AMD Augmented Reality and Virtual Reality Handling Some Unique Problems in Hardware Keith Witek
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Introducing
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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
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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
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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
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Step up the
performance VR Challenge #1
A ton of
computation needs
to complete in very
short intervals of
time from motion
to photons
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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
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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
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Ensure Very
Low Latency
Response
VR Challenge #2
The human eye
and brain does not
respond well unless
there is <10ms
movement to
photons
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“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
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Must have
High-Quality
Consistency
of Media
VR Challenge #3
Even with low
latency,
inconsistent/poor
quality destroys the
experience
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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
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The System
Architecture
Needs to
Evolve
VR Challenge #4
Heat, bandwidth,
error rates, faster
interfaces, form
factors, and more
must be addressed
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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
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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…
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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…
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THANK YOU
LiquidVR 1.0 Alpha SDK available now