發布於 2015-04-30
觀看次數: 415
  • 00:20 1.
    Mobile Graphics
  • 00:45 2.
    Outline
  • 00:05 3.
    Outline
  • 00:32 4.
    Marketing Status:Strong Demands of Embedded Graphics
  • 01:15 5.
    Marketing Status:OpenGL ES has become the mainstream
  • 00:05 6.
    Outline
  • 00:52 7.
    Why is 3D Hard on Mobile Devices?
  • 00:00 8.
    Small Display, but Very Close to Eyes
  • 01:18 9.
    Why is 3D Hard on Mobile Devices?
  • 01:35 10.
    Small Display, but Very Close to Eyes
  • 01:22 11.
    Probably the First Mobile Graphics Hardware
  • 00:53 12.
    Probably the First Mobile Graphics Hardware
  • 00:28 13.
    Outline
  • 02:58 14.
    Re-think the Pipeline
  • 08:37 15.
    Re-think the Pipeline
  • 01:35 16.
    Important Techniques for Mobile 3D Graphics
  • 00:22 17.
    Tile-Based Rendering (TBR)
  • 06:20 18.
    Classification of Graphics Hardware
  • 03:04 19.
    Who Uses TBR?
  • 01:32 20.
    Tiling: Basic Idea
  • 00:00 21.
    Tiling: Basic Idea
  • 01:10 22.
    Tiling: Basic Idea
  • 00:11 23.
    Tiling: Basic Idea
  • 00:04 24.
    Tiling: Basic Idea
  • 00:23 25.
    Tiling: Basic Idea
  • 00:30 26.
    Tiling: Basic Idea
  • 00:18 27.
    Tiling: Basic Idea
  • 00:22 28.
    Tiling: Basic Idea
  • 03:40 29.
    Tiling: Basic Idea
  • 00:08 30.
    Buffer Compression
  • 00:08 31.
    Tiling: Basic Idea
  • 03:36 32.
    Buffer Compression
  • 03:04 33.
    Different from Image Compression
  • 00:17 34.
    Benefits of Texture Compression
  • 00:00 35.
    BTC – Block Truncation Coding
  • 00:59 36.
    Benefits of Texture Compression
  • 00:08 37.
    BTC – Block Truncation Coding
  • 01:56 38.
    BTC – Block Truncation Coding
  • 01:20 39.
    CCC – Color Cell Compression
  • 00:41 40.
    S3TC – S3 Texture Compression(also called DXTC)
  • 01:17 41.
    S3TC – S3 Texture Compression(also called DXTC)
  • 00:01 42.
    PVR-TC
  • 00:01 43.
    S3TC – S3 Texture Compression(also called DXTC)
  • 00:00 44.
    S3TC – S3 Texture Compression(also called DXTC)
  • 00:00 45.
    CCC – Color Cell Compression
  • 00:00 46.
    S3TC – S3 Texture Compression(also called DXTC)
  • 00:15 47.
    S3TC – S3 Texture Compression(also called DXTC)
  • 00:33 48.
    S3TC – S3 Texture Compression(also called DXTC)
  • 00:07 49.
    S3TC – S3 Texture Compression(also called DXTC)
  • 00:01 50.
    PVR-TC
  • 00:00 51.
    S3TC – S3 Texture Compression(also called DXTC)
  • 00:01 52.
    PVR-TC
  • 01:47 53.
    S3TC – S3 Texture Compression(also called DXTC)
  • 00:21 54.
    PVR-TC
  • 00:59 55.
    S3TC – S3 Texture Compression(also called DXTC)
  • 0-45:0-3 56.
    PVR-TC
  • 00:00 57.
    iPackman, ETC
  • 00:00 58.
    iPACKMAN, ETC
  • 00:00 59.
    iPACKMAN, ETC
  • 00:00 60.
    Differential Encoding
  • 00:00 61.
    Differential Encoding
  • 00:00 62.
    Differential Encoding
  • 00:00 63.
    Differential Encoding
  • 00:00 64.
    Differential Encoding
  • 00:00 65.
    Differential Encoding
  • 00:00 66.
    Differential Encoding
  • 00:00 67.
    Differential Encoding
  • 00:00 68.
    Differential Encoding
  • 00:00 69.
    Differential Encoding
  • 00:00 70.
    Differential Encoding
  • 00:00 71.
    Differential Encoding
  • 00:00 72.
    Differential Encoding
  • 00:00 73.
    Differential Encoding
  • 00:00 74.
    Differential Encoding
  • 00:00 75.
    Differential Encoding
  • 00:00 76.
    Differential Encoding
  • 00:00 77.
    Differential Encoding
  • 00:00 78.
    Differential Encoding
  • 00:00 79.
    iPACKMAN, ETC
  • 00:00 80.
    iPACKMAN, ETC
  • 00:00 81.
    iPACKMAN, ETC
  • 00:00 82.
    Differential Encoding
  • 00:00 83.
    Differential Encoding
  • 00:00 84.
    Differential Encoding
  • 00:00 85.
    Differential Encoding
  • 00:00 86.
    Differential Encoding
  • 00:00 87.
    Differential Encoding
  • 00:00 88.
    Differential Encoding
  • 00:00 89.
    Differential Encoding
  • 00:00 90.
    Differential Encoding
  • 00:00 91.
    Differential Encoding
  • 00:00 92.
    Differential Encoding
  • 00:00 93.
    Differential Encoding
  • 00:00 94.
    Differential Encoding
  • 00:00 95.
    Differential Encoding
  • 00:00 96.
    Differential Encoding
  • 00:00 97.
    Differential Encoding
  • 00:00 98.
    Differential Encoding
  • 00:00 99.
    Differential Encoding
  • 00:00 100.
    Differential Encoding
  • 00:00 101.
    Differential Encoding
  • 00:00 102.
    Differential Encoding
  • 00:00 103.
    Differential Encoding
  • 00:00 104.
    Differential Encoding
  • 00:00 105.
    Other Buffer Compression Techniques
  • 00:00 106.
    Differential Encoding
  • 00:00 107.
    Other Buffer Compression Techniques
  • 00:00 108.
    Other Buffer Compression Techniques
  • 00:00 109.
    Other Buffer Compression Techniques
  • 00:00 110.
    Antialiasing
  • 00:00 111.
    Rendering is a Sampling and Filtering Process
  • 00:00 112.
    Antialiasing
  • 00:00 113.
    Rendering is a Sampling and Filtering Process
  • 00:00 114.
    Super-Sampling and Multi-Sampling Techniques
  • 00:00 115.
    Rendering is a Sampling and Filtering Process
  • 00:00 116.
    Super-Sampling and Multi-Sampling Techniques
  • 00:00 117.
    Rendering is a Sampling and Filtering Process
  • 00:00 118.
    Super-Sampling and Multi-Sampling Techniques
  • 00:00 119.
    Super Sampling Patterns
  • 00:00 120.
    NVIDIA’s Quincunx Sampling
  • 00:00 121.
    Super Sampling Patterns
  • 00:00 122.
    NVIDIA’s Quincunx Sampling
  • 00:00 123.
    FLIPQUAD
  • 00:00 124.
    Visual Results: Multisampling
  • 00:00 125.
    Visual Results: Multisampling
  • 00:00 126.
    Visual Results: Multisampling
  • 00:00 127.
    Visual Results: Multisampling
  • 00:00 128.
    Visual Results: Multisampling
  • 00:00 129.
    Visual Results: Multisampling
  • 00:00 130.
    Visual Results: Multisampling
  • 00:00 131.
    Visual Results: Multisampling
  • 00:00 132.
    Visual Results: Multisampling
  • 00:00 133.
    Visual Results: Multisampling
  • 00:00 134.
    Visual Results: Multisampling
  • 00:00 135.
    Visual Results: Multisampling
  • 00:00 136.
    Visual Results: Multisampling
  • 00:00 137.
    Visual Results: Multisampling
  • 00:00 138.
    Visual Results: Multisampling
  • 00:00 139.
    Visual Results: Multisampling
  • 00:00 140.
    Visual Results: Multisampling
  • 00:00 141.
    Visual Results: Multisampling
  • 00:00 142.
    Visual Results: Multisampling
  • 00:00 143.
    Visual Results: Multisampling
  • 00:00 144.
    Visual Results: Multisampling
  • 00:00 145.
    FLIPQUAD
  • 00:00 146.
    NVIDIA’s Quincunx Sampling
  • 00:00 147.
    Super Sampling Patterns
  • 00:00 148.
    Super-Sampling and Multi-Sampling Techniques
  • 00:00 149.
    Super Sampling Patterns
  • 00:00 150.
    NVIDIA’s Quincunx Sampling
  • 00:00 151.
    FLIPQUAD
  • 00:00 152.
    Visual Results: Multisampling
  • 00:00 153.
    Visual Results: Multisampling
  • 00:00 154.
    Visual Results: Multisampling
  • 00:00 155.
    Visual Results: Multisampling
  • 00:00 156.
    Thin Triangles
  • 00:00 157.
    Outline
  • 00:00 158.
    Graphics API
  • 00:00 159.
    Khronos Group
  • 00:00 160.
    Khronos Group
  • 00:00 161.
    Khronos Mobile API Family
  • 00:00 162.
    OpenGL ES Family (OpenGL for Embedded Systems)
  • 00:00 163.
    What’s New in OpenGL ES 1.1
  • 00:00 164.
    Roles for Each Family Members
  • 00:00 165.
    Architecture of Android
  • 00:00 166.
    OpenGL ES 3.0
  • 00:00 167.
    OpenGL ES 3.0
  • 00:00 168.
    Related 2D/3D Graphics API
  • 00:00 169.
    SGL
  • 00:00 170.
    Outline
  • 00:00 171.
    Outline
  • 00:00 172.
    IP Solutions -- Mali
  • 00:00 173.
    IP Solutions -- Mali
  • 00:00 174.
    IP Solutions -- Mali
  • 00:00 175.
    IP Solutions -- Mali
  • 00:00 176.
    IP Solutions -- Mali
  • 00:00 177.
    IP Solutions -- PowerVR
  • 00:00 178.
    IP Solutions -- PowerVR
  • 00:00 179.
    IP Solutions -- PowerVR
  • 00:00 180.
    IP Solutions -- PowerVR
  • 00:00 181.
    IP Solutions -- PowerVR
  • 00:00 182.
    Tile Based Deferred Renderer (TBDR)
  • 00:00 183.
    NVIDIA Tegra
  • 00:00 184.
    Tile Based Deferred Renderer (TBDR)
  • 00:00 185.
    NVIDIA Tegra
  • 00:00 186.
    Tile Based Deferred Renderer (TBDR)
  • 00:00 187.
    NVIDIA Tegra
  • 00:00 188.
    Tile Based Deferred Renderer (TBDR)
  • 00:00 189.
    NVIDIA Tegra
  • 00:00 190.
    Tile Based Deferred Renderer (TBDR)
  • 00:00 191.
    Tile Based Deferred Renderer (TBDR)
  • 00:00 192.
    NVIDIA Tegra
  • 00:00 193.
    NVIDIA Tegra4
  • 00:00 194.
    GPU Family Developedin Media IC & System Lab
  • 00:00 195.
    Our New Developed GPU
  • 00:00 196.
    System Architecture
  • 00:00 197.
    Configurable Filtering Unit
  • 00:00 198.
    Configurable Filtering Unit
  • 00:00 199.
    Slide 90
  • 00:00 200.
    Chip Specification
  • 00:00 201.
    Chip Specification
  • 00:00 202.
    Growth of Mobile GPU
  • 00:00 203.
    Next Wave: Heterogeneous Computing Architecture
  • 00:00 204.
    HSA: Heterogeneous System Architecture
  • 00:00 205.
    Slide 96
  • 00:00 206.
    Slide 97
  • 00:00 207.
    Slide 98
  • 00:00 208.
    Slide 99
  • 00:00 209.
    Slide 100
  • 00:00 210.
    Slide 101
  • 00:00 211.
    Slide 102
  • 00:00 212.
    Key Founders of HSA Foundation
  • 00:00 213.
    HSA Solution Stack
  • 1:59:21 214.
    Example: New ARM Architecture
  • Index
  • Note
  • Discuss
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3D Multimedia System Design Project
2:13:00, 發布於 2015-04-30 by 簡韶逸