Amd future of gp us - campus party

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  • 1. Apresentaes AMD
    19 de janeiro10:00 12:00 O Futuro das GPUs
    20 de janeiro10:00 12:00 Computaoacelerada
    Roberto Brando
    AMD Latin America

2. The Future of GPU
Roberto Brando
AMD Latin America
3. Todays GPUs focused on
GAMING
ENTERTAINMENT
PRODUCTIVITY
4. Todays GPUs focused on
GAMING
ENTERTAINMENT
PRODUCTIVITY
5. DirectX 11 Tessellation
DirectX 10
DirectX 11
No Tessellation
Tessellation
Images courtesy of Unigine Corp.
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6. DirectX 11 Multi-Threading

  • Application, DirectX runtime, and DirectX driver can each run in separate threads

7. Tasks like loading a texture or compiling a shader can execute in parallel with main rendering threadDirectX 10
DirectX 11
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8. DirectX 11 Tessellation
DirectX 10
DirectX 11
No Tessellation
Tessellation
Images courtesy of Unigine Corp.
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9. DirectX 11 Tessellation
DirectX 10
DirectX 11
No Tessellation
Tessellation
Images courtesy of Unigine Corp.
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10. Order Independent Transparency (OIT)

  • Efficient rendering of many overlapping transparent objects

11. Smoke, fire, hair, foliage, fences, water, glass 12. Rendering transparent objects correctly requires sorting 13. Blending is an order dependent operation 14. DirectCompute 11 simplifies OIT by sorting transparent pixels in one shader pass 15. Uses atomic operations and append buffers9
16. DirectX 11 OIT in Action
Skeletonexposed
Arm bleedsthrough body
Order-Independent
Transparency
Simple Alpha Blending
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17. Render Post-Processing
Apply filter kernel to every pixel in rendered image
Depth of field, motion blur, tone mapping, edge detection, smoothing, sharpening
Requires data from neighbouring pixels
Example: constant time filter spreading
Accurately simulates certain lenseffects such as depth of field
Novel processing techniquedeveloped at AMD in conjunctionwith UC Berkeley
DirectCompute greatly simplifiesimplementation while increasingperformance and visual fidelity
Alpha buffer tricks no longer needed fewer artifacts
Shared memory optimizations better performance
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18. DirectX 11 Depth of Field in Action
Noticeable halos
Hard silhouette
Filter Spreading
Legacy Method
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19. Shadow Rendering
HDAO (High Definition Ambient Occlusion)
Detects valleys in scene geometry and darkens them according to depth
Contact hardened shadows
Sharpens shadow edges where they contact casting object, make edges increasingly blurry as they get farther away
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20. DirectX 11 Shadows in Action
DirectX 10.1 Shadows
DirectX 11
Contact Hardened Shadows
Images from S.T.A.L.K.E.R.: Call of Prypiat (GSC Gameworld)
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21. Lighting Post Effects
Realistic Nighttime lighting
HDR bloom
Lens flare
Atmospheric scattering
Light trails
3D color grading
Motion blur
22. Anti-Aliasing
No AA
Smoothes jagged edges around objects
More obvious in moving images and at lower resolutions
Takes multiple samples of image
More samples = higher quality, but also much more work
Radeon products support 2x, 4x, and 6x sample modes
2x AA
4x AA
6x AA
23. EQAA Modes
=Color SampleLocation
=Coverage Sample Location
2x MSAA
4x MSAA
8x MSAA
=Pixel Boundary
No AA
2x EQAA
4 coverage samples
4x EQAA
8 coverage samples
8x EQAA
16 coverage samples
24. Tessellating the Right Way
Can add significant detail to a scene while effectively compressing geometry
But excessive use of tessellation can be inefficient for todays GPUs
Poor utilization of rasterizers
Overshading
Too many polygon edges for MSAA
Brute force approach is wasteful
Overshade per pixel
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7
6
5
4
3
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25 pixel triangles
5 pixel triangles
1 pixel triangles
15 pixel triangles
16 pixel triangle
100% rasterizer utilization
1 pixel triangle
6.25% rasterizer utilization
25. Morphological Anti-Aliasing
No AA
Morphological AA
Post-process filtering technique accelerated with DirectCompute
Delivers full-scene anti-aliasing
Not limited to polygon edges, alpha-tested surfaces, etc.
Faster than super-sampling
Performance similar to edge-detect CFAA, but applies to all edges
Compatible with any DirectX 9/10/11 application
Including games with no AA support
Enabled via AMD Catalyst Control Center
Images capturedfrom Aliens vs. Predator by Rebellion
26. Morphological Anti-Aliasing
MLAA
No AA
4xMSAA
MSAA + MLAA
27. Todays GPUs focused on
GAMING
ENTERTAINMENT
PRODUCTIVITY
28. Power savings improvment
29. We are visual beings
Visual perception
Verbal perception
Words are processedat only 150 wordsper minute
Pictures and video
are processed 400 to 2000 times faster

  • Consumers are looking for better visual experience in an evironment with variable content

30. Content formats and sources have more diversity than ever 31. New applications will demand for computing power that is impossible on todays hardware23
32. Enhanced Multimedia Capabilities
Enhanced UVD2Hardware acceleration decodeof dual 1080p HD video streams9
Windows Aero Mode
Playback of HD videos in high qualitywith Windows Aero mode enabled10
Video Gamma
Independent from Windows desktopfor a superior user experience
Brighter Whites
Blue Stretch processing increases theblue value of white colors for brighter videos
Dynamic Video Range
Control of levels of black and white during playback
Power Management
Enables new customers for all levels of graphics
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33. Superior HDMI Audio and Video Features
Enhanced Home Theatre Audio Experience

  • HDMI 1.3a Dolby TrueHD & DTS-HD Master Audio

34. Full support for premium Blu-ray audio formats Dolby TrueHD , DTS-HD Master Audio, AC-3 and DTS 35. High quality surround soundUp to 8 channels of 192kHz / 24-bit audioAdvanced Display Quality

  • HDMI 1.3a Deep Color & x.v.Color

36. Over 1 billion colors output through HDMI12-bpc output, 10-bpc (4:4:4) meaningfully derived11 37. Wide range of colorsFull support for wide-gamut x.v. color video signals25
38. Improvements already reached consumers
ATI
Stream
Processor utilization
Adobe Flash plugin used by Youtube.com

  • Better image quality and video smoothness

39. Lower processor usage