4/11/2016 © 2016 e.solutions gmbhon-demand.gputechconf.com/gtc/2016/presentation/s637… ·...

17
4/11/2016 © 2016 e.solutions GmbH

Upload: others

Post on 13-Aug-2020

1 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

4/11/2016 © 2016 e.solutions GmbH

Page 2: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

2

Cluster Instrument …just two circles and two lines?

4/11/2016 © 2016 e.solutions GmbH

Page 3: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

A graphical Cluster Instrument’s Benchmark

Challenges:

• Start-Up Time

• Reactivity

3

Your analogue cluster instrument

Your every day digital devices

Challenges:

• Materials, Effects and Animations

• Configurability

4/11/2016 © 2016 e.solutions GmbH

Page 4: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

System Overview

4 4/11/2016 © 2016 e.solutions GmbH

infotainment main-unit and cluster instrument share one single display in driver-centric cars

Audi TT Audi R8

Audi Q7 Audi A4

• Project start in 2011 • First SOP in the Audi TT in 2014 • Currently available for R8, A4/A5, Q7, Q2 and all sport, racing and hybrid variants • Two general configurations available:

two displays with freedom to move functionality between

the displays

Page 5: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

System Architecture

5

FPD-Link3 to CSI-2

Overlay X

CAN

MOST

Overlay Y Cluster Rendered Content

LVDS

Main-Unit Functionality - multimedia - navigation - telephony - connectivity - car - …

Cluster Content

4/11/2016 © 2016 e.solutions GmbH

Infotainment Main-Unit Cluster Instrument

Cluster Instrument‘s capturing connected to Infotainment Main-Unit‘s LVDS output

main-unit display in Q7, A4

Cluster based on nVidia Tegra3 (dual core CPU, 8 fragment units, 4 vertex units);

12.3’’ display at 1440x540, 512MB DDR3, 64MB NOR, 4GB NAND)

Infotainment main-unit (Tegra3 quad core CPU) connected to cluster instrument via

LVDS line

Page 6: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

Virtual Cockpit Start-Up

6 4/11/2016 © 2016 e.solutions GmbH

Early Mode Functions critical for driving only

Stage 1: load minimal system in compressed form => decompress, using all cores

Stage 2: start executing OS, initial

set of drivers; in parallel continue

loading compressed resources / decompress

Stage 3: continue loading – non system

critical parts, using DMA, while initializing

all processes

100% CPU load in stages 2 and 3

Stage 4: cluster is already in full

operation => load non-essential modules

Full Function Mode

Virtual Cockpit Start-Up

Page 7: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

Virtual Cockpit Reactivity

Benchmark result: fragment limitation

=> do only redraw those parts that have changed

7 4/11/2016 © 2016 e.solutions GmbH

Page 8: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

Virtual Cockpit Reactivity

• Standard rendering approach

• Render only elements that have changed basic idea: use early fragment test to prevent unnecessary executions of fragment shader i.e. use stencil test to discard fragments before fragment shader execution/blending

8

Each frame:

Update all objects in scene graph

Clear back buffer

Render all objects to back buffer

Swap back and front buffer

Clear back buffer

Each frame:

Update all objects

Render mask of objects that have changed to stencil buffer

Render only fragments with active stencil

Swap back and front buffer

4/11/2016 © 2016 e.solutions GmbH

Page 9: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

Virtual Cockpit Reactivity: Needle Dynamics

• Problem statement: given a display with 60 Hz

Refresh limited to every 1/60 second

revmeter changes with a maximum of 7 degrees per 1/60 second

Needle will jump between frames (stroboscope effect)

• Graphical solution: motion blur i.e. needle is “distributed” over area it moves between frames

• Textbook version: needle intensity is distributed linearly over range covered within 1/60 second effect: needle gets “wide and transparent”

• Target version: needle is drawn direction-dependent at end of range + intensity is distributed non-linearly

9 4/11/2016 © 2016 e.solutions GmbH

Page 10: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

Virtual Cockpit Layout

• New challenge: dynamic element layout and positioning • Tend to change late in the project requires a modeling solution: attribute constraints

10 4/11/2016 © 2016 e.solutions GmbH

Classic Skin

Sport Skin

Page 11: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

Virtual Cockpit Layout: Attribute Constraints

• Constraints allow objects to automatically update their attributes in response to changing attributes in other objects

• It can be a simple dependency or a complex expression

• A constraint can connect any node to any other node in the scene tree • NodeA.Translation.X -> NodeA.Color.R • NodeA.Translation.X -> NodeB.Translation.X

• A constraint can handle multiple source attributes and one target attribute

with one or multiple components

• Attributes are being referenced by path (aliases can be defined) and can be set by code or by modelling tool

11 4/11/2016 © 2016 e.solutions GmbH

Page 12: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

12

Virtual Cockpit layout: Constraints-Tree

4/11/2016 © 2016 e.solutions GmbH

Page 13: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

Virtual Cockpit Material

• Material tends to change late in the project requires a modeling solution: attribute constraints + shader programs

13 4/11/2016 © 2016 e.solutions GmbH

Page 14: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

Virtual Cockpit View Configuration

14 4/11/2016 © 2016 e.solutions GmbH

Cluster View „Kleine Bühne“

Infotainment View „Große Bühne“

Page 15: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

Virtual Cockpit Languages and Units

15 4/11/2016 © 2016 e.solutions GmbH

North America Europe

Arabic (right to left orientation)

Chinese

Russian

on

e sy

stem

Page 16: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

Virtual Cockpit Configurable Content

16 4/11/2016 © 2016 e.solutions GmbH

Page 17: 4/11/2016 © 2016 e.solutions GmbHon-demand.gputechconf.com/gtc/2016/presentation/s637… · Virtual Cockpit Reactivity •Standard rendering approach Clear back buffer •Render

Thank you very much!