OpenVX & OpenCL boost performance up to 100X in Synopsys’ Next-Generation Embedded Vision Processors
Synopsys, Inc. announced the DesignWare EV6x family, its newest generation of processor cores optimized for embedded vision applications requiring high definition resolutions. The EV6x processor family is supported by a comprehensive software programming environment based on common embedded vision standards including OpenVX and OpenCL C, as well as Synopsys' MetaWare Development Toolkit. A complete software programming environment including OpenCV and OpenVX libraries, OpenVX runtime, and Synopsys' MetaWare Development Toolkit with OpenCL C vectorizing compiler speeds the development of application software for the DesignWare EV6x processor family. The OpenVX framework simplifies the programming of the EV6x processors by automatically distributing tiled kernel execution over multiple scalar, vector DSP and CNN execution units. The OpenVX framework includes 43 standard computer vision kernels that have been optimized to run on the EV6x Processors. The MetaWare OpenCL C compiler offers automatic whole function vectorization for data-level parallelism and is used for creating kernels for the vector DSPs.
CodeXL now supports capturing a trace of Vulkan frames for games and apps running on Microsoft Windows. AMD also added UI enhancements to detail Microsoft DirectX® 12 command lists and Vulkan command buffers. As well, CodeXL now displays the details and content of OpenGL and OpenCL objects while debugging C++ host code on Linux.
This tutorial demonstrates the new functionality introduced with the VK_EXT_debug_marker extensions (added with Vulkan 1.0.12) for offline debugging. The first part talks about the new functionality of the debug marker extension and shows how to implement it in an example application using C++ (sources and binaries included). The second part of the tutorial then shows how this information can be used with offline graphics debuggers like RenderDoc.
Itseez will become a key ingredient for Intel’s Internet of Things Group (IOTG) roadmap, and will help Intel’s customers create innovative deep-learning-based CV applications like autonomous driving, digital security and surveillance, and industrial inspection. Itseez is also a key contributor to computer vision standards initiatives including OpenCV and OpenVX. Together, we’ll step up our contribution to these standards bodies – defining a technology bridge that helps the industry move more quickly to OpenVX-based products.
SteamOS announced their brewmaster update 2.80 pushed to brewmaster_beta. Major changes for this update are the inclusion of the new RC1 AMD GPU PRO driver with Vulkan and VDPAU support. The new AMD driver is enabled only if you have a "Bonaire" GPU, with new drivers added for other GPUs as AMD completes testing. All bugs should be reported to the AMD Steam Linux forum.
Khronos sponsored a day long course covering both the function-based API and the graph API that enable OpenVX developers to efficiently run computer vision algorithms on heterogeneous computing architectures. One section explains the tutorial exercises with a VirtualBox VM, which can be downloaded from the tutorial on Github. The Embedded Vision Summit schedule is located here, the tutorial is on Github and the associated videos from the day long tutorial are available on Youtube.
Join the Khronos UK Chapter tomorrow May 26th for their 3rd Vulkan Developer event which will take a longer and deeper dive in programming 3D graphics using the Vulkan API. ARM is hosting the meet up for the day, and also inviting attendees to join them for a drink after at the Cambridge Beer Festival! In this full-day of technical sessions the meet up aim to provide 3D developers like yourself with everything you need to come up to speed on Vulkan and to forge ahead and explore how to use Vulkan in your engine or application.
Valve pushed out an update that provides opt-in support for using the Vulkan graphics API of the Source 2 Engine rather than using OpenGL (or DirectX under Windows). Those interested in trying out Vulkan on Dota 2 can enable the Dota 2 Vulkan DLC and launch the game with the -vulkan switch. More details here and in the official Dota 2 announcement.
Crytek’s Technical Director, Rok Erjavec recently shared his thoughts regarding DirectX 12 and Vulkan, and the performance boost gained. When asked about choosing between Vulkan and Directx 12, Rok Erjavec replied, saying: "If we implemented Vulkan in CRYENGINE, we wouldn’t have to choose one, as titles built with our tech would work seamlessly with both, and thus leave this choice with the users instead." He further said if they were to develop a game which would ship in 2017 and beyond, then “Vulkan looks like an appealing choice.”
Tom's Hardware has a nice review on mobile GPUs getting ready for 'Daydream' VR. Among the technologies being used are Khronos' ASTC specification and OpenGL ES. The Adaptive Scalable Texture Compression (ASTC) technology supported by ARM’s latest Mali and other recent GPUs on the market will reduce bandwidth requirements while still delivering decent graphics quality. On the software side, ARM has been optimizing its drivers to reduce latency and ensure fast context switching that is necessary for VR. ARM also enabled a few more OpenGL ES extensions to support efficient rendering to multiple views for both stereo and foveated rendering. Qualcomm's Snapdragon 820 SoC, which comes with the Adreno 530 GPU, has been optimized for VR. It has support for 3D stereoscopic and foveated rendering, the latest graphics APIs such as OpenGL ES 3.2 and Vulkan, and 360-degree 4k video decoding at 60fps.