription
1 Mali-G72 Enabling tomorrow s technology today Alan Tsai Senior Regional Marketing Manager Media Processing Group, ARM ARM Tech Forum Taipei July 4 th 2017
2 Mali High Performance GPU success 2
3 Mali-G71 in today s premium devices First Bifrost based Mali GPU Partner access to consumer device <8 months Huawei Mate 9 Now powering leading VR & premium mobile devices 3
4 Bifrost architectural refinements Mali-G71 Introduced the Bifrost GPU architecture Mali-G72 Refining the Bifrost architecture to address emerging use cases 4
5 Mali-G72: Sum of marginal gains Increased tile buffer memory Rebalanced execution engine data path Doubled complex operations throughput Increased tiler scalability Increased L1 cache sizes Instruction cache optimizations 5
6 New premium GPU: Mali-G72 Driving the rise of High Fidelity Mobile Games 1.4x Performance Optimised Machine Learning on device Advancing the mobile VR experience compared to Mali-G71 devices 6
7 Mali-G72: Enabling tomorrow s technology today Optimized for next generation, advanced, real-world content 25% Higher GFX energy efficiency* 17% ML efficiency gain*^ 20% Better area efficiency* High Fidelity Mobile Gaming Mobile VR Machine Learning on device 7 *Compared to Mali-G71, on same process node under similar conditions. ^based on GEMM ML algorithms
8 Multimedia Market Trends High Fidelity Mobile Gaming Digital Legends: Afterpulse Virtual Reality Machine Learning on device 8
9 High Fidelity Mobile Gaming requirements Sustained high-fidelity mobile gaming puts extreme requirements on GPU: High vertex counts High number of draw calls Complex vertex and fragment shaders Advanced graphics effects 9
10 Mali-G72 built for High Fidelity Mobile Gaming Digital Legends has a long history of designing visually stunning games on mobile Afterpulse is their latest first person shooter I had refused to believe a game like this could succeed on mobile, but Afterpulse has proved me wrong. Tom Christiansen, GameZebo Utilizing Mali optimization tools to reduce bandwidth and enhance gameplay Using advanced rendering techniques to maximize efficiency on mobile GPUs Digital Legends: Afterpulse 10
11 Afterpulse using efficient deferred shading on Mali A common rendering technique in High Fidelity games Decouples geometry from lighting Very bandwidth intensive Pixel Local Storage developed at ARM to enable deferred shading on mobile Allows efficient deferred shading by reusing tile buffers in GPU Minimizing bandwidth by reusing tile buffers data between several rendering passes G-Buffer Lighting Geometry Final 11
12 Afterpulse: GPU Write Bandwidth Mali-G72 built for High Fidelity Mobile Gaming Mobile gaming complexity is increasing Afterpulse is a High Fidelity Mobile Game by Digital Legends % saving 45% saving 68% Bandwidth saving Mali-G72 optimizations greatly reduce write bandwidth Mali-G71 Mali-G72 MRT G-Buffer PLS G-Buffer 12
13 Mali-G72 advancing mobile VR Mobile Multiview Multisampling Anti-Aliasing ASTC Foveated Rendering 13
14 We use Machine Learning technology every day Speech recognition Digital assistant Predictive text Computational photography Face tracking camera User-specific optimization 14
15 Relative Performance Machine Learning on Bifrost GPUs Training of large datasets is performed in the cloud Inference is best performed on device to reduce latency and bandwidth 0.4 Mali-G71, with its innovative Bifrost 0.2 architecture, already excels at this GeForce GT710 GFXBench 3.1 Manhattan 87% higher performing Mali-G71 MP8 AlexNet 15
16 Relative Energy Efficiency Mali-G72 takes Machine Learning to the next level Mali-G72 has several optimizations to improve Machine Learning inference GEMM depicts core functionality of Machine Learning algorithms % Efficiency gain Mali-G72 is the most efficient Mali GPU for Machine Learning GEMM FP32 Mali-G71 Mali-G72 GEMM FP16 16
17 Mali-G72: Enabling tomorrow s technology today Driving the rise of High Fidelity Mobile Games 40% More performance* Optimised Machine Learning on device Advancing the mobile VR experience 17 *2017 Device v 2018 device comparison
18 The trademarks featured in this presentation are registered and/or unregistered trademarks of ARM Limited (or its subsidiaries) in the EU and/or elsewhere. All rights reserved. All other marks featured may be trademarks of their respective owners. Copyright 2017 ARM Limited
Mali-G72: Enabling tomorrow s technology today
Mali-G72: Enabling tomorrow s technology today Ploutarchos Galatsopoulos Senior Product Manager Media Processing Group, ARM ARM Tech Forum Korea June 28 th 2017 ARM Mali: The world s #1 shipping GPU ~50%
More informationDeveloping the Bifrost GPU architecture for mainstream graphics
Developing the Bifrost GPU architecture for mainstream graphics Anand Patel Senior Product Manager, Media Processing Group ARM Tech Symposia India December 7 th 2016 Graphics processing drivers Virtual
More informationArtificial Intelligence Enriched User Experience with ARM Technologies
Artificial Intelligence Enriched User Experience with ARM Technologies Daniel Heo Senior Segment Manager Mobile, BSG, ARM ARM Tech Forum Singapore July 12 th 2017 Global AI survey: the world is ready 71
More informationBifrost - The GPU architecture for next five billion
Bifrost - The GPU architecture for next five billion Hessed Choi Senior FAE / ARM ARM Tech Forum June 28 th, 2016 Vulkan 2 ARM 2016 What is Vulkan? A 3D graphics API for the next twenty years Logical successor
More informationAchieving Console Quality Games on Mobile
Achieving Console Quality Games on Mobile Peter Harris, Senior Principal Engineer, ARM Unai Landa, CTO, Digital Legends Jon Kirkham, Staff Engineer, ARM GDC 2017 Agenda Premium smartphone in 2017 ARM Cortex
More informationCase 1:17-cv SLR Document 1-3 Filed 01/23/17 Page 1 of 33 PageID #: 60 EXHIBIT C
Case 1:17-cv-00064-SLR Document 1-3 Filed 01/23/17 Page 1 of 33 PageID #: 60 EXHIBIT C Case 1:17-cv-00064-SLR Document 1-3 Filed 01/23/17 Page 2 of 33 PageID #: 61 U.S. Patent No. 7,633,506 VIZIO / Sigma
More informationInside VR on Mobile. Sam Martin Graphics Architect GDC 2016
Inside VR on Mobile Sam Martin Graphics Architect GDC 2016 VR Today Emerging technology Main mobile VR ecosystems Google Cardboard Samsung GearVR In this talk: Latency Multiple views Performance tuning
More informationARM Multimedia IP: working together to drive down system power and bandwidth
ARM Multimedia IP: working together to drive down system power and bandwidth Speaker: Robert Kong ARM China FAE Author: Sean Ellis ARM Architect 1 Agenda System power overview Bandwidth, bandwidth, bandwidth!
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 informationARM instruction sets and CPUs for wide-ranging applications
ARM instruction sets and CPUs for wide-ranging applications Chris Turner Director, CPU technology marketing ARM Tech Forum Taipei July 4 th 2017 ARM computing is everywhere #1 shipping GPU in the world
More informationUnreal Engine 4: Mobile Graphics on ARM CPU and GPU Architecture
Unreal Engine 4: Mobile Graphics on ARM CPU and GPU Architecture Ray Hwang, Segment Marketing Manager, ARM Niklas Smedberg, Senior Engine Programmer, Epic Games Hessed Choi, Senior Field Applications Engineer,
More informationThe Bifrost GPU architecture and the ARM Mali-G71 GPU
The Bifrost GPU architecture and the ARM Mali-G71 GPU Jem Davies ARM Fellow and VP of Technology Hot Chips 28 Aug 2016 Introduction to ARM Soft IP ARM licenses Soft IP cores (amongst other things) to our
More informationExploring System Coherency and Maximizing Performance of Mobile Memory Systems
Exploring System Coherency and Maximizing Performance of Mobile Memory Systems Shanghai: William Orme, Strategic Marketing Manager of SSG Beijing & Shenzhen: Mayank Sharma, Product Manager of SSG ARM Tech
More informationEnable AI on Mobile Devices
Enable AI on Mobile Devices Scott Wang 王舒翀 Senior Segment Manager Mobile, BSG ARM Tech Forum 2017 14 th June 2017, Shenzhen AI is moving from core to edge Ubiquitous AI Safe and autonomous Mixed reality
More informationCS427 Multicore Architecture and Parallel Computing
CS427 Multicore Architecture and Parallel Computing Lecture 6 GPU Architecture Li Jiang 2014/10/9 1 GPU Scaling A quiet revolution and potential build-up Calculation: 936 GFLOPS vs. 102 GFLOPS Memory Bandwidth:
More informationVulkan Multipass mobile deferred done right
Vulkan Multipass mobile deferred done right Hans-Kristian Arntzen Marius Bjørge Khronos 5 / 25 / 2017 Content What is multipass? What multipass allows... A driver to do versus MRT Developers to do Transient
More informationVulkan on Mobile. Daniele Di Donato, ARM GDC 2016
Vulkan on Mobile Daniele Di Donato, ARM GDC 2016 Outline Vulkan main features Mapping Vulkan Key features to ARM CPUs Mapping Vulkan Key features to ARM Mali GPUs 4 Vulkan Good match for mobile and tiling
More informationRADEON X1000 Memory Controller
RADEON X1000 Memory Controller Ring Bus Memory Controller Supports today s fastest graphics memory devices GDDR3, 48+ GB/sec 512-bit Ring Bus Simplifies layout and enables extreme memory clock scaling
More informationMali-400 MP: A Scalable GPU for Mobile Devices Tom Olson
Mali-400 MP: A Scalable GPU for Mobile Devices Tom Olson Director, Graphics Research, ARM Outline ARM and Mobile Graphics Design Constraints for Mobile GPUs Mali Architecture Overview Multicore Scaling
More informationMultimedia in Mobile Phones. Architectures and Trends Lund
Multimedia in Mobile Phones Architectures and Trends Lund 091124 Presentation Henrik Ohlsson Contact: henrik.h.ohlsson@stericsson.com Working with multimedia hardware (graphics and displays) at ST- Ericsson
More informationAn introduction to Machine Learning silicon
An introduction to Machine Learning silicon November 28 2017 Insight for Technology Investors AI/ML terminology Artificial Intelligence Machine Learning Deep Learning Algorithms: CNNs, RNNs, etc. Additional
More informationHardware- Software Co-design at Arm GPUs
Hardware- Software Co-design at Arm GPUs Johan Grönqvist MCC 2017 - Uppsala About Arm Arm Mali GPUs: The World s #1 Shipping Graphics Processor 151 Total Mali licenses 21 Mali video and display licenses
More informationCourse Recap + 3D Graphics on Mobile GPUs
Lecture 18: Course Recap + 3D Graphics on Mobile GPUs Interactive Computer Graphics Q. What is a big concern in mobile computing? A. Power Two reasons to save power Run at higher performance for a fixed
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 informationSaving the Planet Designing Low-Power, Low-Bandwidth GPUs
Saving the Planet Designing Low-Power, Low-Bandwidth GPUs Alan Tsai Business Development Manager ARM Saving the Planet? Really? Photo courtesy of NASA. 2 Mobile GPU design is all about power It s not about
More informationASYNCHRONOUS SHADERS WHITE PAPER 0
ASYNCHRONOUS SHADERS WHITE PAPER 0 INTRODUCTION GPU technology is constantly evolving to deliver more performance with lower cost and lower power consumption. Transistor scaling and Moore s Law have helped
More informationEvolving IP configurability and the need for intelligent IP configuration
Evolving IP configurability and the need for intelligent IP configuration Mayank Sharma Product Manager ARM Tech Symposia India December 7 th 2016 Increasing IP integration costs per node $140 $120 $M
More informationAdvanced IP solutions enabling the autonomous driving revolution
Advanced IP solutions enabling the autonomous driving revolution Chris Turner Director, Emerging Technology & Strategy, Embedded & Automotive Arm Shanghai, Beijing, Shenzhen Arm Tech Symposia 2017 Agenda
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 informationPowerVR Hardware. Architecture Overview for Developers
Public Imagination Technologies PowerVR Hardware Public. This publication contains proprietary information which is subject to change without notice and is supplied 'as is' without warranty of any kind.
More informationComprehensive Arm Solutions for Innovative Machine Learning (ML) and Computer Vision (CV) Applications
Comprehensive Arm Solutions for Innovative Machine Learning (ML) and Computer Vision (CV) Applications Helena Zheng ML Group, Arm Arm Technical Symposia 2017, Taipei Machine Learning is a Subset of Artificial
More informationHTML5 Evolution and Development. Matt Spencer UI & Browser Marketing Manager
HTML5 Evolution and Development Matt Spencer UI & Browser Marketing Manager 1 HTML5 Ratified. finally! After 7 years of development, the HTML5 specification was ratified on 28 th October 14 urce>
More informationCase 1:17-cv SLR Document 1-4 Filed 01/23/17 Page 1 of 30 PageID #: 75 EXHIBIT D
Case 1:17-cv-00065-SLR Document 1-4 Filed 01/23/17 Page 1 of 30 PageID #: 75 EXHIBIT D Case 1:17-cv-00065-SLR Document 1-4 Filed 01/23/17 Page 2 of 30 PageID #: 76 U.S. Patent No. 7,633,506 LG / MediaTek
More informationA Secure and Connected Intelligent Future. Ian Smythe Senior Director Marketing, Client Business Arm Tech Symposia 2017
A Secure and Connected Intelligent Future 1 2017 Arm Copyright Limited Arm 2017 Ian Smythe Senior Director Marketing, Client Business Arm Tech Symposia 2017 Arm: The Industry s Architecture of Choice 50
More informationLPGPU Workshop on Power-Efficient GPU and Many-core Computing (PEGPUM 2014)
A practitioner s view of challenges faced with power and performance on mobile GPU Prashant Sharma Samsung R&D Institute UK LPGPU Workshop on Power-Efficient GPU and Many-core Computing (PEGPUM 2014) SERI
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 informationOptimizing Mobile Games with ARM. Solo Chang Staff Applications Engineer, ARM
Optimizing Mobile Games with ARM Solo Chang Staff Applications Engineer, ARM 1 ARM Ecosystem My first role in ARM was in Developer Relations Developers came to us to ask for help We couldn t share their
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 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 informationSpring 2009 Prof. Hyesoon Kim
Spring 2009 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on
More informationARM Mali -400 MP. The Scalable Multicore Graphics Processing Unit. Under embargo until June 2 nd, 2008
ARM Mali -400 MP The Scalable Multicore Graphics Processing Unit 1 Agenda Market drivers: consumer and technology changes ARM technology and graphics expertise ARM launches pioneering Mali-400 MP GPU Mali-400
More information3D Graphics in Future Mobile Devices. Steve Steele, ARM
3D Graphics in Future Mobile Devices Steve Steele, ARM Market Trends Mobile Computing Market Growth Volume in millions Mobile Computing Market Trends 1600 Smart Mobile Device Shipments (Smartphones and
More informationPowerVR Performance Recommendations. The Golden Rules
PowerVR Performance Recommendations Copyright Imagination Technologies Limited. All Rights Reserved. This publication contains proprietary information which is subject to change without notice and is supplied
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 informationGraphics and Imaging Architectures
Graphics and Imaging Architectures Kayvon Fatahalian http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/ About Kayvon New faculty, just arrived from Stanford Dissertation: Evolving real-time graphics
More informationARM. Mali GPU. OpenGL ES Application Optimization Guide. Version: 3.0. Copyright 2011, 2013 ARM. All rights reserved. ARM DUI 0555C (ID102813)
ARM Mali GPU Version: 3.0 OpenGL ES Application Optimization Guide Copyright 2011, 2013 ARM. All rights reserved. ARM DUI 0555C () ARM Mali GPU OpenGL ES Application Optimization Guide Copyright 2011,
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 informationAccelerating intelligence at the edge for embedded and IoT applications
Accelerating intelligence at the edge for embedded and IoT applications Arm Tech Symposia 2017 Agenda The emergence of intelligence at the edge Requirements for intelligent edge computing IP and technologies
More informationMoving Mobile Graphics Advanced Real-time Shadowing. Marius Bjørge ARM
Moving Mobile Graphics Advanced Real-time Shadowing Marius Bjørge ARM Shadow algorithms Shadow filters Results Agenda SHADOW ALGORITHMS Shadow Algorithms Shadow mapping Depends on light type Directional,
More informationOptimized Rendering Techniques Based on Local Cubemaps
Optimized Rendering Techniques Based on Local Cubemaps Roberto Lopez Mendez Senior Software Engineer, ARM ARM Game Developer Day - London 03/12/2015 Agenda The concept of local cubemaps Optimized rendering
More informationMaximizing heterogeneous system performance with ARM interconnect and CCIX
Maximizing heterogeneous system performance with ARM interconnect and CCIX Neil Parris, Director of product marketing Systems and software group, ARM Teratec June 2017 Intelligent flexible cloud to enable
More informationSpring 2011 Prof. Hyesoon Kim
Spring 2011 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on
More informationDEFERRED RENDERING STEFAN MÜLLER ARISONA, ETH ZURICH SMA/
DEFERRED RENDERING STEFAN MÜLLER ARISONA, ETH ZURICH SMA/2013-11-04 DEFERRED RENDERING? CONTENTS 1. The traditional approach: Forward rendering 2. Deferred rendering (DR) overview 3. Example uses of DR:
More informationDominic Filion, Senior Engineer Blizzard Entertainment. Rob McNaughton, Lead Technical Artist Blizzard Entertainment
Dominic Filion, Senior Engineer Blizzard Entertainment Rob McNaughton, Lead Technical Artist Blizzard Entertainment Screen-space techniques Deferred rendering Screen-space ambient occlusion Depth of Field
More informationImmersion. Tim Leland Vice President, Product Management Qualcomm Technologies,
Immersion Tim Leland Vice President, Product Management Qualcomm Technologies, Inc. @qualcomm Capturing life experiences and extending Realities Capture Color is a power which directly influences the soul
More informationRendering Structures Analyzing modern rendering on mobile
Rendering Structures Analyzing modern rendering on mobile 2018 Arm Limited Hans-Kristian Arntzen 2018-08-16 SIGGRAPH 2018 Content 1 2 3 4 5 Motivation Scene and lights Rendering structures overview Benchmark
More informationMaking XR a reality for everyone
May 29, 2018 @qualcomm Augmented World Expo Making XR a reality for everyone Hugo Swart, Senior Director, Head of XR Business Management Hiren Bhinde, Director, XR Product Management Qualcomm Technologies,
More informationBringing Intelligence to Enterprise Storage Drives
Bringing Intelligence to Enterprise Storage Drives Neil Werdmuller Director Storage Solutions Arm Santa Clara, CA 1 Who am I? 28 years experience in embedded Lead the storage solutions team Work closely
More informationGraphics Architectures and OpenCL. Michael Doggett Department of Computer Science Lund university
Graphics Architectures and OpenCL Michael Doggett Department of Computer Science Lund university Overview Parallelism Radeon 5870 Tiled Graphics Architectures Important when Memory and Bandwidth limited
More informationARM. Mali GPU. OpenGL ES Application Optimization Guide. Version: 2.0. Copyright 2011, 2013 ARM. All rights reserved. ARM DUI 0555B (ID051413)
ARM Mali GPU Version: 2.0 OpenGL ES Application Optimization Guide Copyright 2011, 2013 ARM. All rights reserved. ARM DUI 0555B () ARM Mali GPU OpenGL ES Application Optimization Guide Copyright 2011,
More informationGUERRILLA DEVELOP CONFERENCE JULY 07 BRIGHTON
Deferred Rendering in Killzone 2 Michal Valient Senior Programmer, Guerrilla Talk Outline Forward & Deferred Rendering Overview G-Buffer Layout Shader Creation Deferred Rendering in Detail Rendering Passes
More informationBeyond Programmable Shading Keeping Many Cores Busy: Scheduling the Graphics Pipeline
Keeping Many s Busy: Scheduling the Graphics Pipeline Jonathan Ragan-Kelley, MIT CSAIL 29 July 2010 This talk How to think about scheduling GPU-style pipelines Four constraints which drive scheduling decisions
More informationThe Benefits of GPU Compute on ARM Mali GPUs
The Benefits of GPU Compute on ARM Mali GPUs Tim Hartley 1 SEMICON Europa 2014 ARM Introduction World leading semiconductor IP Founded in 1990 1060 processor licenses sold to more than 350 companies >
More informationArchitectures. Michael Doggett Department of Computer Science Lund University 2009 Tomas Akenine-Möller and Michael Doggett 1
Architectures Michael Doggett Department of Computer Science Lund University 2009 Tomas Akenine-Möller and Michael Doggett 1 Overview of today s lecture The idea is to cover some of the existing graphics
More informationA Reconfigurable Architecture for Load-Balanced Rendering
A Reconfigurable Architecture for Load-Balanced Rendering Jiawen Chen Michael I. Gordon William Thies Matthias Zwicker Kari Pulli Frédo Durand Graphics Hardware July 31, 2005, Los Angeles, CA The Load
More informationCS8803SC Software and Hardware Cooperative Computing GPGPU. Prof. Hyesoon Kim School of Computer Science Georgia Institute of Technology
CS8803SC Software and Hardware Cooperative Computing GPGPU Prof. Hyesoon Kim School of Computer Science Georgia Institute of Technology Why GPU? A quiet revolution and potential build-up Calculation: 367
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 informationThe Future of Mobility. Keith Kressin Senior Vice President, Product Management Qualcomm Technologies,
The Future of Mobility Keith Kressin Senior Vice President, Product Management Qualcomm Technologies, Inc. @qualcomm The future of mobility Path to 5G extended Reality Artificial Intelligence Trends Evolution
More informationSoft Particles. Tristan Lorach
Soft Particles Tristan Lorach tlorach@nvidia.com January 2007 Document Change History Version Date Responsible Reason for Change 1 01/17/07 Tristan Lorach Initial release January 2007 ii Abstract Before:
More informationReal - Time Rendering. Pipeline optimization. Michal Červeňanský Juraj Starinský
Real - Time Rendering Pipeline optimization Michal Červeňanský Juraj Starinský Motivation Resolution 1600x1200, at 60 fps Hw power not enough Acceleration is still necessary 3.3.2010 2 Overview Application
More informationASTC Does It. Eason Tang Staff Applications Engineer, ARM
ASTC Does It Eason Tang Staff Applications Engineer, ARM 1 Complete Guide to Texture Compression (Abridged) Texture data is big 32bpp * 1024 *1024 = 4MB per texture This is the reason for jpg and png Hardware
More informationEach Milliwatt Matters
Each Milliwatt Matters Ultra High Efficiency Application Processors Govind Wathan Product Manager, CPG ARM Tech Symposia China 2015 November 2015 Ultra High Efficiency Processors Used in Diverse Markets
More informationAchieving High-performance Graphics on Mobile With the Vulkan API
Achieving High-performance Graphics on Mobile With the Vulkan API Marius Bjørge Graphics Research Engineer GDC 2016 Agenda Overview Command Buffers Synchronization Memory Shaders and Pipelines Descriptor
More informationPortland State University ECE 588/688. Graphics Processors
Portland State University ECE 588/688 Graphics Processors Copyright by Alaa Alameldeen 2018 Why Graphics Processors? Graphics programs have different characteristics from general purpose programs Highly
More informationGPU Computation Strategies & Tricks. Ian Buck NVIDIA
GPU Computation Strategies & Tricks Ian Buck NVIDIA Recent Trends 2 Compute is Cheap parallelism to keep 100s of ALUs per chip busy shading is highly parallel millions of fragments per frame 0.5mm 64-bit
More informationHigh-Quality Surface Splatting on Today s GPUs
High-Quality Surface Splatting on Today s GPUs M. Botsch, A. Hornung, M. Zwicker, L. Kobbelt Presented by Julian Yu-Chung Chen CS594 GPU Programming 2006-03-30 Outline Point Based Rendering Surface splatting
More informationUser Guide. NVIDIA Quadro FX 4700 X2 BY PNY Technologies Part No. VCQFX4700X2-PCIE-PB
NVIDIA Quadro FX 4700 X2 BY PNY Technologies Part No. VCQFX4700X2-PCIE-PB User Guide PNY Technologies, Inc. 299 Webro Rd. Parsippany, NJ 07054-0218 Tel: 408.567.5500 Fax: 408.855.0680 Features and specifications
More informationEfficient and Scalable Shading for Many Lights
Efficient and Scalable Shading for Many Lights 1. GPU Overview 2. Shading recap 3. Forward Shading 4. Deferred Shading 5. Tiled Deferred Shading 6. And more! First GPU Shaders Unified Shaders CUDA OpenCL
More informationLecture 6: Texture. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011)
Lecture 6: Texture Kayvon Fatahalian CMU 15-869: Graphics and Imaging Architectures (Fall 2011) Today: texturing! Texture filtering - Texture access is not just a 2D array lookup ;-) Memory-system implications
More informationGPU Architecture and Function. Michael Foster and Ian Frasch
GPU Architecture and Function Michael Foster and Ian Frasch Overview What is a GPU? How is a GPU different from a CPU? The graphics pipeline History of the GPU GPU architecture Optimizations GPU performance
More informationPOWERVR MBX. Technology Overview
POWERVR MBX Technology Overview Copyright 2009, Imagination Technologies Ltd. All Rights Reserved. This publication contains proprietary information which is subject to change without notice and is supplied
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 informationThe Rasterization Pipeline
Lecture 5: The Rasterization Pipeline (and its implementation on GPUs) Computer Graphics CMU 15-462/15-662, Fall 2015 What you know how to do (at this point in the course) y y z x (w, h) z x Position objects
More informationARM Technology Forum. Multimedia Technology From ARM September Dennis Laudick VP Partner Marketing
ARM Technology Forum Multimedia Technology From ARM September 2015 Dennis Laudick VP Partner Marketing 1 Accelerating the Pace of Innovation 2014 2009 Display Camera Connectivity Sensors Video CPU GPU
More informationGraphics, Mobile Computing, APIs and Life
Graphics, Mobile Computing, APIs and Life Dave Shreiner Director, Graphics and GPU Computing ARM, Inc. 12 November 2012 1 Agenda ARM and the IP Business That Computer in your Pocket Graphics: Techniques
More informationAchieving High Quality Mobile VR Games
Achieving High Quality Mobile VR Games Roberto Lopez Mendez Senior Software Engineer, ARM VRTGO Developer Day 2016 Newcastle 03/03/2016 Agenda Ice Cave Demo Porting Ice Cave Demo to Samsung Gear VR Improving
More informationARM processors driving automotive innovation
ARM processors driving automotive innovation Chris Turner Director of advanced technology marketing, CPU group ARM tech forums, Seoul and Taipei June/July 2016 The ultimate intelligent connected device
More informationGaël Guennebaud Loïc Barthe, Mathias Paulin IRIT UPS CNRS TOULOUSE FRANCE Gaël Guennebaud Cyprus June 2006
Real-time Soft Shadow Mapping by back-projection Gaël Guennebaud Loïc Barthe, Mathias Paulin IRIT UPS CNRS TOULOUSE FRANCE http://www.irit.fr/~gael.guennebaud/ 1 Hard Shadows light source Is the light
More informationMali Demos: Behind the Pixels. Stacy Smith
Mali Demos: Behind the Pixels Stacy Smith Mali Graphics: Behind the demos Mali Demo Team: Doug Day Stacy Smith (Me) Sylwester Bala Roberto Lopez Mendez PHOTOGRAPH UNAVAILABLE These days I spend more time
More informationBuilding High Performance, Power Efficient Cortex and Mali systems with ARM CoreLink. Robert Kaye
Building High Performance, Power Efficient Cortex and Mali systems with ARM CoreLink Robert Kaye 1 Agenda Once upon a time ARM designed systems Compute trends Bringing it all together with CoreLink 400
More informationThe Dell Precision T3620 tower as a Smart Client leveraging GPU hardware acceleration
The Dell Precision T3620 tower as a Smart Client leveraging GPU hardware acceleration Dell IP Video Platform Design and Calibration Lab June 2018 H17415 Reference Architecture Dell EMC Solutions Copyright
More informationPowerVR Performance Recommendations. The Golden Rules
PowerVR Performance Recommendations Public. This publication contains proprietary information which is subject to change without notice and is supplied 'as is' without warranty of any kind. Redistribution
More informationCS 498 VR. Lecture 19-4/9/18. go.illinois.edu/vrlect19
CS 498 VR Lecture 19-4/9/18 go.illinois.edu/vrlect19 Review from previous lectures Image-order Rendering and Object-order Rendering Image-order Rendering: - Process: Ray Generation, Ray Intersection, Assign
More informationOptimizing Mobile Games with Gameloft and ARM
Optimizing Mobile Games with Gameloft and ARM Stacy Smith Senior Software Engineer, ARM Adrian Voinea World Android Technical Lead, Gameloft Victor Bernot Lead Visual Effects Developer, Gameloft 1 ARM
More informationQualcomm Snapdragon Technologies
March 2018 Game Developer Conference (GDC) Qualcomm Snapdragon Technologies Hiren Bhinde, Director, XR Product Management Qualcomm Technologies, Inc. Qualcomm Technologies announcements & updates Snapdragon
More informationIntroduction to Multicore architecture. Tao Zhang Oct. 21, 2010
Introduction to Multicore architecture Tao Zhang Oct. 21, 2010 Overview Part1: General multicore architecture Part2: GPU architecture Part1: General Multicore architecture Uniprocessor Performance (ECint)
More informationHow to Build Optimized ML Applications with Arm Software
How to Build Optimized ML Applications with Arm Software Arm Technical Symposia 2018 Arm K.K. Senior FAE Ryuji Tanaka Overview Today we will talk about applied machine learning (ML) on Arm. My aim for
More information3DVIA COMPOSER TECHNICAL TIPS
3DVIA COMPOSER TECHNICAL TIPS 3DMOJO.COM A dedicated 3DVIA Composer Website for additional resources (i.e. Forums, Podcasts, etc.) HARDWARE SETTINGS FOR COMPOSER V6R2011 There are a couple of new settings,
More informationFalanx Microsystems. Company Overview
Image Quality no compromise Company Falanx Overview Microsystems Company Overview Design and license silicon graphics IP cores targeted at mobile phones and system-on-chip Core Competencies Computer Graphics
More informationDOOM 3 : The guts of a rendering engine
DOOM 3 : The guts of a rendering engine Introduction Background Game Design Techniques Tradeoffs Problems and Solutions Background Doom One of the most successful PC games of all time Kicked off First
More information