Parallel Programming for the Web

Total Page:16

File Type:pdf, Size:1020Kb

Parallel Programming for the Web Parallel Programming for the Web Stephan Herhut Richard L. Hudson Tatiana Shpeisman Jaswanth Sreeram Intel Labs fstephan.a.herhut, rick.hudson, tatiana.shpeisman, [email protected] Abstract ming features and tools are emerging for most popu- lar programming languages. Yet, JavaScript applica- Parallel hardware is today's reality and language tions remain predominately sequential. extensions that ease exploiting its promised perfor- This lack of parallel web applications is not due mance flourish. For most mainstream languages, one to the lack of demand for more computing power for or more tailored solutions exist that address the spe- the client side of the web. Many applications, such as cific needs of the language to access parallel hard- photo and video editing, physics-based games, aug- ware. Yet, one widely used language is still stuck in mented reality, financial software and data visualiza- the sequential past: JavaScript, the lingua franca of tion could readily benefit from unused compute cy- the web. cles available in parallel client hardware, as they have Our position is that existing solutions do not trans- abundant latent data parallelism. The problem lies in fer well to the world of JavaScript due to differences the lack of appropriate parallel programming models. in programming models, the additional requirements The web developer community has refused to adopt of the web, like safety, and to developer expecta- traditional multi-threaded shared memory parallel tions. To address this we propose River Trail, a new programming models claiming that such models are parallel programming API designed specifically for too dangerous for their domain. While delivering JavaScript and we show how it satisfies the needs of performance, shared memory programming comes to- the web. To prove that our approach is viable, we gether with classical pitfalls of data races, dead locks have implemented a prototype JIT compiler in Fire- and live locks, all of which can easily lead to hard to fox that shows an order of magnitude performance reproduce concurrency bugs - something neither web improvement for a realistic web application. developers nor users want as part of the web brows- ing experience. Web workers [13], the only widely adopted support for parallel compute in JavaScript 1 Introduction that bring actor style threads to the web, were care- fully designed to steer around all these issues. While Despite Wired magazine proclaiming the Web dead they achieve their design goal of offloading long run- two years ago [1], it is alive and well. Browser-based ning computations to background threads, they are applications written in HTML and JavaScript con- not suitable for the development of parallel scalable tinue to flourish. Moreover, HTML and JavaScript compute intense workloads due to high cost of com- are also emerging as a popular development platform munication and low level of abstraction. for stand-alone applications, especially for smart We believe that parallelism should not be reserved phones and tablets [2, 3]. Part of HTML's popularity to expert programmers writing in C, C++, or Java. is due to its growing capabilities. 3D graphics, audio, Web developers should be able to exploit parallel video, web cam input, geo location, offline storage, hardware without fundamentally changing their pro- video conferencing - all are features traditionally re- gramming style. In particular, they should not need served for native applications that are proposed for to learn a new language or adapt to different seman- or will be part of HTML5 [4] or WebGL [9], the up- tics. coming standards for the next iteration of the web. River Trail puts this belief into action. Build- One capability, however, remains exclusive to native ing on well known data-parallel programming tech- application: the ability to take advantage of parallel niques [6, 5], we have designed an API that makes hardware. expressing parallelism easy, sacrificing performance Parallel hardware is an everyday reality, across all for productivity where need be. We have not ex- vendors and form factors. All major processors sup- tended JavaScript's semantics, nor introduced funda- port vector instructions and a majority of them come mentally new concepts. The API can be fully imple- with multiple cores. Parallel software is also slowly mented in JavaScript, albeit without performance im- moving to mainstream, as various parallel program- provements. However, River Trail is carefully crafted 1 so that it can easily be compiled to a broad range erative multi-tasking style has trained programmers of parallel hardware, from vector units to multi-core to design concurrent programs while relying on de- CPUs. We have proven this with an open source pro- terministic sequential execution. totype, written for the popular Firefox web browser, So in essence, JavaScript can be described as safe, that exploits vector instructions and multiple cores portable, rapid prototyping friendly and determinis- to achieve an order of magnitude speedup on an off- tic. A parallel programming extension for JavaScript the-shelf desktop system. thus should strive to maintain these properties. 2 JavaScript 3 River Trail Design JavaScript is the language behind today's web appli- River Trail builds on well known principles of data- cations. It was developed specifically for client side parallel programming drawing inspiration from [6, 5, scripting on the open web, a purpose that has heavily 8]. The design is based on three pillars, a type called influenced its design: Safety and portability are two ParallelArray that holds data values, several proto- of the key concerns. typical methods of ParallelArray that implement par- The safety requirement stems from the particulars allel constructs like map, and the concept of an ele- of the open web as an application platform. Whereas mental function which is passed to the constructs and traditionally, a user would have to acquire software, typically returns a single data element. In the simple either by download or a physical medium, install it example below, in and out are two parallel arrays - on his local machine and run it, web applications are in created using new and out computed by invoking instant on. A single click on a URL suffices to start the prototype method map with the elemental func- an application, and thus run JavaScript code. Even tion inc1 to create a freshly minted ParallelArray more, the origin of an application is often not appar- with each element in pa incremented by 1. ent, and thus trust cannot easily be established. Portability is a requirement for any open platform. function inc1(val) {return val + 1.0;}; Web applications in particular need to run across de- var in = vices, spanning different architectures and form fac- new ParallelArray([1.0, 2.0, 3,0]); tors. As a consequence, JavaScript is completely var out = in.map(inc1); hardware agnostic. The next example shows a pairwise add of two Par- Other than the name suggests, JavaScript is not re- allelArrays, pa1 and pa2. First, the example creates lated to Java. Both share the above design goals and a function that takes a ParallelArray as an argument they can be categorized as object oriented languages. and returns a function that adds the values located at Yet, JavaScript is dynamically typed and has no no- index i of the this array and the otherPA array. Then tion of classes. Instead, it employs a form of proto- it calls a combine method that produces a new paral- type based inheritance in the spirit of Self [11]. This lel array with each element being a result of invoking design is particularly well suited for rapid and iter- the generated elemental function on the correspond- ative application development, a style that is preva- ing elements of pa1 and pa2. Notice how this exam- lent in web applications. Software is released early ple leverages closures, free variables, and the object- and released often, resolving bugs and issues as they oriented JavaScript programming style. arise. Until today, JavaScript has remained mostly se- function pairwiseAdd(otherPA){ quential and program execution is fully deterministic. return function(i){ The latter forces implementations to essentially halt return this[i]+otherPA[i];} the world while scripts execute. To avoid unrespon- }; sive browsers, typical JavaScript programs there- out = pa1.combine(pairwiseAdd(pa2)); fore make heavy use of callbacks and asynchronicity. Larger tasks, in particular those involving long la- ParallelArray comes with multiple constructors, in- tency operations, are decomposed into independent cluding a comprehension, and the following 5 data chunks that are executed atomically and only ensure parallel methods: map, combine, scan, filter, and a consistent state when yielding control. This coop- scatter. When combined with elemental functions 2 each of these methods creates a freshly minted Par- formance on all forms and factors of available client allelArray. ParallelArray's sixth core data parallel devices. Consequently, we have chosen a high-level method is reduce which typically returns a scalar data-parallel programming approach [6, 5], featur- value. We have chosen a small set of constructs that ing well known primitives like map and reduce. This compose well and can be used to create other data forces the programmer to express the structure of a parallel constructs. For example, gather can be im- parallel algorithm and leaves platform dependent ex- plemented using a comprehension parallel array con- ecution strategies to the specific runtime system. structor, while sum could be implemented using re- duce. This approach enables a do few things well 3.3 Rapid Prototyping implementation strategy which reduces the complex- ity of the compiler and increases our confidence in its River Trail preserves JavaScript friendliness to rapid correctness while anticipating the creation of useful prototyping by staying within the boundaries of the libraries and infrastructures. same programming language. ParallelArray is noth- We now show how our design meets JavaScript's ing more than a new JavaScript type and it behaves properties of safety, portability, rapid prototyping as the JavaScript programmer expects.
Recommended publications
  • Machine Learning in the Browser
    Machine Learning in the Browser The Harvard community has made this article openly available. Please share how this access benefits you. Your story matters Citable link http://nrs.harvard.edu/urn-3:HUL.InstRepos:38811507 Terms of Use This article was downloaded from Harvard University’s DASH repository, and is made available under the terms and conditions applicable to Other Posted Material, as set forth at http:// nrs.harvard.edu/urn-3:HUL.InstRepos:dash.current.terms-of- use#LAA Machine Learning in the Browser a thesis presented by Tomas Reimers to The Department of Computer Science in partial fulfillment of the requirements for the degree of Bachelor of Arts in the subject of Computer Science Harvard University Cambridge, Massachusetts March 2017 Contents 1 Introduction 3 1.1 Background . .3 1.2 Motivation . .4 1.2.1 Privacy . .4 1.2.2 Unavailable Server . .4 1.2.3 Simple, Self-Contained Demos . .5 1.3 Challenges . .5 1.3.1 Performance . .5 1.3.2 Poor Generality . .7 1.3.3 Manual Implementation in JavaScript . .7 2 The TensorFlow Architecture 7 2.1 TensorFlow's API . .7 2.2 TensorFlow's Implementation . .9 2.3 Portability . .9 3 Compiling TensorFlow into JavaScript 10 3.1 Motivation to Compile . 10 3.2 Background on Emscripten . 10 3.2.1 Build Process . 12 3.2.2 Dependencies . 12 3.2.3 Bitness Assumptions . 13 3.2.4 Concurrency Model . 13 3.3 Experiences . 14 4 Results 15 4.1 Benchmarks . 15 4.2 Library Size . 16 4.3 WebAssembly . 17 5 Developer Experience 17 5.1 Universal Graph Runner .
    [Show full text]
  • Webcl for Hardware-Accelerated Web Applications
    WebCL for Hardware-Accelerated Web Applications Won Jeon, Tasneem Brutch, and Simon Gibbs What is WebCL? • WebCL is a JavaScript binding to OpenCL. • WebCL enables significant acceleration of compute-intensive web applications. • WebCL currently being standardized by Khronos. 2 tizen.org Contents • Introduction – Motivation and goals – OpenCL • WebCL – Demos – Programming WebCL – Samsung’s Prototype: implementation & performance • Standardization – Khronos WebCL Working Group – WebCL robustness and security – Standardization status • Conclusion – Summary and Resources 3 tizen.org Motivation • New mobile apps with high compute demands: – augmented reality – video processing – computational photography – 3D games 4 tizen.org Motivation… • GPU offers improved FLOPS and FLOPS/watt as compared to CPU. FLOPS/ GPU watt CPU year 5 tizen.org Motivation… • Web-centric platforms 6 tizen.org OpenCL: Overview • Features – C-based cross-platform programming interface – Kernels: subset of ISO C99 with language extensions – Run-time or build-time compilation of kernels – Well-defined numerical accuracy (IEEE 754 rounding with specified maximum error) – Rich set of built-in functions: cross, dot, sin, cos, pow, log … 7 tizen.org OpenCL: Platform Model • A host is connected to one or more OpenCL devices • OpenCL device – A collection of one or more compute units (~ cores) – A compute unit is composed of one or more processing elements (~ threads) – Processing elements execute code as SIMD or SPMD 8 tizen.org OpenCL: Execution Model • Kernel – Basic unit
    [Show full text]
  • Redalyc.NEW WEB TECHNOLOGIES for ASTRONOMY
    Revista Mexicana de Astronomía y Astrofísica ISSN: 0185-1101 [email protected] Instituto de Astronomía México Sprimont, P-G.; Ricci, D.; Nicastro, L. NEW WEB TECHNOLOGIES FOR ASTRONOMY Revista Mexicana de Astronomía y Astrofísica, vol. 45, 2014, pp. 75-78 Instituto de Astronomía Distrito Federal, México Available in: http://www.redalyc.org/articulo.oa?id=57132995026 How to cite Complete issue Scientific Information System More information about this article Network of Scientific Journals from Latin America, the Caribbean, Spain and Portugal Journal's homepage in redalyc.org Non-profit academic project, developed under the open access initiative RevMexAA (Serie de Conferencias) , 45 , 75–78 (2014) NEW WEB TECHNOLOGIES FOR ASTRONOMY P-G. Sprimont, 1 D. Ricci, 2 and L. Nicastro 1 RESUMEN Gracias a las nuevas capacidades de HTML5, y las grandes mejoras del lenguaje JavaScript es posible disen˜ar interfaces web muy complejas e interactivas. Adem´as, los servidores que eran una vez monol´ıticos y orientados a servir archivos, est´an evolucionando a aplicaciones de servidor f´acilmente programables, capaces de lidiar con interacciones complejas gracias a la nueva generaci´onde navegadores. Nosotros creemos que la comunidad de astr´onomos profesionales y aficionados entera puede beneficiarse del potencial de estas nuevas tecnolog´ıas. Nuevas interfaces web pueden ser disen˜adas para proveer al usuario con herramientas mucho m´as intuitivas e interactivas. Acceder a archivos de datos astron´omicos, controlar y monitorear observatorios y en particu- lar telescopios rob´oticos, supervisar pipelines de reducci´on de datos, son todas capacidades que pueden ser imp lementadas en una aplicaci´on web JavaScript.
    [Show full text]
  • Webgl, Webcl and Beyond!
    WebGL, WebCL and Beyond! Neil Trevett VP Mobile Content, NVIDIA President, Khronos Group © Copyright Khronos Group, 2011 - Page 1 Two WebGL-focused Sessions Today • Industry ecosystem and standards for 3D and compute - What is 3D anyway – jungle survival primer - Khronos and open standard acceleration APIs for native apps - The evolution of pervasive 3D on mobile platforms - WebGL and WebCL as part of HTML5 - Web apps and use cases beyond games – augmented reality • Hands-On with WebGL - Steve Baker - Intific WebGL Reference Cards at end of session! © Copyright Khronos Group, 2011 - Page 2 What is Real-time 3D Graphics? © Copyright Khronos Group, 2011 - Page 3 3D Pipeline Basics • The art of “faking” realistic looking scenes or objects using heuristic techniques learned over the years • The objects making up a scene are held in a database • Surfaces of objects are broken down into a grid of polygons • The vertices of the polygons are located in 3D coordinate space - x,y,z • Each vertex has a “material” – color and reflective properties • Vertices are positioned in 3D space – matrix math zooms and rotates y x2,y2,z2 x1,y1,z1 z x3,y3,z3 x © Copyright Khronos Group, 2011 - Page 4 3D Pipeline Basics – Pixel Shading • Project each polygon onto the screen Interpolate colors - Determine which pixels are affected between vertices • Smooth Shading Lighting - Run lighting equation at each vertex equation each - Compute vertex color depending vertex on how lights interact with surface angles and properties - Interpolate colors between the vertices
    [Show full text]
  • Webcl™ Kernel Validator Request for Quotations
    WebCL™ Kernel Validator Request for Quotations Notice ALL KHRONOS SPECIFICATIONS AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, “MATERIALS”) ARE BEING PROVIDED “AS IS.” KHRONOS MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY OR OTHERWISE WITH RESPECT TO THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. Information furnished is believed to be accurate and reliable. However, Khronos assumes no responsibility for the consequences of use of such information or for any infringement of patents or other rights of third parties that may result from its use. No license is granted by implication or otherwise under any patent or patent rights of Khronos. Specifications mentioned in this publication are subject to change without notice. This publication supersedes and replaces all information previously supplied. Trademarks Khronos, WebCL and WebGL, and associated logos are trademarks or registered trademarks of Khronos Group Inc. OpenCL is a trademark of Apple Inc. and used under license by Khronos. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners. Copyright © 2013 The Khronos Group All rights reserved. WebCL RFQ Page 1 of 9 1. Background The WebCL™ API is designed with security as a primary requirement. The Validator is a security tool to enforce compliance of WebCL™ kernels with the defined WebCL™ language restrictions, and prevent out of bounds memory accesses. The WebCL™ kernel Validator will enforce out of bounds memory protections and perform syntactic validation of WebCL™ kernels. 2. Requirements The project will deliver the design, implementation and documentation for a Validator for WebCL™ kernels.
    [Show full text]
  • Webgl: the Standard, the Practice and the Opportunity Web3d Conference August 2012
    WebGL: The Standard, the Practice and the Opportunity Web3D Conference August 2012 © Copyright Khronos Group 2012 | Page 1 Agenda and Speakers • 3D on the Web and the Khronos Ecosystem - Neil Trevett, NVIDIA and Khronos Group President • Hands On With WebGL - Ken Russell, Google and WebGL Working Group Chair © Copyright Khronos Group 2012 | Page 2 Khronos Connects Software to Silicon • Khronos APIs define processor acceleration capabilities - Graphics, video, audio, compute, vision and sensor processing APIs developed today define the functionality of platforms and devices tomorrow © Copyright Khronos Group 2012 | Page 3 APIs BY the Industry FOR the Industry • Khronos standards have strong industry momentum - 100s of man years invested by industry leading experts - Shipping on billions of devices and multiple operating systems • Khronos is OPEN for any company to join and participate - Standards are truly open – one company, one vote - Solid legal and Intellectual Property framework for industry cooperation - Khronos membership fees to cover expenses • Khronos APIs define core device acceleration functionality - Low-level “Foundation” functionality needed on every platform - Rigorous conformance tests for cross-vendor consistency • They are FREE - Members agree to not request royalties Silicon Software © Copyright Khronos Group 2012 | Page 4 Apple Over 100 members – any company worldwide is welcome to join Board of Promoters © Copyright Khronos Group 2012 | Page 5 API Standards Evolution WEB INTEROP, VISION MOBILE AND SENSORS DESKTOP OpenVL New API technology first evolves on high- Mobile is the new platform for Apps embrace mobility’s end platforms apps innovation. Mobile unique strengths and need Diverse platforms – mobile, TV, APIs unlock hardware and complex, interoperating APIs embedded – mean HTML5 will conserve battery life with rich sensory inputs become increasingly important e.g.
    [Show full text]
  • Neil Trevett Vice President Mobile Ecosystem, NVIDIA President, Khronos Group
    Neil Trevett Vice President Mobile Ecosystem, NVIDIA President, Khronos Group © Copyright Khronos Group 2014 - Page 1 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 cross- vendor portability Acceleration APIs BY the Industry FOR the Industry Well over a BILLION people use Khronos APIs Every Day… © Copyright Khronos Group 2014 - Page 2 Khronos Standards 3D Asset Handling - 3D authoring asset interchange - 3D asset transmission format with compression Visual Computing - 3D Graphics - Heterogeneous Parallel Computing Over 100 companies defining royalty-free APIs to connect software to silicon Acceleration in HTML5 - 3D in browser – no Plug-in - Heterogeneous computing for JavaScript Sensor Processing - Vision Acceleration - Camera Control - Sensor Fusion © Copyright Khronos Group 2014 - Page 3 3D Needs a Transmission Format! • Compression and streaming of 3D assets becoming essential - Mobile and connected devices need access to increasingly large asset databases • 3D is the last media type to define a compressed format - 3D is more complex – diverse asset types and use cases • Needs to be royalty-free - Avoid an ‘internet video codec war’ scenario • Eventually enable hardware implementations of successful codecs - High-performance and low power – but pragmatic adoption strategy
    [Show full text]
  • 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
    [Show full text]
  • HTML5 Audio 1 HTML5 Audio
    HTML5 Audio 1 HTML5 Audio HTML • HTML and HTML5; HTML editor • Dynamic HTML • XHTML • XHTML Basic (Mobile) • XHTML Mobile Profile and C-HTML • HTML element • Span and div • HTML attribute • Character encodings; Unicode • Language code • Document Object Model • Browser Object Model • Style sheets and CSS • Font family and Web colors • HTML scripting and JavaScript • W3C, WHATWG, and validator • Quirks mode • HTML Frames • HTML5 Canvas, WebGL, and WebCL • HTML5 Audio and HTML5 video • Web storage • Web browser (layout) engine • Comparison of • document markup languages • web browsers • layout engine support for • HTML; Non-standard HTML • XHTML (1.1) • HTML5; HTML5 canvas, • HTML5 media (Audio, Video) • v • t [1] • e HTML5 Audio is a subject of the HTML5 specification, investigating audio input, playback, synthesis, as well as speech to text in the browser. HTML5 Audio 2 <audio> element The <audio> element represents a sound, or an audio stream.[2] It is commonly used to play back a single audio file within a web page, showing a GUI widget with play/pause/volume controls. Supported browsers • PC • Google Chrome • Internet Explorer 9 • Mozilla Firefox 3.5 • Opera 10.5 • Safari 3.1[3] • Mobile • Android Browser 2.3 • Blackberry Browser • Google Chrome for Android • Internet Explorer Mobile 9 • Mobile Safari 4 • Mozilla Firefox for Android • Opera Mobile 11 • Tizen Supported audio codecs This table documents the current support for audio codecs by the <audio> element. Browser Operating Formats supported by different web browsers system Ogg
    [Show full text]
  • Pando: Personal Volunteer Computing in Browsers
    Pando: Personal Volunteer Computing in Browsers Erick Lavoie, Laurie Hendren Frederic Desprez Miguel Correia McGill University, Montreal, Canada INRIA Grenoble Rhône-Alpes INESC-ID [email protected] Grenoble, France Lisboa, Portugal [email protected] [email protected] [email protected] Abstract In this paper, we therefore present Pando, a new tool that can The large penetration and continued growth in ownership of per- leverage a dynamically varying number of failure-prone personal sonal electronic devices represents a freely available and largely devices contributed by volunteers, to parallelize the application of a untapped source of computing power. To leverage those, we present function on a stream of values, by using the devices’ browsers. Pando, a new volunteer computing tool based on a declarative con- Pando is based on a declarative concurrent programming para- current programming model and implemented using JavaScript, digm [99] which greatly simplifies reasoning about concurrent WebRTC, and WebSockets. This tool enables a dynamically varying processes: it abstracts the non-determinism in the execution by number of failure-prone personal devices contributed by volunteers making it non-observable. This paradigm has already enjoyed great to parallelize the application of a function on a stream of values, practical successes with the popular MapReduce [38] and Unix by using the devices’ browsers. We show that Pando can provide pipelining [56] programming models. We show for the first time it throughput improvements compared to a single personal device, is also effective in personal volunteer computing tools. on a variety of compute-bound applications including animation Pando abstracts distribution but otherwise relies on existing rendering and image processing.
    [Show full text]
  • Bringing GPU Acceleration to the Web Neil Trevett Khronos President NVIDIA Vice President Mobile Content
    Bringing GPU Acceleration to the Web Neil Trevett Khronos President NVIDIA Vice President Mobile Content © Copyright Khronos Group 2012 | Page 1 GPUs are Good at Many Things … Interactive ray tracing Physics simulation Gaming Battlefield 3, EA But traditionally GPUs have NOT been used for web and 2D graphics… Product design Data visualization … that’s about to change … © Copyright Khronos Group 2012 | Page 2 How Can GPUs enhance the Web? • More functionality - Helping to make HTML5 a complete apps platform - 3D graphics - WebGL - Compute - WebCL • More performance - Accelerating the bulk of web =2D - Accelerating key standards such as SVG and Canvas • Mobile computing changing the need for web acceleration Need MORE performance for TOUCH INTERACTIVITY AT LOWER POWER levels… © Copyright Khronos Group 2012 | Page 3 Mobile – a New Era in Computing 140 Cumulative Shipments 120 iOS & Android MacOS & Windows 100 80 Mobile industry is 60 20 Years faster to 100M/year shipments than PC 40 Units Millions in 20 0 Year 1 Year 2 Year 3 Year 4 Year 5 Year 6 Year 7 Year 8 Year 9 Source: Gartner, Apple, NVIDIA © Copyright Khronos Group 2012 | Page 4 Mobile Thermal Design Point 10” Screen takes 1-2W Resolution makes a difference! 7” Screen The iPad3 screen takes up to 8W 4-5” Screen takes takes 1W 250-500mW 2-4W 4-7W 6-10W 30-90W Typical max system power levels before thermal failure Even as battery technology improves - these thermal limits remain © Copyright Khronos Group 2012 | Page 5 How to Save Power? Write 32-bits to Memory 600pJ • Much more expensive
    [Show full text]
  • The Past, Present, and Future of Javascript Where We’Ve Been, Where We Are, and What Lies Ahead
    The Past, Present, and Future of JavaScript Where We’ve Been, Where We Are, and What Lies Ahead Dr. Axel Rauschmayer The Past, Present, and Future of JavaScript Axel Rauschmayer Beijing • Cambridge • Farnham • Köln • Sebastopol • Tokyo The Past, Present, and Future of JavaScript by Axel Rauschmayer Copyright © 2012 Axel Rauschmayer. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://my.safaribooksonline.com). For more information, contact our corporate/institutional sales department: 800-998-9938 or [email protected]. Editor: Mac Slocum Cover Designer: Karen Montgomery Production Editor: Melanie Yarbrough Interior Designer: David Futato Illustrator: Robert Romano Revision History for the First Edition: 2012-07-20 First release See http://oreilly.com/catalog/errata.csp?isbn=9781449339968 for release details. Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of O’Reilly Media, Inc. The Past, Present, and Future of JavaScript and related trade dress are trademarks of O’Reilly Media, Inc. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and O’Reilly Media, Inc., was aware of a trademark claim, the designations have been printed in caps or initial caps. While every precaution has been taken in the preparation of this book, the publisher and authors assume no responsibility for errors or omissions, or for damages resulting from the use of the information con- tained herein.
    [Show full text]