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Page 1: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features
Page 2: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

Gestural and Cinematic Interfaces - DX11David Brebner | Unlimited Realities | CTO

Page 3: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

Gestural and Cinematic Interfaces – DX11

“Making an emotional connection with users”

3

Page 4: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

©2010 Advanced Micro Devices, Inc. All rights reserved. 4

Unlimited Realities / Fingertapps

About UsCompany started in 1996

Fingertapps in 2006

2008 We created for Dell the first Windows multi-touch software on the market.

2010 Our software was launched on all Dell consumer PC’s

Page 5: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

The “casual software” trend• Purpose delivered with a minimum of features Function• Art design and effects enhance the experience Cinematic• Interaction in large areas - using physics Gestural

These concepts apply across all types of applications. We are utilisingFusion and DX11 to raise the bar on the cinematic and gestural experience for users.

©2010 Advanced Micro Devices, Inc. All rights reserved. 5

Page 6: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

Presentation Overview

GesturalCinematicDX11

©2010 Advanced Micro Devices, Inc. All rights reserved. 6

Page 7: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

GesturalBroad motions

Full screen compound interfaces are not imposing like atomic onesSweeping movements are more forgiving and friendlyIntention based recognition is more receptive

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Page 8: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

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Atomic vs. Compound interface

Page 9: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

GesturalTactile

Physical simulation appears more authenticDirect Manipulation feels tangible

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Page 10: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

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Physical Simulation

Page 11: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

GesturalRich Input is more immersive

Mouse, Keyboard inputTouch inputNear Touch inputFull body inputAudio input

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Page 12: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

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Input Methods

Mouse and Keyboard input

Page 13: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

13

Input Methods

Touch input 

Page 14: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

14

Input Methods

Near Touch

1 foot

Page 15: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

15

Input Methods

Full Body Input

9 foot

Page 16: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

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Input Methods

Audio Input

9+ foot

Page 17: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

GesturalUser interaction

Device types determine how people feel connectedErgonomics make the user’s experience more comfortable

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Page 18: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

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Input Methods

Televisions

Device types

Up close and personal Multi user

Smart phones and Tablets

Laptops and All‐in‐one

Page 19: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

©2010 Advanced Micro Devices, Inc. All rights reserved. 19

Ergonomics

Lots of publicly available research and recommendations

Very little publicly available research and no industry guidelines

Un‐answered questions…

• How do people use large form factor systems?

• How long do they use these devices for?• Do they stand or sit?• What angle is their arm, wrist, hand?• What % of interaction is touch vs. 

keyboard vs. mouse?• How do the ratios change depending on 

task?

Page 20: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

CinematicPerformance

30 fps (minimum) keeps the experience smoothLow latency inputs feel responsive

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Page 21: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

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30 fps vs input latency

Page 22: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

CinematicVisually Rich

Previewing an action is more intuitive Showing an actions behavior is more playful and satisfyingConsistent visual metaphors are empoweringRich content is appealing

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Page 23: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

CinematicWorlds

3D layouts containing 2D workspaces improve a users spatial model and make navigating seem familiarTransitions help spatial awareness and make the experience cohesive

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Page 24: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

©2010 Advanced Micro Devices, Inc. All rights reserved. 24

2D workspaces in 3D worlds

Page 25: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

©2010 Advanced Micro Devices, Inc. All rights reserved. 25

3D worlds and transitions

Page 26: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

CinematicEffects are wide ranging – some examples of how they can be used include;

Providing visual cues to focus the users attention is helpfulClear feedback on actions is comfortableFind models which are less abstract and feel more naturalProvide users feedback on progress or success making outcomes clearer

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Page 27: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

©2010 Advanced Micro Devices, Inc. All rights reserved. 27

Visual cues on active elements

Lighting Lighting + Blur

Page 28: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

DX11 case study 1

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MLAA over MSAA• Morphological Anti-aliasing • Speed and quality• DirectCompute• RGB vs Depth vs Depth + Normals

Page 29: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

©2010 Advanced Micro Devices, Inc. All rights reserved. 29

MLAA

RGB Causes thinning and smoothing of text

Page 30: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

©2010 Advanced Micro Devices, Inc. All rights reserved. 30

MLAA

Depth

Misses edges

Page 31: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

©2010 Advanced Micro Devices, Inc. All rights reserved. 31

MLAA

Depth + Normals Great edges

Page 32: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

©2010 Advanced Micro Devices, Inc. All rights reserved. 32

MLAA

Page 33: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

DX11 case study 2

33

Particle system• DirectCompute• Low thermal and CPU overhead

Page 34: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

DirectCompute particles

©2010 Advanced Micro Devices, Inc. All rights reserved. 34

DirectCompute particles1. Load XML particle system

definition created in editor2. Load particle PNG resources3. CPU emit’s particles with

random seed values4. DirectCompute manages

particle lifetime and generates lookup textures for the class of particle

5. Geometry shader animates and displays particles using the generated look up textures

Page 35: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

DirectCompute particles

©2010 Advanced Micro Devices, Inc. All rights reserved. 35

Particle lookup textures• These textures are simulated and

output by the GPU when they are first spawned

• Because the random seed data is provided by the CPU this information is constant for each class of particle – hence this pre-computed data is quite small

Color over time

Position, Angle and Warp Lifetime data

Page 36: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

DirectCompute particles

©2010 Advanced Micro Devices, Inc. All rights reserved. 36

Page 37: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

DirectCompute particles

©2010 Advanced Micro Devices, Inc. All rights reserved. 37

Page 38: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

DirectCompute particles

©2010 Advanced Micro Devices, Inc. All rights reserved. 38

Page 39: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

DirectCompute particles

©2010 Advanced Micro Devices, Inc. All rights reserved. 39

Page 40: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

DX11 case study 3

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SSAO• DirectCompute Screen Space Ambient Occlusion• Half res to speed up the effect • Bilateral dilate to increase shadow ‘depth’ • Looks great when geometry is animated and warped

Code thanks : HDAO sample from AMD

Page 41: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

SSAO

©2010 Advanced Micro Devices, Inc. All rights reserved. 41

Full Res Half Res ‐ Dilated Final

Page 42: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

SSAO

©2010 Advanced Micro Devices, Inc. All rights reserved. 42

Page 43: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

DX11 case study 4

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Warping for transitions / selection• Warps can be applied to arbitrary combinations of 3D

geometry and 2D user interface elements

• The resulting geometry is tessellated and warped usinga selection of parameterized warping effects

• These include bulge, shear, squeeze and stretch

Page 44: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

Warp examples

©2010 Advanced Micro Devices, Inc. All rights reserved. 44

Bulge Cloth

Page 45: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

DX11 case study 5

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Depth of Field• Use depth of field to highlight areas of interest• Does not necessarily require ‘real’ DoF solution

• Separate focussed and blurred regions for modal dialogs• Iteratively blur background over n frames using gaussian blur (bear in mind crossfire setups)

• Separable Gaussian blur using compute shader provides great performance.

Code thanks : Jon Story : AMD

Page 46: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

Depth of Field

©2010 Advanced Micro Devices, Inc. All rights reserved. 46

Page 47: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

Depth of Field

©2010 Advanced Micro Devices, Inc. All rights reserved. 47

Page 48: Gestural and Cinematic Interfaces - DX11 - AMDdeveloper.amd.com/wordpress/media/2013/09/2480_final.pdfThe “casual software” trend • Purpose delivered with a minimum of features

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Disclaimer & AttributionThe information presented in this document is for informational purposes only and may contain technical inaccuracies, omissions and typographical errors.

The information contained herein is subject to change and may be rendered inaccurate for many reasons, including but not limited to product and roadmap changes, component and motherboard version changes, new model and/or product releases, product differences between differing manufacturers, software changes, BIOS flashes, firmware upgrades, or the like. There is noobligation to update or otherwise correct or revise this information. However, we reserve the right to revise this information and to make changes from time to time to the content hereof without obligation to notify any person of such revisions or changes.

NO REPRESENTATIONS OR WARRANTIES ARE MADE WITH RESPECT TO THE CONTENTS HEREOF AND NO RESPONSIBILITY IS ASSUMED FOR ANY INACCURACIES, ERRORS OR OMISSIONS THAT MAY APPEAR IN THIS INFORMATION.

ALL IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE ARE EXPRESSLY DISCLAIMED. IN NO EVENT WILL ANY LIABILITY TO ANY PERSON BE INCURRED FOR ANY DIRECT, INDIRECT, SPECIAL OR OTHER CONSEQUENTIAL DAMAGES ARISING FROM THE USE OF ANY INFORMATION CONTAINED HEREIN, EVEN IF EXPRESSLY ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

AMD, the AMD arrow logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc. All other names used in this presentation are for informational purposes only and may be trademarks of their respective owners.

The contents of this presentation were provided by individual(s) and/or company listed on the title page. The information and opinions presented in this presentation may not represent AMD’s positions, strategies or opinions. Unless explicitly stated, AMD is not responsible for the content herein and no endorsements are implied.


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