WWDC15 Graphics and Games

Total Page:16

File Type:pdf, Size:1020Kb

WWDC15 Graphics and Games Graphics and Games #WWDC15 What’s New in Metal, Part 1 Session 603 Rav Dhiraj GPU Software © 2015 Apple Inc. All rights reserved. Redistribution or public display not permitted without written permission from Apple. Metal in Review Metal Dramatically reduced overhead Precompiled shaders Graphics and compute Efficient multithreading Metal Game Dramatically reduced overhead Precompiled shaders Graphics and compute OpenGL Efficient multithreading Metal Dramatically reduced overhead Precompiled shaders Game Graphics and compute Metal Efficient multithreading Frame Time with CPU as the Bottleneck 0 ms 33.3 ms 50 ms Application GPU API CPU frame N frame N GPU Work GPU frame N-1 Frame Time with CPU as the Bottleneck 0 ms 33.3 ms 50 ms Application GPU API CPU frame N frame N GPU Work GPU Idle Time GPU frame N-1 Metal Reduces GPU API Overhead 0 ms 20 ms 33.3 ms Application GPU API CPU frame N frame N GPU Work GPU frame N-1 Metal Reduces GPU API Overhead 0 ms 20 ms 33.3 ms Application CPU CPU frame N Idle Time GPU Work GPU frame N-1 Improve Your Game 0 ms 20 ms 33.3 ms Application More Physics CPU CPU frame N More AI Idle Time GPU Work GPU frame N-1 Or Issue More Draw Calls 0 ms 33.3 ms Application More Physics CPU frame N More AI Up to 10x More Draw Calls GPU Work GPU frame N-1 Or Issue More Draw Calls 0 ms 33.3 ms Application More Physics CPU frame N More AI Up to 10x More Draw Calls GPU Work GPU frame N-1 Metal Draw Time Dramatically reduced overhead Build Time Load Time 1000s per “Never” Infrequent Frame Precompiled shaders Graphics and compute Shader Compilation Efficient multithreading State Validation Metal Draw Time Dramatically reduced overhead Build Time Load Time 1000s per “Never” Infrequent Frame Precompiled shaders Graphics and compute Shader Compilation Efficient multithreading State Validation Metal Draw Time Dramatically reduced overhead Build Time Load Time 1000s per “Never” Infrequent Frame Precompiled shaders Graphics and compute Shader Compilation Efficient multithreading State Validation Metal Dramatically reduced overhead Render Command Precompiled shaders Encoder Graphics and compute Compute Command Encoder Efficient multithreading Render Command Encoder Command Buffer Metal Dramatically reduced overhead Render Command Precompiled shaders Encoder Graphics and compute Compute Command Encoder Efficient multithreading Render Command Encoder Command Buffer Metal Dramatically reduced overhead Thread 1 Pass 1 Command Precompiled shaders Encoder Graphics and compute Efficient multithreading Pass 2 Command Encoder Pass 3 Command Encoder t Metal Dramatically reduced overhead Thread 1 Thread 2 Thread 3 Pass 1 Command Pass 3 Precompiled shaders Encoder Command Pass 2 Encoder Command Graphics and compute Encoder Efficient multithreading t Your App 2D Graphics Standards-Based High-Efficiency Scene Graphs and Imaging 3D Graphics GPU Access SceneKit Core Animation SpriteKit Core Image Core Graphics OpenGL ES Metal GPU Your App 2D Graphics High-Efficiency Scene Graphs and Imaging GPU Access SceneKit Core Animation SpriteKit Core Image Core Graphics Metal GPU Broad Support for Metal Tools Support Frame Debugger Shader Profiler Shader Editor State Inspector Driver Instruments API Analysis Tools Metal OS X Metal OS X Minimal code change required for existing iOS applications Metal OS X Minimal code change required for existing iOS applications • Device selection Metal OS X Minimal code change required for existing iOS applications • Device selection • Support for Discrete Memory Metal OS X Minimal code change required for existing iOS applications • Device selection • Support for Discrete Memory • New texture formats for desktop GPUs Adopting Metal on OS X The Foundry Jack Greasley Courtesy of Framestore, Heyday films, and StudioCanal © The Witcher 3. Image courtesy of Platige Image. Courtesy of Adidas Day One Day One Day Five Day Five Day Fifteen Day Fifteen Day Twenty Day Twenty Day Twenty-Five Day Twenty-Five What did we learn? New Features Device Selection New Compressed Texture Formats Texture Barriers New Texture Features MetalKit Layer Select Metal Performance Shaders Counting Occlusion Queries New Memory Model Multi-sample Depth resolves Depth Clipping Support GPU Family Sets Draw and Compute Indirect Metal System Trace Tool Separate front/back stencil reference values New Shader Constant Update APIs Device Selection New Compressed Texture Formats Texture Barriers New Texture Features MetalKit Layer Select Metal Performance Shaders Counting Occlusion Queries New Memory Model Multi-sample Depth resolves Depth Clipping Support GPU Family Sets Draw and Compute Indirect Metal System Trace Separate front/back stencil reference values New Shader Constant Update APIs Device Selection New Compressed Texture Formats Texture Barriers New Texture Features MetalKit Layer Select Metal Performance Shaders Counting Occlusion Queries New Memory Model Multi-sample Depth resolves Depth Clipping Support GPU Family Sets Draw and Compute Indirect Metal System Trace Tool Separate front/back stencil reference values New Shader Constant Update APIs Metal Feature Set Definitions Metal Feature Set Definitions Feature sets represent a collection of capabilities by GPU generation iOS_GPUFamily2_v1 Metal Feature Set Definitions Feature sets represent a collection of capabilities by GPU generation • Prefix defines the platform iOS_GPUFamily2_v1 Metal Feature Set Definitions Feature sets represent a collection of capabilities by GPU generation • Prefix defines the platform • Family Name is unique to a hardware generation iOS_GPUFamily2_v1 Metal Feature Set Definitions Feature sets represent a collection of capabilities by GPU generation • Prefix defines the platform • Family Name is unique to a hardware generation • Revision number can change as features are added over time iOS_GPUFamily2_v1 Metal Feature Set Definitions Simple query to see if device supports a given feature set Metal Feature Set Definitions Simple query to see if device supports a given feature set [myMetalDevice supportsFeatureSet:iOS_GPUFamily2_v1] iOS Metal Feature Sets Name Introduced Feature Additions Supported Devices iOS_GPUFamily1_v1 iOS 8 Core Metal features for A7 devices iPhone 5s New texture features iPad Air Multi-sample depth resolves iPhone 6 and 6 Plus iOS_GPUFamily1_v2 iOS 9 Depth clipping support iPad Air 2 Separate stencil reference values iOS_GPUFamily2_v1 iOS 8 ASTC texture support New texture features iPhone 6 and 6 Plus Multi-sample depth resolves iPad Air 2 iOS_GPUFamily2_v2 iOS 9 Depth clipping support Separate stencil reference values OS X Metal Feature Sets Name Introduced Feature Additions Supported Devices Same core feature as iOS, plus BCn texture compression formats Combined depth stencil formats Managed resource model Multi-GPU device selection Draw and compute indirect OSX_GPUFamily1_v1 OS X 10.11 counting occlusion queries All Macs since 2012 Layer select Texture barriers New texture features Multi-sample depth resolves Depth clipping support Separate stencil reference values Shader Constant Updates Shader Constant Updates Command Buffer Draw 1 Draw 2 Draw 3 Draw n Shader Constant Updates Command Buffer Shader Draw 1 Constants 1 Constant Data Draw 2 for Draw 2 Constant Data Draw 3 for Draw 3 Constant Data Draw n for Draw n Shader Constant Updates Constant Buffer Command Buffer Shader Draw 1 Constants 1 Constant Data Draw 2 for Draw 2 Constant Data Draw 3 for Draw 3 Constant Data Draw n for Draw n Shader Constant Updates Constant Buffer Command Buffer Shader Draw 1 Constants 1 Constant Data Draw 2 for Draw 2 Constant Data Draw 3 for Draw 3 Constant Data Draw n for Draw n Shader Constant Updates Bind per draw id <MTLBuffer> constant_buffer = …; MyConstants* constant_ptr = constant_buffer.contents; for (i=0; i<draw_count; i++) { constant_ptr[i] = // write constants directly into the buffer [render_pass setVertexBuffer:constant_buffer offset:i*sizeof(MyConstants) atIndex:0]; // draw } Shader Constant Updates Bind per draw id <MTLBuffer> constant_buffer = …; MyConstants* constant_ptr = constant_buffer.contents; for (i=0; i<draw_count; i++) { constant_ptr[i] = // write constants directly into the buffer [render_pass setVertexBuffer:constant_buffer offset:i*sizeof(MyConstants) atIndex:0]; // draw } Shader Constant Updates Bind per draw id <MTLBuffer> constant_buffer = …; MyConstants* constant_ptr = constant_buffer.contents; for (i=0; i<draw_count; i++) { constant_ptr[i] = // write constants directly into the buffer [render_pass setVertexBuffer:constant_buffer offset:i*sizeof(MyConstants) atIndex:0]; // draw } Shader Constant Updates Bind per draw id <MTLBuffer> constant_buffer = …; MyConstants* constant_ptr = constant_buffer.contents; for (i=0; i<draw_count; i++) { constant_ptr[i] = // write constants directly into the buffer [render_pass setVertexBuffer:constant_buffer offset:i*sizeof(MyConstants) atIndex:0]; // draw } Shader Constant Updates Bind per draw id <MTLBuffer> constant_buffer = …; MyConstants* constant_ptr = constant_buffer.contents; for (i=0; i<draw_count; i++) { constant_ptr[i] = // write constants directly into the buffer [render_pass setVertexBuffer:constant_buffer offset:i*sizeof(MyConstants) atIndex:0]; // draw } Shader Constant Updates Bind per draw id <MTLBuffer> constant_buffer = …; MyConstants* constant_ptr = constant_buffer.contents; for (i=0; i<draw_count; i++) { constant_ptr[i] = // write constants directly into the buffer [render_pass setVertexBuffer:constant_buffer offset:i*sizeof(MyConstants) atIndex:0]; // draw } Shader Constant Updates Bind per draw id <MTLBuffer> constant_buffer
Recommended publications
  • Apple US Education Price List
    US Education Institution – Hardware and Software Price List April 30, 2021 For More Information: Please refer to the online Apple Store for Education Institutions: www.apple.com/education/pricelists or call 1-800-800-2775. Pricing Price Part Number Description Date iMac iMac with Intel processor MHK03LL/A iMac 21.5"/2.3GHz dual-core 7th-gen Intel Core i5/8GB/256GB SSD/Intel Iris Plus Graphics 640 w/Apple Magic Keyboard, Apple Magic Mouse 2 8/4/20 1,049.00 MXWT2LL/A iMac 27" 5K/3.1GHz 6-core 10th-gen Intel Core i5/8GB/256GB SSD/Radeon Pro 5300 w/Apple Magic Keyboard and Apple Magic Mouse 2 8/4/20 1,699.00 MXWU2LL/A iMac 27" 5K/3.3GHz 6-core 10th-gen Intel Core i5/8GB/512GB SSD/Radeon Pro 5300 w/Apple Magic Keyboard & Apple Magic Mouse 2 8/4/20 1,899.00 MXWV2LL/A iMac 27" 5K/3.8GHz 8-core 10th-gen Intel Core i7/8GB/512GB SSD/Radeon Pro 5500 XT w/Apple Magic Keyboard & Apple Magic Mouse 2 8/4/20 2,099.00 BR332LL/A BNDL iMac 21.5"/2.3GHz dual-core 7th-generation Core i5/8GB/256GB SSD/Intel IPG 640 with 3-year AppleCare+ for Schools 8/4/20 1,168.00 BR342LL/A BNDL iMac 21.5"/2.3GHz dual-core 7th-generation Core i5/8GB/256GB SSD/Intel IPG 640 with 4-year AppleCare+ for Schools 8/4/20 1,218.00 BR2P2LL/A BNDL iMac 27" 5K/3.1GHz 6-core 10th-generation Intel Core i5/8GB/256GB SSD/RP 5300 with 3-year AppleCare+ for Schools 8/4/20 1,818.00 BR2S2LL/A BNDL iMac 27" 5K/3.1GHz 6-core 10th-generation Intel Core i5/8GB/256GB SSD/RP 5300 with 4-year AppleCare+ for Schools 8/4/20 1,868.00 BR2Q2LL/A BNDL iMac 27" 5K/3.3GHz 6-core 10th-gen Intel Core i5/8GB/512GB
    [Show full text]
  • Managing Research with the Ipad
    Managing Research with the iPad Center for Innovation in Teaching and Research Presenter: Sara Settles Instructional Technology Systems Manager Email: [email protected] ©Copyright 2013 Center for Innovation in Teaching and Research Western Illinois University * Contact S. Settles for Permission to Reprint or Copy (V1.2) 1 Overview iPads have brought new abilities to research within the education field adding mobility and ease of use. With the mobility of the iPad along with the development of many apps there are numerous ways the iPad can be used for research. Researchers can now take the iPad into the field and record data and information in a timelier manner. The iPad is being used to record audio, movies, and enter statistics as a means of collecting and analyzing data. Below are iPad apps which can easily be used in research. Dragon Dictation (Free) – Voice recognition uses Dragon® NaturallySpeaking® technology. This application records the users voice and turns into text allowing editing and the ability to share with others via email or SMS. Google Forms – Use Google Docs > Forms to create forms on a laptop or desktop computer. Information can then be entered on the mobile iPad. Login to Google Docs and use the Create > Form button. Create the form using the settings and save. The information can then be accessed using the iPad. Center for Innovation in Teaching & Research • Malpass Library 637 • Phone: 309.298.2434 2 Grafio Lite – Diagrams & Ideas (Formerly - iDesk Lite) (Free) Mind Mapping – Create diagrams with this application. Users can brainstorm creating mind mapping diagrams and flow charts.
    [Show full text]
  • Apple Buys Digital Magazine Subscription Service 12 March 2018
    Apple buys digital magazine subscription service 12 March 2018 producing beautifully designed and engaging stories for users." The Texture application launched in 2012, the product of a joint venture created two years earlier. "We could not imagine a better home or future for the service," Texture chief executive John Loughlin said. Despite Apple's spectacular trajectory in the decade since the introduction of the iPhone, the California technology titan is facing challenges on whether it can continue growth. Apple is buying digital magazine subscription service While iPhone sales are at the heart of Apple's Texture, adding to the side of its business aimed at money-making machine, the company has taken to making money from online content or services spotlighting revenue from the App Store, iCloud, Apple Music, iTunes and other content and services people tap into using its devices. Apple announced Monday it is buying digital Texture could add digital magazine subscription magazine subscription service Texture, adding to revenue to that lineup. the side of its business aimed at making money from online content or services. Apple reported that it finished last year with cash reserves of $285 billion—much of that stashed The iPhone maker did not disclose financial terms overseas. of the deal to buy Texture from its owners—publishers Conde Nast, Hearst, Meredith, The company said it would bring back most of its Rogers Media and global investment firm KKR. profits from abroad to take advantage of a favorable tax rate in legislation approved by Texture gives subscribers unlimited access to Congress last year. more than 200 magazines, such as Forbes, Esquire, GQ, Wired, People, The Atlantic and The repatriation will result in a tax bill of about $38 National Geographic for a $10 monthly fee.
    [Show full text]
  • For Immediate Release
    FOR IMMEDIATE RELEASE THE JIM HENSON COMPANY AND REHAB ENTERTAINMENT PARTNER WITH AUTHOR/ILLUSTRATOR KAREN KATZ ON LENA!, A NEW ANIMATED PRESCHOOL SERIES Original Series Inspired by Katz’s Award-Winning Title “The Colors of Us” and the Upcoming “My America” Hollywood, CA (July 28, 2020) Rehab Entertainment and The Jim Henson Company are partnering with award- winning author and illustrator Karen Katz to develop Lena!, an original 2D animated preschool series inspired by Katz’s acclaimed picture book The Colors of Us and her upcoming release My America, a new book from MacMillan Publishers (spring, 2021) that celebrates the experiences and stories of U.S. immigrants. Created by Katz and Sidney Clifton, Lena! follows a 7-year-old Guatemalan girl who uses her unique and imaginative way of thinking to explore her culturally diverse neighborhood, identifying ways to help her friends and neighbors along the way. There’s no problem too big or too unusual for Lena's whimsical approach to creative problem-solving in this series all about connection, and she draws from the rich diversity in her community for the resources, support, and inspiration she needs to succeed. For more than twenty years, prolific author and illustrator Karen Katz has released over 85 picture books and board books for children that have been recognized and embraced by critics and parents. Her award-winning titles, including the number-one best-selling Where is Baby’s Bellybutton? and Counting Kisses, have sold 16 million copies worldwide, in over a dozen countries. Katz and Clifton will executive produce Lena! along with John W.
    [Show full text]
  • Music 5 September 2020 Content
    St. Michael-Albertville Middle School Music 5 Teacher: Michael Hilden September 2020 Content Skills Learning Targets Assessment Resources & Technology CEQ: A. Tone Color A. Tone Color A. Tone Color A. Tone Color ​ ​ WHAT ARE THE A1-2. "Tone Color ELEMENTS OF A1. Identify tone Digital Video with student MUSIC? color aurally 1. I can identify the CFA A1-2. Tone Color UEQ: "phones" by what they are study guide A1. Identify tone made of and how they Quiz. What do tone colors color producers visually. produce their sound. A1-2. Notebook/SM sound like? ART board World A1. Identify the 2. I can organize Instrument file What instruments create characteristics of tone instruments into their tone colors and what do color correct families. A1-2. GarageBand they look like? computer program A2. Identify tone How do you produce color aurally A1-2. Pachelbel's tone colors? "Canon" MIDI piece on ​ A2. Identify tone A. Tone Color color producers visually. GarageBand A1. Vocal A1-2. Mac computer ​ A2. Identify the characteristics of tone with MIDI keyboard A2. Instrument color controller A2. Choose A1-2. "Bach's Fight appropriate tone colors for For Freedom" DVD. a MIDI piece www.curriculummapper.com 114 Music 5 St. Michael-Albertville Middle Schools October Content Skills Learning Targets Assessment Resources & Technology ACEQ: A. Tone Color 1. I can identify the A. Tone Color A. Tone Color ​ ​ ​ "phones" by what they are WHAT ARE THE made of and how they A1-2. Britten's ​ ELEMENTS OF A1. Identify tone produce their sound. "Young Person's Guide to A1-2.
    [Show full text]
  • WWDC15 Graphics and Games
    Graphics and Games #WWDC15 Enhancements to SceneKit Session 606 Thomas Goossens Amaury Balliet Sébastien Métrot © 2015 Apple Inc. All rights reserved. Redistribution or public display not permitted without written permission from Apple. GameKit APIs High-Level APIs SceneKit SpriteKit Services Model I/O GameplayKit GameController Low-Level APIs Metal OpenGL SceneKit Since Mountain Lion Since iOS 8 SceneKit Particles Physics Physics Fields SpriteKit Scene Editor Scene Editor Available in Xcode 7 Scene Editor Can open and edit DAE, OBJ, Alembic, STL, and PLY files New native file format (SceneKit archives) Scene Editor SceneKit file format SCNScene archived with NSKeyedArchiver NSKeyedArchiver.archiveRootObject(scnScene, toFile: aFile) SCN Scene Editor Build your game levels Scene Editor Particles Physics Physics Fields Actions Scene Editor Shader Modifiers Ambient Occlusion Demo Scene Editor Amaury Balliet Behind the Scene Thomas Goossens Behind the Scene Concept phase Behind the Scene 3D modeling Behind the Scene Production • Final models • Textures • Lighting • Skinned character Behind the Scene Make it awesome • Particles • 2D overlays • Vegetation • Fog Game Sample Collisions with walls Rendered Mesh Collision Mesh Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Collisions with the Ground Animations Animations Game Sample Animated elements Skinning
    [Show full text]
  • 3Aa7da6d3554e07e7abc52fb2b
    The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XLI-B7, 2016 XXIII ISPRS Congress, 12–19 July 2016, Prague, Czech Republic SCENE CLASSFICATION BASED ON THE SEMANTIC-FEATURE FUSION FULLY SPARSE TOPIC MODEL FOR HIGH SPATIAL RESOLUTION REMOTE SENSING IMAGERY Qiqi Zhua,b,Yanfei Zhonga,b,* , Liangpei Zhanga,b a State Key Laboratory of Information Engineering in Surveying, Mapping and Remote Sensing, Wuhan University, Wuhan 430079, China – [email protected], (zhongyanfei, zlp62)@whu.edu.cn b Collaborative Innovation Center of Geospatial Technology, Wuhan University, Wuhan 430079, China Commission VII, WG VII/4 KEY WORDS: Scene classification, Fully sparse topic model, Semantic-feature, Fusion, Limited training samples, High spatial resolution ABSTRACT: Topic modeling has been an increasingly mature method to bridge the semantic gap between the low-level features and high-level semantic information. However, with more and more high spatial resolution (HSR) images to deal with, conventional probabilistic topic model (PTM) usually presents the images with a dense semantic representation. This consumes more time and requires more storage space. In addition, due to the complex spectral and spatial information, a combination of multiple complementary features is proved to be an effective strategy to improve the performance for HSR image scene classification. But it should be noticed that how the distinct features are fused to fully describe the challenging HSR images, which is a critical factor for scene classification. In this paper, a semantic-feature fusion fully sparse topic model (SFF-FSTM) is proposed for HSR imagery scene classification. In SFF- FSTM, three heterogeneous features—the mean and standard deviation based spectral feature, wavelet based texture feature, and dense scale-invariant feature transform (SIFT) based structural feature are effectively fused at the latent semantic level.
    [Show full text]
  • 6 Universal Texture Compression Format Mar17
    Universal Texture Compression Format WebGL/WebVR/glTF Meetup Stephanie Hurlburt Introduction I work at Binomial, a company building a texture compressor called Basis. I’m currently fully focused on building this up with my business partner, Rich Geldreich. Since Basis uniquely solves a texture compression problem, especially in the WebGL/WebVR pipelines, we are more than happy to donate our texture file format specification and transcoder as a standard to the Khronos Group. We are standardizing this as a part of glTF. Using JPEG for textures A common way to handle texture data is to compress to JPEG, and store uncompressed on the GPU It has decent reasoning behind it CPU-side (JPEGs are small!), but truly limits your graphical capacity. GPU formats were made to improve upon this pipeline! We should use them! (Side note: You don’t want to compress to JPEG and then turn that into a GPU format. Great CPU storage, but heavy runtime processing and double-artifacts and poor GPU compression) Using GPU formats for textures This is what we want to do, but there exists a problem in the existing pipeline. Right now web developers have to store a copy of every GPU format they want to support (at least ETC for Android/Metal iOS, PVRTC for non-Metal (older) iOS, and DXT for desktop-- and more if you want better quality!) To give some perspective-- even if you’re only storing one GPU format, GPU formats are not meant for CPU storage and are still very big. This is where Basis comes in One format, the size of JPEG, that turns into the GPU format you need when you need it.
    [Show full text]
  • Itunes App Store Promotional Design Specifications the Following Specifications Are Required When Submitting Design Elements for Promotion of App on Itunes
    iTunes App Store Promotional Design Specifications The following specifications are required when submitting design elements for promotion of App on iTunes. • Acceptable file types are: layered .psd, transparent .tif, vector .ai, or .eps files. • The following assets are required if an App is selected to be promoted on the iTunes Store. Submission of assets does not guarantee promotion on iTunes. Required Assets Title treatment Include a title treatment / logo for your application (vector .eps, .ai or minimum 600 x 600 px transparent .psd or .tif). The title treatment should be simple and easy to read when scaled down to a small size. Please limit tag or bylines if they are not legible at small scale. Background image Include a background image, texture, color or gradient that corresponds to your application, or is complimentary to your title treatment. App Store “Main” “Splash” Graphic links to individual Application or other location (as programmed by iTunes). Required assets: · title treatment · background image “Brick” Graphic links to individual Application or other location (as programmed by iTunes). Required assets: · title treatment · background image “Icon” Graphic links to individual Application This image is delivered to iTunes via iTunes Connect. Additional Considerations: • Assets that do not follow the above guidelines may be rejected and/or delay potential promotion of application. • "Tags" will be added by iTunes when appropriate, to communicate promotion (i.e. “Application Just Added”). 1 iTunes App Store Promotional Design Specifications (con’t) iTunes may feature your application with a customized page design. If your app is to be featured in this manner, you will be contacted for additional assets The following assets are required if an App is selected for a custom page design on the iTunes Store: Customized Application Page “Background image” The background image, texture, color or gradient should correspond to your application or compliment the title treatment.
    [Show full text]
  • MEDIA LAYER and SERVICE LAYER Media Layer
    SNS COLLEGE OF ENGINEERING Kurumbapalayam (Po), Coimbatore – 641 107 AN AUTONOMOUS INSTITUTION Accredited by NBA – AICTE and Accredited by NAAC – UGCwith ‘A’ Grade Approved by AICTE, New Delhi & Affiliated to Anna University, Chennai CS8493-OPERATING SYSTEMS MEDIA LAYER AND SERVICE LAYER Media Layer Beautiful graphics and high-fidelity multimedia are hallmarks of the OS X user experience. Take advantage of the technologies of the Media layer to incorporate 2D and 3D graphics, animations, image effects, and professional-grade audio and video functionality into your app. Supported Media Formats OS X supports more than 100 media types, covering a range of audio, video, image, and streaming formats. Table 3-1 lists some of the more common supported file formats. Table 3-1 Partial list of formats supported in OS X Image formats PICT, BMP, GIF, JPEG, TIFF, PNG, DIB, ICO, EPS, PDF Audio file and data AAC, AIFF, WAVE, uLaw, AC3, MPEG-3, MPEG-4 (.mp4, .m4a), .snd, .au, .caf, formats Adaptive multi-rate (.amr) AVI, AVR, DV, M-JPEG, MPEG-1, MPEG-2, MPEG-4, AAC, OpenDML, 3GPP, 3GPP2, Video file formats AMC, H.264, iTunes (.m4v), QuickTime (.mov, .qt) Web streaming HTTP, RTP, RTSP protocols Graphics Technologies A distinctive quality of any OS X app is high-quality graphics in its user interface. And on a Retina display, users are more aware than ever of your app’s graphics. The simplest, most efficient, and most common way to ensure high-quality graphics in your app is to use the standard views and controls of the AppKit framework, along with prerendered images in different resolutions.
    [Show full text]
  • Apple US Education Institution Price List
    US Education Institution – Hardware and Software Price List December 10, 2019 For More Information: Please refer to the online Apple Store for Education Institutions: www.apple.com/education/pricelists or call 1-800-800-2775. Pricing Price Part Number Description Date iMac MMQA2LL/A iMac 21.5"/2.3GHz dual-core 7th-gen Intel Core i5/8GB/1TB hard drive/Intel Iris Plus Graphics 640 w/Apple Magic Keyboard, Apple Magic Mouse 2 6/5/17 1,049.00 MRT32LL/A iMac 21.5" 4K/3.6GHz quad-core 8th-gen Intel Core i3/8GB/1TB hard drive/Radeon Pro 555X w/Apple Magic Keyboard and Apple Magic Mouse 2 3/19/19 1,249.00 MRT42LL/A iMac 21.5" 4K/3.0GHz 6-core 8th-gen Intel Core i5/8GB/1TB Fusion drive/Radeon Pro 560X w/Apple Magic Keyboard and Apple Magic Mouse 2 3/19/19 1,399.00 MRQY2LL/A iMac 27" 5K/3.0GHz 6-core 8th-gen Intel Core i5/8GB/1TB Fusion drive/Radeon Pro 570X w/Apple Magic Keyboard and Apple Magic Mouse 2 3/19/19 1,699.00 MRR02LL/A iMac 27" 5K/3.1GHz 6-core 8th-gen Intel Core i5/8GB/1TB Fusion drive/Radeon Pro 575X w/Apple Magic Keyboard & Apple Magic Mouse 2 3/19/19 1,899.00 MRR12LL/A iMac 27" 5K/3.7GHz 6-core 8th-gen Intel Core i5/8GB/2TB Fusion drive/Radeon Pro 580X w/Apple Magic Keyboard & Apple Magic Mouse 2 3/19/19 2,099.00 BMPP2LL/A BNDL iMac 21.5"/2.3GHz dual-core 7th-generation Core i5/8GB/1TB hard drive/Intel IPG 640 with AppleCare+ for Mac 6/5/17 1,168.00 BNR82LL/A BNDL iMac 21.5" 4K/3.6GHz quad-core 8th-generation Intel Core i3/8GB/1TB hard drive/RP 555X with AppleCare+ for Mac 3/19/19 1,368.00 BNR92LL/A BNDL iMac 21.5" 4K/3.0GHz 6-core
    [Show full text]
  • CN-LBP: Complex Networks-Based Local Binary Patterns for Texture Classification
    > REPLACE THIS LINE WITH YOUR PAPER IDENTIFICATION NUMBER (DOUBLE-CLICK HERE TO EDIT) < 1 CN-LBP: Complex Networks-based Local Binary Patterns for Texture Classification Zhengrui Huang 1 generative adversarial networks (GAN) [20]), etc. Abstract—To overcome the limitations of original local binary Compared with other approaches, statistic-based descriptors patterns (LBP), this article proposes a new texture descriptor (LBP) are used most widely. Original LBP was first proposed aided by complex networks (CN) and LBP, named CN-LBP. for rotation invariant texture classification in [10]. Based on the Specifically, we first abstract a texture image (TI) as directed graphs over different bands with the help of pixel distance, idea of local encoding patterns, some efficient LBP-based intensity, and gradient (magnitude and angle). Second, several variants were introduced. For instance, in [21], Zhang et al. CN-based feature measurements (including clustering coefficient, proposed a high-order information-based local derivative in-degree centrality, out-degree centrality, and eigenvector pattern (LDP) for face recognition and classification. To reduce centrality) are selected to further decipher the texture features, the sensitivity of imaging conditions, a local energy pattern which generates four feature images that can retain the image (LEP)-based descriptor was proposed in [22]. Following [22], a information as much as possible. Third, given the original TIs, gradient images (GI), and generated feature images, we can local directional number (LDN)-based descriptor was designed obtain the discriminative representation of texture images based to distinguish similar structural patterns [23]. To reduce the on uniform LBP (ULBP). Finally, the feature vector is obtained by impact of illumination and pose, Ding et al.
    [Show full text]