PPT-Zen of multi core rendering

Author : olivia-moreira | Published Date : 2016-06-21

Corrinne Yu Halo team Principal engine programmer CorrinneYumicrosoftcom Zen of multi core rendering Take away Compilation and survey of effective rendering techniques

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Zen of multi core rendering: Transcript


Corrinne Yu Halo team Principal engine programmer CorrinneYumicrosoftcom Zen of multi core rendering Take away Compilation and survey of effective rendering techniques for current generation multi core console hardware . with mantle. Johan Andersson – Electronic Arts. DX11. Mantle. Avg: 78 fps. Min: 42 fps. Core i7-3970x, AMD Radeon R9 290x, 1080p ULTRA. Avg: 120 fps. Min: 94 fps. +58%!. Bf4 mantle goals. Goals:. Significantly . 2. Processor development till 2004. Out-of-order. Instruction scheduling. 3. Why multi-core ?. Difficult to make single-core. clock frequencies even . higher – heat problems . Deeply pipelined circuits:. , . VR Software Engineer. GameWorks VR. How is VR rendering different?. How is VR rendering different?. High framerate, low latency. 90 frames per second. Motion to photons in . ≤ 20 ms. How is VR rendering different?. Yehuda. . Afek. . Tel-Aviv University. Anat. . Bremler. -Barr. David Hay. Yotam. . Harchol. Yaron. . Koral. Joint work with. This work was supported by European Research Council (ERC) Starting Grant no. 259085. Fog. Final Demo. CSS 522 Topics in Rendering. March . 14,2011. Scott and Lew. Background of Fog. Challenges Rendering it. Our Implementation . Results . Limitations and Future Work. Overview:. Visible clouds and fog are created by millions and millions of water droplets refracting and reflecting light. 19. Parallelized Benchmark-Driven Performance Evaluation of SMPs and Tiled Multi-Core Architectures for Embedded Systems. Arslan. . Munir. *. , Ann Gordon-Ross. + . , and Sanjay . Ranka. #. Department . 2. Processor development till 2004. Out-of-order. Instruction scheduling. 3. Why multi-core ?. Difficult to. increase. . clock . frequencies even . higher – heat . problems. . Moore’s law is at its limits. , . VR Software Engineer. GameWorks VR. How is VR rendering different?. How is VR rendering different?. High framerate, low latency. 90 frames per second. Motion to photons in . ≤ 20 ms. How is VR rendering different?. with mantle. Johan Andersson – Electronic Arts. DX11. Mantle. Avg: 78 fps. Min: 42 fps. Core i7-3970x, AMD Radeon R9 290x, 1080p ULTRA. Avg: 120 fps. Min: 94 fps. +58%!. Bf4 mantle goals. Goals:. Significantly . Organization and Architecture. Multicore Computers. 1. Outline. Introduction. Motivation for Multi-Core. What is multi-core processor?. Properties of Multi-core systems. Applications benefit from multi-core. Stephen Olsen. VxWorks Product Line Manager. This presentation contains no export restricted information.. VxWorks. Safe & Secure . RTOS Platform. Agenda. Industry Trends. What is ARINC 653?. Multicore issues. Jaeung Han¹, Jeongseob Ahn¹, . Changdae. Kim. ¹, Youngjin Kwon¹, . Young-. ri. Choi², and Jaehyuk Huh¹. ¹ KAIST. (Korea Advanced Institute of Science and Technology). ² KISTI. (Korea Institute of Science and Technology Information). Navaneet Kumar, Sandeep Jain, Rajesh Jain. Networking & Multimedia Solutions Group. Updated Jan 2012. Outline. Virtual Platform – Challenges & Requirement. Significance of TLM 2.0. TLM LT Methodology. Out-of-order. Instruction scheduling. 3. Why multi-core ?. Difficult to make single-core. clock frequencies even . higher – heat problems . Deeply pipelined circuits:. heat . problems, needs special cooling arrangements.

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