Khronos 简介 2014年12月 Neil Trevett Khronos 主席 NVIDIA移动生态系统副总裁 @Neilt3d
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GLSL 4.50 Spec
The OpenGL® Shading Language Language Version: 4.50 Document Revision: 7 09-May-2017 Editor: John Kessenich, Google Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2017 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
Khronos Data Format Specification
Khronos Data Format Specification Andrew Garrard Version 1.3.1 2020-04-03 1 / 281 Khronos Data Format Specification License Information Copyright (C) 2014-2019 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. This version of the Data Format Specification is published and copyrighted by Khronos, but is not a Khronos ratified specification. Accordingly, it does not fall within the scope of the Khronos IP policy, except to the extent that sections of it are normatively referenced in ratified Khronos specifications. Such references incorporate the referenced sections into the ratified specifications, and bring those sections into the scope of the policy for those specifications. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. -
모바일 그래픽스 라이브러리들: 크로노스 그룹의 표준을 중심으로 Mobile Graphics Libraries: Focusing on the Standards from Khronos Group
50 한국콘텐츠학회 제8권 제2호 모바일 그래픽스 라이브러리들: 크로노스 그룹의 표준을 중심으로 Mobile Graphics Libraries: focusing on the standards from Khronos Group 백낙훈 (경북대학교), 이환용 (㈜휴원 CTO, 경북대학교 박사과정) 차 례 1. 서론 2. OpenGL ES 3. OpenGL SC 4. OpenVG 5. 결론 1. 서론 전력 소모가 낮은 기기를 채택할 수 밖에 없는 것이다. 액정뿐만 아니라, 모든 컴퓨팅 자원들이 궁극적으로 전 컴퓨터는 그 출현 이후, 계속해서 그 크기를 줄여 왔고, 력 문제에 민감하여야 하고, 이 때문에, 제한된 기능만을 현재는 휴대폰, 네비게이터, 휴대용 게임기 등의 형태로 제공할 수 밖에 없는 상황이다. 모바일 컴퓨팅 환경을 제공하고 있다. 모바일 컴퓨팅 환 경의 대두와 함께, 이를 이용한 그래픽스 출력이 요구되 었고, 모바일 환경에서의 그래픽스 기능을 의미하는, 모 바일 그래픽스 환경이 구축되었다. 이 글에서는 현재의 모바일 그래픽스 환경 중에서도 특히 표준 라이브러리들 에 대해 이야기하고자 한다. 지난 10여년 사이에 모바일 그래픽스 분야는 눈부신 발전을 이루었다. 가장 대표적 인 기기인 휴대폰을 기준으로 본다면, 최초에 나온, 저해 상도에 흑백의 투박한 액정을 가진 모델이 불과 몇 년 사 이에 상당한 수준의 컬러 액정을 가진 제품으로 변했고, 3차원 그래픽스를 지원하는 특별한 하드웨어 칩들을 사 (a) 저해상도 2D (b) 3D 용하는 것도 이상하지 않은 상황이 되었다. 이에 따라, 소프트웨어 기술들도 눈부시게 발전하여, 그림 1에서 보 는 바와 같이, 2차원 저해상도에서 3차원 화면을 거쳐, 거의 PC 화면에 필적하는 수준의 고해상도 3차원 화면 이 급속히 사용되고 있다. 모바일 그래픽스 환경은 태생 상, 기존의 데스크 탑 또는 그 이상의 고급 기종들에 비 해, 상대적으로 열등한 하드웨어 환경을 제공할 수 밖에 없다. 가장 문제가 되는 것은 제한된 용량의 전원, 즉 배 터리의 수명을 고려해야 한다는 점이다. PC급의 고해상 (c) 하드웨어로 가속되는 3D 도 액정이 기술적으로 문제가 있는 것이 아니라, 채택하 ▶▶ 그림 1. -
The Opengl ES Shading Language
The OpenGL ES® Shading Language Language Version: 3.20 Document Revision: 12 246 JuneAugust 2015 Editor: Robert J. Simpson, Qualcomm OpenGL GLSL editor: John Kessenich, LunarG GLSL version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost 1 Copyright (c) 2013-2015 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
The Opengl ES Shading Language
The OpenGL ES® Shading Language Language Version: 3.00 Document Revision: 6 29 January 2016 Editor: Robert J. Simpson, Qualcomm OpenGL GLSL editor: John Kessenich, LunarG GLSL version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright © 2008-2016 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
Wen-Mei William Hwu
Wen-mei William Hwu PERSONAL INFORMATION Office: Home: Coordinated Science Laboratory 2709 Bayhill Drive 1308 West Main Street, Champaign, Illinois, 61822-7988 Urbana, Illinois, 61801-2307 (217) 359-8984 (217) 244-8270 (217) 333-5579 (FAX) Email: [email protected] EDUCATION Ph.D., Computer Science,1987, University of California, Berkeley B.S., Electrical Engineering, 1983, National Taiwan University, Taiwan CURRENT POSITION Professor and Sanders III Advanced Micro Devices, Inc., Endowed Chair, Electrical and Computer Engineering; Research Professor of Coordinated Science Laboratory, University of Illinois, Urbana-Champaign (UIUC). Chief Technology Officer and Co-Founder, MulticoreWare, Sunnnyvale, California, St. Louis, Missouri, Champaign, Illinois, Chennai, India, Chang-Chun and Beijing, China. Chief Scientist, Parallel Computing Institute, University of Illinois at Urbana-Champaign Board Member, Personify, Inc., Champaign, IL PROFESSIONAL EXPERIENCE September 2016 to present Co-Director (with Jinjun Xiong of IBM) of the IBM-Illinois Center for Cognitive Computing Systems Research, funded by IBM at a total of $8M for five years. The center funds a total of 30+ researchers working on hardware, software, and algorithms for building cognitive computing systems for innovative AI applications. June 2010 to present Co-Director (with Mateo Valero) of the PUMPS Summer School in Barcelona jointly offered by UIUC and the Universitat Politècnica de Catalunya. The summer school has been attended by about 100 faculty and graduate students worldwide every year to study the advanced parallel algorithm techniques for manycore computing systems. June 2008 to present Principle Investigator of the UIUC CUDA Center of Excellence, funded by NVIDIA at over $2.0 M in cash and equipment. -
News Release for More Information: Neil Trevett, President, Khronos | [email protected] | Phone: +1 (408) 464 7053
News Release For more information: Neil Trevett, President, Khronos | [email protected] | Phone: +1 (408) 464 7053 Khronos Releases OpenVX 1.1 Specification for High Performance, Low Power Computer Vision Acceleration Expanded range of processing functions; Enhanced flexibility for data access and processing; Full conformance tests available; Safety Critical specification in development May 2nd 2016 – Embedded Vision Summit, Santa Clara, CA – The Khronos™ Group, an open consortium of leading hardware and software companies, announces the immediate availability of the OpenVX™ 1.1 specification for cross platform acceleration of computer vision applications and libraries. OpenVX enables performance and power optimized computer vision algorithms for use cases such as face, body and gesture tracking, smart video surveillance, automatic driver assistance systems, object and scene reconstruction, augmented reality, visual inspection, robotics and more. Conformant OpenVX 1.0 implementations and tools are shipping from AMD, Imagination, Intel, NVIDIA, Synopsis and VeriSilicon. OpenVX 1.1 builds on this momentum by adding new processing functions for use cases such as computational photography, and enhances application control over how data is accessed and processed. An open source OpenVX 1.1 sample implementation and full conformance tests will be available before mid-2016. Details on the OpenVX specifications and Adopters Program are available at: www.khronos.org/openvx. “More and more products are incorporating computer vision, and OpenVX -
Opencl BOF Aug14
Neil Trevett Vice President Mobile Ecosystem at NVIDIA President of Khronos and Chair of the OpenCL Working Group SIGGRAPH, Vancouver 2014 © Copyright Khronos Group 2014 - Page 1 Speakers Neil Trevett OpenCL Chair, VP NVIDIA NVIDIA Introduction to Khronos and OpenCL Ecosystem Ralph Potter Research Engineer Codeplay SPIR Luke Iwanski Games Technology Programmer Codeplay SYCL Laszlo Kishonti CEO Kishonti Compute Benchmarking Neil Trevett OpenCL Chair, VP NVIDIA NVIDIA Wrap-up and Questions © Copyright Khronos Group 2014 - Page 2 OpenCL – Portable Heterogeneous Computing • Portable Heterogeneous programming of diverse compute resources - Targeting supercomputers -> embedded systems -> mobile devices • One code tree can be executed on CPUs, GPUs, DSPs and hardware - Dynamically interrogate system load and balance work across available processors • OpenCL = Two APIs and C-based Kernel language - Platform Layer API to query, select and initialize compute devices - Kernel language - Subset of ISO C99 + language extensions - C Runtime API to build and execute kernels across multiple devices OpenCL KernelOpenCL CodeKernel OpenCL CodeKernel OpenCL CodeKernel Code GPU DSP CPU CPU HW © Copyright Khronos Group 2014 - Page 3 OpenCL Roadmap • What markets has OpenCL been aimed at? • What problems is OpenCL solving? • How will OpenCL need to adapt in the future? HPC HPC HPC Desktop HPC Discussion Desktop Desktop Mobile Focus for New Desktop Mobile Mobile Web Capabilities Mobile Web Web FPGA FPGA Embedded Safety Critical 3-component vectors Shared Virtual -
Development of С/С++ Applications for Android* OS Alexey Moskalev About.Me/Moslex
Intel, Delta Course. Nizhny Novgorod, 2015 Development of С/С++ applications for Android* OS Alexey Moskalev About.me/moslex Moskalev Alexey PRM at Intel. Product: Intel® Threading Building Blocks (Intel® TBB) Experience: 7 years Education: NNSU - CMC (2005-2010) HSE - MBA (2011-2013) Summary: • Android* development ecosystem: • Specific of development process for Android* OS • Developer’s tools: • IDE: Eclipse; Android System Studio • SDK, NDK • Developer’s tools from Intel: • Intel ® C++ Compiler for Android • Intel® Cilk™ Plus • Intel® Threading Building Blocks (Intel® TBB) • Intel® SDK for OpenCL™ Applications • Intel® Integrated Native Developer Experience • Samples & Tips: • hello-jni • TBB examples: • Simple & Deterministic reduce • Tachyon Programming methods for Android ? HTML5 Dalvik / ART Libs Tools NDK http://habrahabr.ru/post/201346/ http://habrahabr.ru/company/intel/blog/263873/ Specific of development process for Android OS Host Target Device Emulator (+HAXM*) Windows OS Linux OS (Ubuntu) ADT Bundle OSX IDE + Android SDK + NDK http://habrahabr.ru/company/intel/blog/146114/ http://habrahabr.ru/company/intel/blog/265791/ 5 Specific of development process for Android OS Setup Development Debugging and testing Publishing https://developer.android.com/tools/workflow/index.html 6 Developer’s tools: IDE: Eclipse ADT bundle with Android SDK IDE (Integrated Development Environment): http://eclipse.org/mobile/ ADT (Android Developer Tools): https://developer.android.com/sdk/installing/installing-adt.html SDK (Software Development Kit): https://developer.android.com/sdk/installing/adding-packages.html 7 Developer’s tools: Android Studio IDE http://developer.android.com/sdk/index.html 8 Developer’s tools: Android NDK (Native Development Kit) https://developer.android.com/tools/sdk/ndk/index.html The NDK is a toolset that allows you to implement parts of your app using native-code languages such as C and C++. -
Khronos Group SYCL 1.2.1 Specification
SYCL™ Specification SYCL™ integrates OpenCL™ devices with modern C++ Version 1.2.1 Document Revision: 6 Revision Date: May 14, 2019 Git revision: heads/travis-0-g4f9a12d-dirty Khronos® OpenCL™ Working Group — SYCL™ subgroup Editors: Ronan Keryell, Maria Rovatsou & Lee Howes Copyright 2011-2019 The Khronos® Group Inc. All Rights Reserved SYCL 1.2.1 Copyright© 2013-2019 The Khronos® Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos® Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or other- wise exploited in any manner without the express prior written permission of Khronos® Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos® Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos® to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. -
The Opengl ES Shading Language
The OpenGL ES® Shading Language Language Version: 3.00 Document Revision: 4 6 March 2013 Editor: Robert J. Simpson, Qualcomm OpenGL GLSL editor: John Kessenich, LunarG GLSL version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2013 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be re-formatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group web-site should be included whenever possible with specification distributions. -
Parallel Performance and Energy Efficiency of Modern Video Encoders on Multithreaded Architectures
PARALLEL PERFORMANCE AND ENERGY EFFICIENCY OF MODERN VIDEO ENCODERS ON MULTITHREADED ARCHITECTURES R. Rodr´ıguez-Sanchez´ 1, F. D. Igual2, J. L. Mart´ınez3, R. Mayo1, E. S. Quintana-Ort´ı1 1Depto. de Ingenier´ıa y Ciencia de Computadores, Universidad Jaume I (UJI), Castellon,´ Spain e-mails: frarodrig,mayo,[email protected] 2 Depto. de Arquitectura de Computadores y Automatica,´ Universidad Complutense de Madrid, Madrid, Spain e-mail: fi[email protected] 3Albacete Research Institute of Informatics, University of Castilla-La Mancha, Albacete, Spain e-mail: [email protected] ABSTRACT improve the encoding efficiency by introducing new tools or by improving the existing ones. In this paper we evaluate four mainstream video encoders: H.264/MPEG-4 Advanced Video Coding, Google’s VP8, Previous comparative analyses of video encoders mainly High Efficiency Video Coding, and Google’s VP9, studying focus on execution time and encoding efficiency. However, conventional figures-of-merit such as performance in terms of the considerable levels of hardware parallelism in current encoded frames per second, and encoding efficiency in both multicore servers, combined with the support for significant PSNR and bit-rate of the encoded video sequences. Addition- thread-level concurrency in these architectures, clearly asks ally, two platforms equipped with a large number of cores, for a detailed evaluation of the parallelism of modern video representative of current multicore architectures for high-end encoders. In particular, the number of threads/cores employed servers, and equipped with a wattmeter allow us to assess the in video encoders in general affects the execution time, but quality of these video encoders in terms of parallel scalability may also influence the encoding efficiency more subtlety, and energy consumption, which is well-founded given the as some encoding dependencies can be broken in a parallel significant levels of thread concurrency and the impact of the execution.