SIGGRAPH Briefing August 2014

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

Khronos Connects Software to Silicon

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

Copyright Khronos Group Page 1

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

Copyright Khronos Group Page 1

Update on Khronos Open Standard APIs for Vision Processing Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem

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

Copyright Khronos Group Page 1. Vulkan Overview. June 2015

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

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

Open Standard APIs for Augmented Reality

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

Accelerating Vision Processing

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

Mobile AR Hardware Futures

Vulkan Launch Webinar 18 th February Copyright Khronos Group Page 1

Copyright Khronos Group 2012 Page 1. OpenCL 1.2. August 2012

Copyright Khronos Group Page 1

WebGL Meetup GDC Copyright Khronos Group, Page 1

Vulkan 1.1 March Copyright Khronos Group Page 1

Ecosystem Overview Neil Trevett Khronos President NVIDIA Vice President Developer

Graphics Technology Update

Khronos and the Mobile Ecosystem

Introduction to OpenGL ES 3.0

Overview and AR/VR Roadmap

OpenCL Press Conference

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

SYCL for OpenCL in a Nutshell

AR Standards Update Austin, March 2012

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

Open Standards for Today s Gaming Industry

Copyright Khronos Group Page 1. OpenCL BOF SIGGRAPH 2013

Copyright Khronos Group Page 1

Copyright Khronos Group Page 1

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

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

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

WebGL, WebCL and Beyond!

EECS 487: Interactive Computer Graphics

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

WebGL, WebCL and OpenCL

OpenGL BOF Siggraph 2011

Open Standard APIs for Embedded Vision Processing

The State of Gaming APIs

Silicon Acceleration APIs

Neil Trevett Vice President Mobile Ecosystem, NVIDIA President, Khronos Group. Copyright Khronos Group Page 1

Dave Shreiner, ARM March 2009

OpenCL: History & Future. November 20, 2017

Enabling a Richer Multimedia Experience with GPU Compute. Roberto Mijat Visual Computing Marketing Manager

Standards Update. Copyright Khronos Group Page 1

Copyright Khronos Group Page 1

GPGPU on ARM. Tom Gall, Gil Pitney, 30 th Oct 2013

Using Opengl Es 2.0 For Android Development Develop And Design Pdf

POWERVR MBX & SGX OpenVG Support and Resources

Khronos Overview The State of the Art in Open Standards for Visual Computing

SC24/WG9 Liaison Meeting

HSA Foundation! Advanced Topics on Heterogeneous System Architectures. Politecnico di Milano! Seminar Room (Bld 20)! 15 December, 2017!

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

Bringing it all together: The challenge in delivering a complete graphics system architecture. Chris Porthouse

HSA foundation! Advanced Topics on Heterogeneous System Architectures. Politecnico di Milano! Seminar Room A. Alario! 23 November, 2015!

3D Graphics in Future Mobile Devices. Steve Steele, ARM

The Role of Standards in Heterogeneous Programming

Prospects for a more robust, simpler and more efficient shader cross-compilation pipeline in Unity with SPIR-V

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

Mobile Graphics Ecosystem. Tom Olson OpenGL ES working group chair

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

Creating the Embedded Media Processing Ecosystem

Next Generation Visual Computing

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

Take GPU Processing Power Beyond Graphics with Mali GPU Computing

Unleashing the benefits of GPU Computing with ARM Mali TM Practical applications and use-cases. Steve Steele, ARM

OpenMAX AL, OpenSL ES

Working with Metal Overview

Bifrost - The GPU architecture for next five billion

Neil Trevett Vice President, NVIDIA OpenCL Chair Khronos President. Copyright Khronos Group, Page 1

Applications and Implementations

SYCL for OpenCL. in a nutshell. Maria Rovatsou, Codeplay s R&D Product Development Lead & Contributor to SYCL. IWOCL Conference May 2014

GDC 2014 Barthold Lichtenbelt OpenGL ARB chair

HKG OpenCL Support by NNVM & TVM. Jammy Zhou - Linaro

Bringing the Power of the GPU to the Web

The OpenVX Computer Vision and Neural Network Inference

INTERNATIONAL JOURNAL OF PURE AND APPLIED RESEARCH IN ENGINEERING AND TECHNOLOGY

Shrinath Shanbhag Senior Software Engineer Microsoft Corporation

Acceleration Standards for Mobile Augmented Reality

Bringing AAA graphics to mobile platforms. Niklas Smedberg Senior Engine Programmer, Epic Games

PowerVR GPU IP from Wearables to Servers. Kristof Beets Director of Business Development May 2015

SIMULATOR AMD RESEARCH JUNE 14, 2015

GPGPU Applications. for Hydrological and Atmospheric Simulations. and Visualizations on the Web. Ibrahim Demir

Graphics Architectures and OpenCL. Michael Doggett Department of Computer Science Lund university

Grafica Computazionale: Lezione 30. Grafica Computazionale. Hiding complexity... ;) Introduction to OpenGL. lezione30 Introduction to OpenGL

More performance options

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

Standards for Vision Processing and Neural Networks

gltf Briefing September 2016 Copyright Khronos Group Page 1

Request for Quotations

Copyright Khronos Group Page 1

Copyright Khronos Group, Page 1

LPGPU Workshop on Power-Efficient GPU and Many-core Computing (PEGPUM 2014)

Applications and Implementations

Transcription:

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 OpenGL 4.5 specification released First conformant OpenGL ES 3.1 Implementations OpenGL ES 3.1 + (AEP) Android Extension Pack mandated for Android L WebGL approaching pervasive availability across desktop and mobile SPIR v2.0 (OpenCL C intermediate representation) released Next Generation OpenGL Initiative - Call for Participation

Copyright Khronos Group 2014 - Page 3 Khronos Connects Software to Silicon Open Consortium creating ROYALTY-FREE, OPEN STANDARD APIs for hardware acceleration Defining the roadmap for low-level silicon interfaces needed on every platform Graphics, compute, rich media, vision, sensor and camera processing Rigorous specifications AND conformance tests for crossvendor portability Acceleration APIs BY the Industry FOR the Industry Well over a BILLION people use Khronos APIs Every Day

Access to 3D on Over 2 BILLION Devices 1.9B Mobiles / year 300M Desktops / year 1B Browsers / year Source: Gartner (December 2013) Copyright Khronos Group 2014 - Page 4

Copyright Khronos Group 2014 - Page 5 Continuing OpenGL Innovation Bringing state-of-the-art functionality to crossplatform graphics OpenGL 4.3 OpenGL 4.5 OpenGL 4.4 OpenGL 4.2 OpenGL 4.1 OpenGL 3.3/4.0 OpenGL 3.2 OpenGL 3.1 OpenGL 2.0 OpenGL 2.1 OpenGL 3.0 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 DirectX 9.0c DirectX 10.0 DirectX 10.1 DirectX 11 DirectX 11.1 DirectX 11.2

Copyright Khronos Group 2014 - Page 6 What is new in OpenGL 4.5? Direct State Access (DSA) - Object accessors enable state to be queried and modified without binding objects to contexts - efficiency and flexibility for applications, tools and middleware Flush Control - Application can control flushing of pending commands before context switching enabling high-performance multithreaded applications Robustness - Providing a secure platform for applications such as WebGL browsers e.g. preventing a GPU reset affecting any other running applications DX11 emulation features - Easier porting of applications between OpenGL and Direct3D OpenGL ES 3.1 API and shader compatibility - Enables development and execution of the latest OpenGL ES applications on desktop systems

OpenGL ES 3.1 Launched at GDC March 2014 Headline features - Compute Shaders and Draw-Indirect - Compute shaders general compute - can create geometry and rendering data - Draw-Indirect enables arguments from a buffer object that the GPU creates Backward compatible driver upgrade for many SOCs - Backward compatible with 2.0/3.0 so apps can incrementally adopt features Desktop OpenGL can be used for mobile development - OpenGL 4.5 enables use of a OpenGL ES 3.1 context 2002 Working Group Formed 2003 1.0 Driver Update 2004 1.1 Silicon Update 2007 2.0 Silicon Update 2012 3.0 Driver Update 2014 3.1 Copyright Khronos Group 2014 - Page 7

Copyright Khronos Group 2014 - Page 8 OpenGL ES 3.1 Adoption Momentum Widespread industry participation to release specification in March 2014 - Tool and Game Engine Developers, GPU Designers, SoC Vendors - Platform Owners, End Equipment Makers, Middleware ISVs Khronos launched the OpenGL ES 3.1 Adopters program in June 2014 - Broad set of conformance tests to ensure reliable cross-vendor operation Google announced that OpenGL ES 3.1 is standard in Android L - At Google IO June 2014 First wave of GPU vendors conformant in July 2014 - ARM, Imagination Technologies, Intel, NVIDIA, Qualcomm (in process) and Vivante - http://www.khronos.org/conformance/adopters/conformant-products#opengles

Google Android Extension Pack (AEP) Set of extensions for OpenGL ES 3.1 - Accessible through a single query - Functionality to support AAA games Functionality from desktop OpenGL - Tessellation - Improves the detail of geometry rendered - Geometry shaders - Add details and shadows - ASTC Texture Compression - High quality texture compression Enables premium graphics effects - Deferred rendering - Physically-based shading - High Dynamic Range tone mapping - Global Illumination and reflection - Smoke and particle effects Epic s Rivalry demo using full Unreal Engine 4 Running in real-time on NVIDIA Tegra K1 with OpenGL ES 3.1 + AEP https://www.youtube.com/watch?v=jrr-g95gdam Copyright Khronos Group 2014 - Page 9

Copyright Khronos Group 2014 - Page 10 Pervasive WebGL WebGL on EVERY major desktop browser - And coming to all mobile browsers Portable (NO source change) 3D applications are possible for the first time http://caniuse.com/#feat=webgl

Copyright Khronos Group 2014 - Page 11 OpenCL as Parallel Language Backend JavaScript binding for initiation of OpenCL C kernels Language for image processing and computational photography MulticoreWare open source project on Bitbucket Embedded array language for Haskell Java language extensions for parallelism River Trail Language extensions to JavaScript Compiler directives for Fortran, C and C++ PyOpenCL Python wrapper around OpenCL Harlan High level language for GPU programming OpenCL provides vendor optimized, cross-platform, cross-vendor access to heterogeneous compute resources

Widening OpenCL Ecosystem OpenCL C Kernel Source Alternative Alternative Alternative Language for Language for Language Kernels for Kernels Kernels High-level High-level Apps Frameworks and Frameworks Frameworks SPIR Generator (e.g. patched Clang) https://github.com/khronosgroup/spir SPIR is easier compiler target than C SPIR (Standard Portable Intermediate Representation) First portable IR that includes support for parallel computation Created in close cooperation with LLVM community SPIR 1.2 Released January 2014 (uses LLVM 3.2) OpenCL run-time can consume SPIR OpenCL C Runtime Device X Device Y Device Z SYCL Programming abstraction that combines portability and efficiency of OpenCL with ease of use and flexibility of C++ SYCL 1.0 Provisional Released March 2014 Copyright Khronos Group 2014 - Page 12

Copyright Khronos Group 2014 - Page 13 SPIR Unleashes Language Innovation Front-ends - New language front-ends and programming abstractions for heterogeneous parallel programming target production quality OpenCL backends through SPIR Back-ends - New target platforms based on multicore, vector, VLIW or other technologies can reuse production quality language frontends and abstractions Tooling - Advanced program analysis and optimization of programs in SPIR form E.g. OpenACC, C++ AMP and Python are targeting SPIR to access optimized backends across multiple vendors Front-end Languages and Frameworks Multiple Hardware Architectures Backends Tools

Copyright Khronos Group 2014 - Page 14 SPIR 2.0 Released August 2014 Full support of OpenCL 2.0 C kernel language - Generic address space - Functions can be written without specifying a named address space for arguments - Device side kernel enqueue - Device kernels can enqueue kernels to the same device with no host interaction - C++11 atomics - Subset of C11 atomics and synchronization operations - Pipes - Memory objects that store data organized as a FIFO SPIR 2.0 uses LLVM 3.4 with restrictions and conventions SPIR 2.0 specification is provisional requested developer feedback! - https://www.khronos.org/opencl/spir2_0_feedback_forum If you can do it in OpenCL 2.0 - you can do it in SPIR 2.0!

Copyright Khronos Group 2014 - Page 15 Next Generation OpenGL Initiative Ground up design of a modern 3D+compute API Compatibility break with OpenGL Unify GL and ES Platform Diversity Increasing Need for cross-platform standards increasing After twenty two years need ground up design of API for highefficiency access to graphics and compute on modern GPUs

Copyright Khronos Group 2014 - Page 16 Key Design Decisions Explicit application control over GPU and CPU workloads - Application is expected to tell the driver what it wants - High performance and predictability Multithreading / multicore friendly API - Greatly reduced CPU overhead Common shading language intermediate representation - Allows improved shader reliability and portability - Good target for machine-generated shaders and specialized HLLs - Provides a measure of IP protection for shaders - Can use common compiler front end across multiple platforms Architecture Neutral - Full support for tile-based as well as direct renderers - Improved reliability and consistency between implementations

Copyright Khronos Group 2014 - Page 17 Cross Platform Challenge One family of GPUs One OS One GPU on one OS All Modern Platforms and GPUs Participation of key players Proven IP Framework Battle-tested cooperative model The drive to not let the 3D industry fragment

Copyright Khronos Group 2014 - Page 18 Portability Streamlined API is easier to implement and test Standard intermediate language improves shader program portability and reduces driver complexity Crossvendor Portability Enhanced conformance testing methodology WebGL 1.0.2 doubles conformance tests over 1.0.1 ~21200 vs. ~8900 1.0.3 suite will contain ~20% more tests Most contributed by community

Copyright Khronos Group 2014 - Page 19 Next Generation OpenGL Initiative Fast-paced work on detailed proposals and designs are already underway NOT a multi-year design-by-committee process Goal to unify OpenGL and OpenGL ES hence one BOF! If this new API relevant to your business PLEASE JOIN! Modern GPU API Design Next Generation OpenGL True Cross-vendor Portability Cross platform Open Standard

Copyright Khronos Group 2014 - Page 20 Who s On Board? Participants come from all segments of the graphics industry - Including an unprecedented level of participation from AAA game engine ISVs Call for participation! - Any interested company is strongly encouraged to join Khronos for a voice and a vote in the development process: http://www.khronos.org/members/join Apple