amd augmented reality and virtual reality · 2019-10-11 · amd augmented reality and virtual...

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AMD Augmented Reality and Virtual Reality Handling Some Unique Problems in Hardware Keith Witek

2 | AMD VR STRATEGY |

Introducing

3 | AMD VR STRATEGY |

The Progression of REAL-TIME Visual Experiences is Just Starting

Basic 2D

Rendering

Physically

Based

Rendering

Basic 3D

Rendering

Immersive

2D Displays

Shaders VR

Pursuit of

Presence

4 | AMD VR STRATEGY |

Photorealism

in VR

Full Presence

The Next 30 Years will Progress on an Exponential Curve

Basic 2D

Rendering

Physically

Based

Rendering

Basic 3D

Rendering

Immersive

2D Displays

Shaders AR/VR

Level of

Presence

5 | AMD VR STRATEGY |

A Few Interesting/Unique Hardware Advances Needed for VR

To achieve the vision

of full presence you

need:

Scalable CPUs,

GPUs

And

Accelerators

The following must improve, or users have a

terrible experience:

1. We need radical new levels of performance

2. Low latency drives new architectural features

3. Quality and consistency are not optional

4. New system-level challenges emerge

6 | AMD VR STRATEGY |

Step up the

performance VR Challenge #1

A ton of

computation needs

to complete in very

short intervals of

time from motion

to photons

7 | AMD VR STRATEGY |

35 years of Visual Computing Acceleration, Good, But Not VR Yet

Year: 2015

Transistor Count: >6B

Operations/Sec: >6T

Year: 1979

Transistor Count: 13K

Operations/Sec: 1M

8 | AMD VR STRATEGY |

Where Performance Needs to be for Immersive VR

Pixels 8 Million

Polygons 4 Million

Rendering Time 10 milliseconds

Pixels 1Million

Polygons 4 Million

250 GFLOP CPU Rendering

Time 144 minutes

Million X speedup required from where we are today

100 Million X speedup in performance/Watt

9 | AMD VR STRATEGY |

Ensure Very

Low Latency

Response

VR Challenge #2

The human eye

and brain does not

respond well unless

there is <10ms

movement to

photons

10 | AMD VR STRATEGY |

“Time Warping” to align current available image to

current spatial location

10-15ms render, 8-12ms display

10ms = 100 frames/second today

Goal is 1ms = 1000 frames/second tomorrow

Latency Innovation

Reducing Latency from Movement to Photons is Critical

11 | AMD VR STRATEGY |

Must have

High-Quality

Consistency

of Media

VR Challenge #3

Even with low

latency,

inconsistent/poor

quality destroys the

experience

12 | AMD VR STRATEGY |

Content creation

Content creation is also a big challenge – designing convincing virtual worlds can be prohibitively expensive

We’re working with leading providers of graphics middleware to make this process more manageable

Reduce Blur – Shutter the Pixels

Audio/Video Needs to Sync Well

Fast Paths for Most Recent Data Latch

Depth of Focus can be Problematic

Priority Queues and Asynchronous Operation Needed

Image Quality

DIRECT-TO-DISPLAY

Monitor

2D

Operating System

VR Application

GPU

Data and Image Quality Cannot be Compromised

13 | AMD VR STRATEGY |

The System

Architecture

Needs to

Evolve

VR Challenge #4

Heat, bandwidth,

error rates, faster

interfaces, form

factors, and more

must be addressed

14 | AMD VR STRATEGY |

System Advances Display Thermals, Power, and Heat are a Problem

Wireless has to Improve in Bandwidth and Power

New GPU Parallel Processing and Scaling is Coming

Compression needs to improve beyond H.265

Form Factors Need to be Reduced

New System Advances are Needed to Improve the Experience

15 | AMD VR STRATEGY |

Yet, the market for VR to drive GPU sales already exists… VR still hasn’t reached the quality of the first iPod yet...

Oculus CV1, HTC Vive, and Sony Morpheus are ‘VR v1.0’

The ecosystem is assembling itself at an exponential pace

THE START OF THE

ROAD…

16 | AMD VR STRATEGY |

Fully connected at low latency, for all senses…

THE END OF THE

ROAD

Fully immersive virtual and augmented reality

Holographic displays, bio interfaces, and the “Holodeck”

Timeline: 30 years – circa 2045…

17 | AMD VR STRATEGY |

THANK YOU

LiquidVR 1.0 Alpha SDK available now

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