SIGGRAPH 2013Shaping the Future ofVisual ComputingTEGRA: Attacking Mobile Entertainmentwith Sword and SHIELDAndrew Edelsten – Manager, Tegra Developer Technologies

OverviewNVIDIA’s role in visual computing developmentTegra’s architectureSHIELDNext generationNVIDIA WorksAll that processing power. What’s next?Next gen apps and gamesBeing efficientShared computing & convergence (blue-sky mining)

A Tale of ConvergenceToday’s theme is “convergence”Today’s theme is dedicated to Grah-GrahIt all started for me, with the MobiletronicsPocket PhoneNot a brickBut still the weight of a brickNo backlightBrilliant

NVIDIA’s Role in DevelopmentContent & Technology DivisionEx-game developers, driverengineers, hardware architectsWe assist developers andenhance content15 year heritageResult:Better quality appsMore efficient appsInterest in mobile fromdevelopers that may haveoverlooked it

Developing for AndroidSetting up an Android development environment can be trickyAndroid SDK, NDK, ANT, Eclipse, adb. Grrr!Native debugging. Double grrr!Is that gcc configuration quite right?

Tegra Android Development PackGET STARTED in minutes NOT hoursINSTALLS all tools required for Tegra AndroidCPU DEBUGGING with Nsight TegraGPU DEBUGGING with PerfHUD ESOPTIMIZE applications with Tegra ProfilerREFERENCE docs, samples & tutorialsOPTIMIZED for Tegra Android developmentFLASHES Tegra DevKit with OS ImageCONFIGURED for debugging and profilingINCLUDES Kernel symbols and DS-5 support

Native Code SamplesAndroid lifecycleLifecycle can be trickyHighly recommend using“Native Basic” as a baseOpenGL ESInput device handlingMultitouchBeware the stylus!Use getToolType()-- see

Tegra Developer ToolsNative Android Development ToolsNsight TegraTegra ProfilerPerfHUD ESVisual Studio and Eclipse integrationsMaximize multi-core CPU utilizationFull Android build managementQuickly identify CPU “hot spots”Examine and debug OpenGL ESframesNative Android CPU debuggingIdentify thread contention issuesBreakpoints in both Java and NativeAutomated bottleneck analysisEdit shaders at runtime

TegraZoneAround 5 million installsMonthly statistics:Unique users 500K/monthUnique pageviews 4.5M50% of TegraZone titleshave over 100,000purchases/installs (25% 500K)

Tegra’s HistoryNVIDIA historically is a GPU companyMid 2000’s, NVIDIA started building mobile GPUsPurchased PortalPlayer in 2006Tegra was the convergence of PortalPlayer’s SoC technology and the coreNVIDIA GPU technologyTegra 1 & Tegra 2 were the first (amazing) stepsTegra 1 first SoC for NVIDIA, Tegra 2 first dual-core CPUInnovating on mobile like the desktop, workstation & supercomputerGOAL: Enhance every pixel!

Tegra 3 4 1World’s first quad-core ARM Cortex A9Still needed to be power efficientDebuted NVIDIA’s “Companion Core”One CPU core in LP processQuad core complex in high speed siliconOS transparent switch from single to quad

Tegra 4 FamilyQuad CPUNVIDIA GPULTEChimera** Chimera is NVIDIA’s Computational PhotographyTegra 4 (“Wayne”)Tegra 4i (“Grey”)World’s Fastest Mobile Processor1st Integrated Tegra 4 LTE ProcessorSuperphone / TabletSmartphoneCortex A15, 4 1Cortex A9 r4, 4 172 Core60 CoreOptional with i500Integrated i500

Mobile Processor, Ultrabook PerformanceGeekbench2 Performance50004000364845924679Tegra 7910000Tegra 31.3GHz(Nexus 7)A6X1.4GHz(4th iPad)APQ80641.5GHz(Nexus 4)Exynos52501.7GHz(Nexus 10)Core-i31.5GHz(Sandy Bridge)Core-i31.8GHz(Ivy Bridge)Core-i51.6GHz(Sandy Bridge)(Ivy Bridge)Intel Core i3-2377m 1.5GHz, Core i3-3217U 1.8GHz & Core i5-2467m 1.6GHz, Core i5-3317U 1.7GHz all have 17W maximum TDPCompetitive data published on Geekbench website; Tegra 4 1.9GHz measured on reference platform

Tegra 4 vs Tegra 3 GPU statsTegra 4/ Tegra 3Vertex Shader8xFragment ALU8xPixel Rate2.6xTexture Rate2.6xMemory Rate2.3xZ-Kill Rate1.3xTriangle Rate1.3xTegra 4 - 72 Core GPU @ 672 MHz4 pixel pipes * 3 ALUs/pipe * 4 MADS/ALU 6 VPEs * 4 MADS/VPETegra 3 - 12 Core GPU @ 520 MHz2 pixel pipes * 1 ALU/pipe * 4 MADS/ALU 1 VPE * 4 MADS/VPE

Demo: Dead Trigger 2

Tegra 4 – HDRHDRFP16 FilterFP16 BlendMultiple Render TargetssRGB

Tegra 4 – ShadowsShadowsDepth texturesPercentage-closer filteringSoft-edged, AA shadowsNo fragment shader emulationUnfilteredPercentage Closer Filtered


SHIELD FeaturesTegra 4 powered5 inch 720p & multitouch displayConsole grade controllerHigh speed Wi-FiFull connectivity (HDMI, Miracast,USB, MicroSD, headphone)Tuned port base reflex speakersPure Android (currently Jellybean)3D dashboard

SHIELD Development ConsiderationsSupport landscape screen orientationDon’t assume device is a phone and lock toportrait based on DPIDon’t require touchUI useable with controllerHighlights for UITest using HDMIIs everything possible without getting up?How does it look on a big screen?Controller is King!

Looking back at SHIELDNVIDIA’s first large-scale consumer productBuilt with determination, sweat, tears & loveMany lessons learnedWho needs a second USB port?

Project Logan is coming!Project Logan is NVIDIA’s next generation mobile processorAnnounced at GPU Technology Conference 2013Desktop level GPU features come to mobileFirst time NVIDIA’s acclaimed Kepler GPU comes to mobileOpenGL 4.3 support (tessellation, GI, compute shaders)CUDA compatibility

PC tech: a peak into the future of mobile

199620042013 100 Times8,000 Times

Demo: Infiltrator

NVIDIA uctionHBAORay WorksGI WorksTXAAWaveWorksFaceWorksWaveWorks

Demo: FaceWorks

What’s Next?Great new graphical featuresDesktop level graphical effects & post processingAccess to the NVIDIA Works suitesCUDA and true compute shadersEspecially important for CV & AREfficiencyDo more with lessDo the same with much less.let my battery last more than a day!

Future: Fun!Future mobile gamesConvergence of gamesMore than just chat or auctions“Tom Clancy’s: The Division” byUbisoft includes a companion appCV/ARGamesImage manipulation (hats,goofy eyes etc)Beautification

The Division with Companion App

Future: SafetyAutomotiveTraining & safety (eg engine maintenance)

Future: (Actually Interesting) ARAugmented Reality that looks realCurrent state of the artPhysically based refractionRefraction of real world in virtual objectsAnti-aliased virtual objectsPhoton base causticsLight-source estimationDepth of FieldSee: High-Quality Reflections, Refractions,and Caustics in Augmented Reality and theirContribution to Visual Coherence- P. Kán, H. Kaufmann (ViennaUniversity of Technology)

Future: Shared ComputingThe convergence of: wearable, mobile, personal & cloudExamples:Oakley goggles / Google GlassPhonePCCloudCloudLightSplits lighting & shading tasks for always-connected devicesNVIDIA spoke yesterday on CloudLight

CloudLightThe client renders direct light ( 3 ms)The server renders indirect light ( 40ms)Compress, transmit, combine, display

CloudLightWhat the user sees

Future: Media ConvergenceConvergence of TV/movies, mobile apps & social mediaChoose your own adventure - on a mass scale!Companion app or monitor tweetsJIT Filming for TV series

In ClosingQuestions?Andrew Edelstenhttp://developer.nvidia.comNVIDIA Booth @ SIGGRAPH

Tegra Developer Tools Native Android Development Tools Nsight Tegra Visual Studio and Eclipse integrations Full Android build management Native Android CPU debugging Breakpoints in both Java and Native Tegra Profiler Maximize multi-core CPU utilization Quickly i