Tobii Benchmark Testing Validates the Benefits of Dynamic Foveated Rendering
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VR Headset Comparison
VR Headset Comparison All data correct as of 1st May 2019 Enterprise Resolution per Tethered or Rendering Special Name Cost ($)* Available DOF Refresh Rate FOV Position Tracking Support Eye Wireless Resource Features Announced Works with Google Subject to Mobile phone 5.00 Yes 3 60 90 None Wireless any mobile No Cardboard mobile device required phone HP Reverb 599.00 Yes 6 2160x2160 90 114 Inside-out camera Tethered PC WMR support Yes Tethered Additional (*wireless HTC VIVE 499.00 Yes 6 1080x1200 90 110 Lighthouse V1 PC tracker No adapter support available) HTC VIVE PC or mobile ? No 6 ? ? ? Inside-out camera Wireless - No Cosmos phone HTC VIVE Mobile phone 799.00 Yes 6 1440x1600 75 110 Inside-out camera Wireless - Yes Focus Plus chipset Tethered Additional HTC VIVE (*wireless tracker 1,099.00 Yes 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro adapter support, dual available) cameras Tethered All features HTC VIVE (*wireless of VIVE Pro ? No 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro Eye adapter plus eye available) tracking Lenovo Mirage Mobile phone 399.00 Yes 3 1280x1440 75 110 Inside-out camera Wireless - No Solo chipset Mobile phone Oculus Go 199.00 Yes 3 1280x1440 72 110 None Wireless - Yes chipset Mobile phone Oculus Quest 399.00 No 6 1440x1600 72 110 Inside-out camera Wireless - Yes chipset Oculus Rift 399.00 Yes 6 1080x1200 90 110 Outside-in cameras Tethered PC - Yes Oculus Rift S 399.00 No 6 1280x1440 90 110 Inside-out cameras Tethered PC - No Pimax 4K 699.00 Yes 6 1920x2160 60 110 Lighthouse Tethered PC - No Upscaled -
Download Speeds Performance and Optimized for Long Battery Life
® QUALCOMM FEATURING THE LATEST IN MOBILE TECHNOLOGY. TM SNAPDRAGON Capture sharper, higher-quality images, in challenging lighting situations Qualcomm’s Spectra 14-bit dual image signal processors tap into the enhanced performance and feature enhancements that Hexagon 680 DSP’s HVX 820MOBILE PROCESSOR performance adds with amazing features like Low Light Photo and Video and Touch-to-Track where ISP and DSP work intelligently together to enhance imaging as well as track movements and improve zoom. Enabling a more immersive, intuitive and Immersive, life-like connected experience. virtual reality The Snapdragon 820 mobile processor Experience realistic, visual and audio immersion and offers many advantages: smooth VR action enabled by Snapdragon 820’s • New X12 LTE: Industry leading Heterogeneous compute platform, designed for high connectivity with LTE download speeds performance and optimized for long battery life. of up to 600 Mbps and multi-gigabit 802.11ad Wi-Fi • New Qualcomm® Kryo CPU: Delivering Next-generation maximum performance and low power consumption Kryo is QTI’s first custom computer vision 64-bit quad-core CPU, manufactured Drive more safely with object detection and enhanced in advanced 14nm FinFET LPP process navigation and enhance your smartphone camera • New Qualcomm® Adreno 530: Up to capability with features that can track faces and 40% better graphics and compute objects for a more intelligent mobile experience. performance with the Adreno 530 GPU • Qualcomm Spectra™ 14-bit dual image signal processors (ISPs) deliver high Deeply immersive resolution DSLR-quality images using heterogeneous compute for advanced 3D gaming processing and additional power The combination of Snapdragon 820’s Adreno 530 GPU savings and Kryo CPU creates enough compute performance • New Hexagon 680 DSP includes to enable console quality games and exciting, next Hexagon Vector eXtensions and Sensor generation virtual reality applications. -
GPU Developments 2018
GPU Developments 2018 2018 GPU Developments 2018 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR. -
An Evolution of Mobile Graphics
AN EVOLUTION OF MOBILE GRAPHICS Michael C. Shebanow Vice President, Advanced Processor Lab Samsung Electronics July 20, 20131 DISCLAIMER • The views herein are my own • They do not represent Samsung’s vision nor product plans 2 • The Mobile Market • Review of GPU Tech • GPU Efficiency • User Experience • Tech Challenges • Summary 3 The Rise of the Mobile GPU & Connectivity A NEW WORLD COMING? 4 DISCRETE GPU MARKET Flattening 5 MOBILE GPU MARKET Smart • In 2012, an estimated 800+ Phones million mobile GPUs shipped “Phablets” • ~123M tablets • ~712M smart phones Tablets • Will easily exceed 1B in the coming years • Trend: • Discrete GPU relatively flat • Mobile is growing rapidly 6 WW INTERNET TRAFFIC • Source: Cisco VNI Mobile INET IP Traffic growth Traffic • Internet traffic growth Year (TB/sec) rate (TB/sec) rate is staggering 2005 0.9 0.00 2006 1.5 65% 0.00 • 2012 total traffic is 2007 2.5 61% 0.01 13.7 GB per person 2008 3.8 54% 0.01 per month 2009 5.6 45% 0.04 2010 7.8 40% 0.10 • 2012 smart phone 2011 10.6 36% 0.23 traffic at 2012 12.4 17% 0.34 0.342 GB per person per month • 2017 smart phone traffic expected at 2.7 GB per person per month 7 WHERE ARE WE HEADED?… • Enormous quantity of GPUs • Large amount of interconnectivity • Better I/O 8 GPU Pipelines A BRIEF REVIEW OF GPU TECH 9 MOBILE GPU PIPELINE ARCHITECTURES Tile-based immediate mode rendering IA VS CCV RS PS ROP (TBIMR) Tile-based deferred IA VS CCV scene rendering (TBDR) RS PS ROP IA = input assembler VS = vertex shader CCV = cull, clip, viewport transform RS = rasterization, -
UPDATED Activate Outlook 2021 FINAL DISTRIBUTION Dec
ACTIVATE TECHNOLOGY & MEDIA OUTLOOK 2021 www.activate.com Activate growth. Own the future. Technology. Internet. Media. Entertainment. These are the industries we’ve shaped, but the future is where we live. Activate Consulting helps technology and media companies drive revenue growth, identify new strategic opportunities, and position their businesses for the future. As the leading management consulting firm for these industries, we know what success looks like because we’ve helped our clients achieve it in the key areas that will impact their top and bottom lines: • Strategy • Go-to-market • Digital strategy • Marketing optimization • Strategic due diligence • Salesforce activation • M&A-led growth • Pricing Together, we can help you grow faster than the market and smarter than the competition. GET IN TOUCH: www.activate.com Michael J. Wolf Seref Turkmenoglu New York [email protected] [email protected] 212 316 4444 12 Takeaways from the Activate Technology & Media Outlook 2021 Time and Attention: The entire growth curve for consumer time spent with technology and media has shifted upwards and will be sustained at a higher level than ever before, opening up new opportunities. Video Games: Gaming is the new technology paradigm as most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of gaming. All of the major technology platforms will expand their presence in the gaming stack, leading to a new wave of mergers and technology investments. AR/VR: Augmented reality and virtual reality are on the verge of widespread adoption as headset sales take off and use cases expand beyond gaming into other consumer digital activities and enterprise functionality. -
XR-3 & VR-3 Product Book
XR-3 & VR-3 Product Book Varjo XR-3 and Varjo VR-3 unlock new professional applications and make photorealistic mixed reality and virtual reality more accessible than ever, allowing professionals to see clearer, perform better and learn faster. See everything – from the big picture to the smallest detail • 115° field of view • Human-eye resolution at over 70 pixels per degree • Color accuracy that mirrors the real world Natural interactions and enhanced realism • World’s fastest and most accurate eye tracking delivers optimized visuals through foveated rendering • Integrated Ultraleap™ hand tracking ensures natural interactions. Wearable for hours on end • Improved comfort with 3-point precision fit headband, 40% lighter weight, and active cooling • Automatic IPD and sophisticated optical design reduce eye strain and simulator sickness Complete software compatibility Unity™, Unreal Engine™, OpenXR 1.0 (early 2021) and a broad range of professional 3D software, including Autodesk VRED™, Lockheed Martin Prepar3d™, VBS BlueIG™ and FlightSafety Vital™ Varjo XR-3: The only photorealistic mixed reality headset. Varjo XR-3 delivers the most immersive mixed reality experience ever constructed, featuring photorealistic visual fidelity across the widest field of view (115°) of any XR headset. And with depth awareness, real and virtual elements blend together naturally. Headset Varjo Subscription (1 year)* €5495 €1495 LiDAR and stereo RGB video pass-through deliver seamless merging of real and virtual for perfect occlusions and full 3D world reconstruction. Inside-out tracking vastly improves tracking accuracy and removes the need for SteamVR™ base stations. *Device and a valid subscription (or offline unlock license) are both required for using XR-3 Varjo VR-3: Highest-fidelity VR. -
Amd Mobile Gpu
1 / 2 Amd Mobile Gpu The partnership will see Samsung use ultra-low power high-performance mobile graphics IP based on AMD Radeon graphics technologies for .... The power pairing of the new eight-core AMD Ryzen 9 5900HS processor in the laptop and Nvidia GeForce RTX 3080 mobile GPU in the .... AMD says gaming laptops featuring GPUs based on its new RDNA 2 ... To showcase the performance of its mobile GPUs, Su showed off Dirt 5 .... The interesting question is whether the GPU pipeline will evolve to perform more ... AMD's Fusion and Intel's Nehalem projects [1222]. ... However, it seems aimed more at the mobile market, where small size and lower wattage matter more.. I attended several keynotes and press conferences including AMD's CES keynote where they announced its Ryzen 4000 Series Mobile Processors, code-named “ .... The new AMD Radeon Pro 5600M paves the way for desktop-class graphics performance with superb efficiency on mobile computing .... This is all 9XX series Mobile GPUs. 1 external ... Frame Pacing Enhancements for AMD Dual Graphics. Both of ... 60 or newer version of the mobile driver (347.. This points to an AMD GPU inside 2022's Galaxy S flagship line. Samsung and AMD announced a partnership to develop a mobile GPU back in .... This ensures that all AMD's Radeon Pro Duo is a beast of a dual GPU graphics card ... The Radeon Pro 5500M is a professional mobile graphics chip by AMD, ... Both NVidia's GeForce & AMD's Radeon have fantastic Graphics Cards ... While both companies are interested in the mobile and console markets, Nvidia has ... -
Case 6:19-Cv-00474-ADA Document 46 Filed 05/05/20 Page 1 of 208
Case 6:19-cv-00474-ADA Document 46 Filed 05/05/20 Page 1 of 208 IN THE UNITED STATES DISTRICT COURT FOR THE WESTERN DISTRICT OF TEXAS WACO DIVISION GPU++, LLC, ) ) Plaintiff, ) ) v. ) ) Civil Action No. W-19-CV-00474-ADA QUALCOMM INCORPORATED; ) QUALCOMM TECHNOLOGIES, INC., ) JURY TRIAL DEMANDED SAMSUNG ELECTRONICS CO., LTD.; ) SAMSUNG ELECTRONICS AMERICA, INC.; ) U.S. Dist. Ct. Judge: Hon. Alan. D. Albright SAMSUNG SEMICONDUCTOR, INC.; ) SAMSUNG AUSTIN SEMICONDUCTOR, ) LLC, ) ) Defendants. ) FIRST AMENDED COMPLAINT Plaintiff GPU++, LLC (“Plaintiff”), by its attorneys, demands a trial by jury on all issues so triable and for its complaint against Qualcomm Incorporated and Qualcomm Technologies, Inc. (collectively, “Qualcomm”) and Samsung Electronics Co., Ltd., Samsung Electronics America, Inc., Samsung Semiconductor, Inc., and Samsung Austin Semiconductor, LLC (collectively, “Samsung”) (Qualcomm and Samsung collectively, “Defendants”), and alleges as follows: NATURE OF THE ACTION 1. This is a civil action for patent infringement under the patent laws of the United States, Title 35, United States Code, Section 271, et seq., involving United States Patent No. 8,988,441 (Exhibit A, “’441 patent”) and seeking damages and injunctive relief as provided in 35 U.S.C. §§ 281 and 283-285. THE PARTIES 2. Plaintiff is a California limited liability company with a principal place of business Case 6:19-cv-00474-ADA Document 46 Filed 05/05/20 Page 2 of 208 at 650-B Fremont Avenue #137, Los Altos, CA 94024. Plaintiff is the owner by assignment of the ʼ441 patent. 3. On information and belief, Qualcomm Incorporated is a corporation organized and existing under the laws of the State of Delaware, having a principal place of business at 5775 Morehouse Dr., San Diego, California, 92121. -
Arxiv:1910.06663V1 [Cs.PF] 15 Oct 2019
AI Benchmark: All About Deep Learning on Smartphones in 2019 Andrey Ignatov Radu Timofte Andrei Kulik ETH Zurich ETH Zurich Google Research [email protected] [email protected] [email protected] Seungsoo Yang Ke Wang Felix Baum Max Wu Samsung, Inc. Huawei, Inc. Qualcomm, Inc. MediaTek, Inc. [email protected] [email protected] [email protected] [email protected] Lirong Xu Luc Van Gool∗ Unisoc, Inc. ETH Zurich [email protected] [email protected] Abstract compact models as they were running at best on devices with a single-core 600 MHz Arm CPU and 8-128 MB of The performance of mobile AI accelerators has been evolv- RAM. The situation changed after 2010, when mobile de- ing rapidly in the past two years, nearly doubling with each vices started to get multi-core processors, as well as power- new generation of SoCs. The current 4th generation of mo- ful GPUs, DSPs and NPUs, well suitable for machine and bile NPUs is already approaching the results of CUDA- deep learning tasks. At the same time, there was a fast de- compatible Nvidia graphics cards presented not long ago, velopment of the deep learning field, with numerous novel which together with the increased capabilities of mobile approaches and models that were achieving a fundamentally deep learning frameworks makes it possible to run com- new level of performance for many practical tasks, such as plex and deep AI models on mobile devices. In this pa- image classification, photo and speech processing, neural per, we evaluate the performance and compare the results of language understanding, etc. -
The Openxr Specification
The OpenXR Specification Copyright (c) 2017-2021, The Khronos Group Inc. Version 1.0.19, Tue, 24 Aug 2021 16:39:15 +0000: from git ref release-1.0.19 commit: 808fdcd5fbf02c9f4b801126489b73d902495ad9 Table of Contents 1. Introduction . 2 1.1. What is OpenXR?. 2 1.2. The Programmer’s View of OpenXR. 2 1.3. The Implementor’s View of OpenXR . 2 1.4. Our View of OpenXR. 3 1.5. Filing Bug Reports. 3 1.6. Document Conventions . 3 2. Fundamentals . 5 2.1. API Version Numbers and Semantics. 5 2.2. String Encoding . 7 2.3. Threading Behavior . 7 2.4. Multiprocessing Behavior . 8 2.5. Runtime . 8 2.6. Extensions. 9 2.7. API Layers. 9 2.8. Return Codes . 16 2.9. Handles . 23 2.10. Object Handle Types . 24 2.11. Buffer Size Parameters . 25 2.12. Time . 27 2.13. Duration . 28 2.14. Prediction Time Limits . 29 2.15. Colors. 29 2.16. Coordinate System . 30 2.17. Common Object Types. 33 2.18. Angles . 36 2.19. Boolean Values . 37 2.20. Events . 37 2.21. System resource lifetime. 42 3. API Initialization. 43 3.1. Exported Functions . 43 3.2. Function Pointers . 43 4. Instance. 47 4.1. API Layers and Extensions . 47 4.2. Instance Lifecycle . 53 4.3. Instance Information . 58 4.4. Platform-Specific Instance Creation. 60 4.5. Instance Enumerated Type String Functions. 61 5. System . 64 5.1. Form Factors . 64 5.2. Getting the XrSystemId . 65 5.3. System Properties . 68 6. Path Tree and Semantic Paths. -
Michael Doggett Department of Computer Science Lund University Overview
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 • Different to Tiled Rasterization! • Tessellation • OpenCL • Programming the GPU without Graphics © mmxii mcd “Only 10% of our pixels require lots of samples for soft shadows, but determining which 10% is slower than always doing the samples. ” by ID_AA_Carmack, Twitter, 111017 Parallelism • GPUs do a lot of work in parallel • Pipelining, SIMD and MIMD • What work are they doing? © mmxii mcd What’s running on 16 unifed shaders? 128 fragments in parallel 16 cores = 128 ALUs MIMD 16 simultaneous instruction streams 5 Slide courtesy Kayvon Fatahalian vertices/fragments primitives 128 [ OpenCL work items ] in parallel CUDA threads vertices primitives fragments 6 Slide courtesy Kayvon Fatahalian Unified Shader Architecture • Let’s take the ATI Radeon 5870 • From 2009 • What are the components of the modern graphics hardware pipeline? © mmxii mcd Unified Shader Architecture Grouper Rasterizer Unified shader Texture Z & Alpha FrameBuffer © mmxii mcd Unified Shader Architecture Grouper Rasterizer Unified Shader Texture Z & Alpha FrameBuffer ATI Radeon 5870 © mmxii mcd Shader Inputs Vertex Grouper Tessellator Geometry Grouper Rasterizer Unified Shader Thread Scheduler 64 KB GDS SIMD 32 KB LDS Shader Processor 5 32bit FP MulAdd Texture Sampler Texture 16 Shader Processors 256 KB GPRs 8 KB L1 Tex Cache 20 SIMD Engines Shader Export Z & Alpha 4 -
PREPARING for a CLOUD AR/VR FUTURE Augmented and Virtual Reality: Peering Into the Future
PREPARING FOR A CLOUD AR/VR Wireless X Labs is a brand-new platform designed to get together telecom operators, technical vendors and FUTURE partners from vertical sectors to explore future mobile application scenarios, drive business and technical innovations and build an open ecosystem. Wireless X Labs have set up three laboratories, which aim to explore three major areas: people-to-people connectivity, applications for vertical sectors and applications in household. ABI Research is the leader in technology market intelligence. Our analysts act as an extension of the world’s most innovative organizations, accelerating their overall decision-making process to more quickly and confidently execute strategies. We assess markets to explore trends, offer insight into the changing landscape, and define tomorrow’s strategic technologies. For more information, visit www.abiresearch.com. CONTENTS 1 Augmented and Virtual Reality: Peering Into The Future 01 1.1. Establishing the AR/VR Reality Spectrum 01 2 VR Technology and Evolutionary Path – Emergence and 06 Rise of Cloud AR/VR 2.1. PC, VR, Mobile VR and 2D AR 07 2.2. Cloud Assisted VR and 3D AR/MR 08 2.3. Beginning of Cloud AR/VR 10 2.4. Cloud VR and MR 11 2.5. 5G as a Driver of AR / VR 12 3 Business Opportunities for MNOs 15 3.1. Content, Services, and Business Models 15 3.2. Transition to Latter Stages 19 3.3. Latter Stages of Cloud AR/VR 19 4 Summary and Key Take-aways 20 4.1. AR/VR – Economic and Social Benefits 20 4.2. Summary 21 CONTENTS 1 Augmented and Virtual Reality: Peering Into The Future 01 1.1.