gpgpu stream computing 2009 · • opencl/dx11 wrapper for low level gpgpu/stream computing 12 |...
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GPGPU stream computing 2009Jules UrbachOTOY and LightStage LLC, CEO
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LightStage + Visual FX: Benjamin Button
Virtual ‘Brad Pitt’
Rick Baker sculpture of ‘old’ Brad Pitt scanned into LightStage 5:
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LightStage in Visual FX: Benjamin Button
Virtual ‘Brad Pitt’
Benjamin Button CG head rendered ‘offline’ using LightStage:
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GPGPU stream computing 2009Next Generation Art Pipelines
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Ruby ‘2009’ – LightStage/OTOY
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Ruby ‘2008’
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Ruby ‘2009’
Maya Vs. LightStage/OTOY:
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Ruby ‘2008’
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Ruby ‘2009’
Maya Vs. LightStage/OTOY:
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Ruby ‘2008’
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Ruby ‘2009’
Maya Vs. LightStage:
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LightStage Art Pipeline using ATI Stream SDK
LightStage/OTOY = 100% photo real CG humans, objects and scenes in games
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- In the six months since Radeon 4870 was launched, real time rendering has finally converged with LightStage offline rendering at 4k+ resolutions.
- Now, with ATI Stream, new LightStage advances are possible completely in real time, on today’s hardware.
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Portable LightStage
LightStage art pipeline opened to all artists and developers:
Traditional LightStage (left) vs. portable LightStage (right):
first steps towards low cost 3rd party mass adoption.
Now entire environments can be ‘LightStaged’ from anywhere in the world.Portable Lightstage captures
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OTOY Fusion Render Cloud
Server Side Rendering Overview:
• Content on FRC can deploy to any device (including mobile phones)
• Existing applications can be published on the cloud ‘as-is’
• Developers can immediately leverage next gen technology and APIs through
FRC without waiting for consumers to upgrade their hardware/drivers.
Server side content side steps many obstacles:
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• Software piracy • Cheating• Hacking
It also provides numerous benefits:
• Unlimited assets• Instant on gameplay• Rentable games• Continuously evolving content
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Developing and Publishing with FRC is simple
Existing applications already run great on the cloud
• Existing Win32/Win64 binaries on FRC are hosted ‘as-is’ – no source code or recompiling is necessary for well behaved apps.
• Hosted GDI/DX9+ apps are virtualized and accelerated by GPGPU/ATI Stream computing on FRC. Next gen FRC applications can scale to potentially unlimited numbers of remotely rendered instances.
• DX11 is 100% supported on FRC; Developers can target DX11 as a baseline and deploy their games for playback on any internet connected device
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Open publishing and distribution model through the cloud
• Developers and publishers can wrap their FRC apps/services into any HTML page or framework of their choosing.
• Full interoperability with other major cloud systems – TBA Q3 ’09
• Major media and software publishers are first tier launch partners in Q3 ‘09
• Open development tools for 3rd party content creation to follow
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OTOY cloud SDK –Stream powered applications on FRC
OTOY cloud SDK will include core FRC development ‘modules’ for next generation content development:
• Simple but powerful scripting language for high level tasks
• LightStage pipeline will be 100% supported for photo real assets
• Raytracing and Voxel rendering (unlimited scene complexity, across unlimited number of GPUs – see GDC 2009 Ruby demo)
• OpenCL/DX11 wrapper for low level GPGPU/stream computing
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• OpenCL/DX11 wrapper for low level GPGPU/stream computing applications or OTOY 3rd party libraries
• OTOY virtualized wrappers for integrating today’s development tools and frameworks into next gen cloud content: .Net/Mono, Flash 10, Java, Lua 5.1, PHP
• Socket/JavaScript API for complete control of FRC applications/services through any client framework (i.e. Java, Flash, HTML, etc.)
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3rd party plug-in architecture for OTOY rendering system:
Live interconnect with Adobe, Autodesk and SolidWorks art packages
YEBIS: Masa Kawase’s Post FX library
First fully integrated 3rd party plug-in for OTOY/FRC (see Ruby 2009 GDC demo)
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Silicon Studio “YEBIS”Silicon Studio “YEBIS”
•High quality Post Effects library
•First 3rd Party plug-in for OTOY
•Various Post Effects:
� Spectral Glare/Glint
� Tone mapping
� Depth of Field
� HDR Motion blur
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� HDR Motion blur
� Color Correction
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Trademark Attribution
AMD, the AMD Arrow logo and combinations thereof are trademarks of Advanced Micro Devices, Inc. in the United States and/or other jurisdictions. Other names used in this presentation are for identification purposes only and may be trademarks of their respective owners.
©2009 Advanced Micro Devices, Inc. All rights reserved.