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HUONE - Khronos

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Applications and Implementations CTO and Technical Marketing Director HUONE Hwanyong LEE
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Page 1: HUONE - Khronos

Applications and Implementations

CTO and Technical Marketing Director

HUONE

Hwanyong LEE

Page 2: HUONE - Khronos

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Embedded 3D Cross platform desktop 3D

3D Asset Interchange Format

High-level Enhanced Audio

Vector 2D

Surface and synch abstraction

Mobile OS Abstraction

3D asset interchange, 3D web content and Mobile OS portability

High-level streaming media and audio frameworks

Low-level silicon acceleration of graphics, media and parallel computation

Hundreds of man years invested by industry experts to create a coordinated visual computing ecosystem for accelerated parallel computation, 3D, video, audio and image processing on desktop,

embedded and mobile systems

Heterogeneous Parallel Programming

WebGL 3D Web Content

Streaming Media and Image Processing

High-level Steaming Media Recording and Playback

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OpenVG

  Royalty-free open standard API

  Low-level 2D vector graphics rendering API

  OpenGL-style programming model

  Advanced feature set enables   SVG,   Flash,   PDF, Postscript,   Java (JSR 287, 271, 226)   etc.

  Portable content

  Map Applications

  Hardware Acceleration

Applications and UI

Hardware Acceleration

SVG/Flash/ Font Packages etc..

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OpenVG Rendering Pipeline

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  CPU sending data and commands to OVG HW.   OpenVG rendering pipeline is in the hardware

OpenVG with Native Graphics Processor

CPU Native Vector

Graphics Hardware

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•  Many implementation alternatives

•  Everything is processed on the CPU (or +FPU)

- Power consumption is often the CPU maximum power

Software Implementation

CPU

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•  3D hardware is not tailored for tessellating arbitrary paths to triangles which causes significant pre-processing to the CPU

•  Frame-rates can be discontinuous when tessellation is computed infrequently

OpenVG with a 3D GPU (tessellation approach)

Tessellation-based

implementations require complex

polygon tessellation in the software driver

CPU

GPU

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•  Path subdivision is computationally simpler than path tessellation

•  Stencil buffer rasterization consumes a lot of memory bandwidth

OpenVG with a 3D GPU (the stencil approach)

Stencil-based implementations require path subdivision in the software driver

CPU

GPU Triangles are

rasterized into stencil buffer to determine path

areas

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OpenVG with Multimedia Hardware

•  Using double buffer, Fast image processing, Bilblt

Selective hardware acceleration

CPU

MM

Most of rasterization (Vector Graphics)

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Vector Graphics & Other Technologies

SVG

OpenVG

Adobe Flash Lite Player

Acrodea VividUI

Qualcomm uiONE

Carriers Requirements

Linux Cairo

General CPU’S On ARM, Cortex

Intel, Marvell, MIPS

With 3D HW nVidia, imagination, AMD, ARM, Samsung

With MM HW Corelogic, STEricsson

MS SilverLight

OVG HW ARM, nvidia,

Imgination, Qualcomm, vivante, TAKUMI, NEC

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Roadmap

  OpenVG 1.1   Adobe Flash 7 / Flash Lite 2   Glyph API

  OpenVG (1.2? 2.0?)   Design Stage   Collecting Requirements

  Adobe Flash 8 + Rich media   Programmable? (Pixel Bender)

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HUONE

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Demonstration

Page 14: HUONE - Khronos

for Crossing Chasm … Coming Soon

  AlexVG™ StudyKit – Jan. 2010 (www.alexvg.com)

  Book “OpenVG Programming”   Korean Version - Jan. 2010   English Version – 2H 2010?

  AlexVG FORCL OpexVG with OpenCL

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