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ADAPTING	
  GAME	
  CONTENT	
  TO	
  THE	
  
VIEWING	
  ENVIRONMENT	
  	
  
	
  
	
  
WWW.APICAL.CO.UK	
  
	
  
1	
  
YOU	
  CAN'T	
  WATCH	
  A	
  MOVIE	
  BY	
  THE	
  POOL…CAN	
  YOU?	
  

Amazon Kindle “Poolside” commercial Fall 2010

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2	
  
 THE	
  CHALLENGE	
  OF	
  THE	
  MOBILE	
  VIEWING	
  ENVIRONMENT	
  

Difficult	
  for	
  emissive	
  display	
  to	
  
compete	
  with	
  sun’s	
  brightness!	
  
	
  
O[en	
  need	
  to	
  reduce	
  display	
  
brightness	
  to	
  conserve	
  power	
  

3	
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  14,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

3	
  
PROBLEM	
  STATEMENT	
  
Display	
  contrast	
  ra]o	
  is	
  affected	
  
independently	
  from	
  the	
  bright	
  and	
  dark	
  ends	
  
of	
  the	
  range	
  
	
  
Display	
  contrast	
  ra]o	
  must	
  be	
  adapted	
  
independently	
  

Full	
  	
  
brightness	
  
Dark	
  room	
  
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Reduced	
  brightness	
  
Dark	
  room	
  

Reduced	
  	
  
brightness	
  
Bright	
  room	
  

4	
  
CONTRAST	
  RATIO	
  CHANGES	
  FROM	
  1000:1	
  TO	
  50:1	
  WITH	
  AMBIENT	
  LIGHT	
  

Source:	
  hap://www.displaymate.com/Tablet_ShootOut_3.htm	
  
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  14,	
  2013	
  	
  	
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  CONFIDENTIAL	
  

5	
  
SOME	
  CONTENT	
  IS	
  HDR	
  WHILE	
  DISPLAY	
  IS	
  VERY	
  LDR	
  

6	
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  14,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

6	
  
THIS	
  ALSO	
  MEANS	
  THAT	
  DISPLAYS	
  NEED	
  TO	
  BE	
  BRIGHT	
  AND	
  BURN	
  POWER	
  

Windows	
  8	
  recommended	
  

Excessive	
  
brightness:	
  	
  
wastes	
  power	
  

Display	
  brightness	
  (nits)	
  

160	
  
140	
  
120	
  
100	
  

Not	
  bright	
  enough	
  to	
  see	
  
images/	
  movies/	
  games	
  

80	
  
60	
  
40	
  
20	
  
0	
  
0	
  

200	
  

400	
  

600	
  

800	
  

1000	
  

1200	
  

1400	
  

1600	
  

1800	
  

2000	
  

Ambient	
  light	
  (lux)	
  

From	
  embedded	
  Ambient	
  Light	
  sensor	
  (ALS)	
  
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7	
  
HOW	
  ABOUT	
  ADJUSTING	
  GAMMA?	
  

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  14,	
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8	
  
YOU	
  CAN’T	
  CHANGE	
  GAMMA	
  WITHOUT	
  CHANGING	
  COLORS	
  

Increasing	
  gamma	
  makes	
  image	
  less	
  colorful	
  and	
  reduces	
  contrast	
  –”wash	
  out”	
  

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  14,	
  2013	
  	
  	
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  CONFIDENTIAL	
  

9	
  
ASSERTIVE	
  DISPLAY	
  

Asser]ve	
  Display	
  Core	
  

ALS	
  	
  

AD_CALC	
  

VIDEO	
  PIPELINE	
  

RGB	
  

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  CONFIDENTIAL	
  

iridix_display	
  
gamma	
  LUT	
  
perceptual	
  dither	
  
	
  

RGB	
  

10	
  
ASSERTIVE	
  DISPLAY	
  

Content	
  adapted	
  to	
  display	
  contrast	
  ra]o	
  
Same	
  power	
  consump]on	
  

Display	
  at	
  max	
  brightness:	
  
contrast	
  ra]o	
  too	
  low	
  for	
  mul]media	
  

Sample	
  condi]ons:	
  Ambient	
  light	
  1400	
  lux	
  –indoors	
  in	
  daylight	
  
11	
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11	
  
PLAY	
  AN	
  IMMERSIVE	
  GAME	
  IN	
  ANY	
  CONDITIONS	
  

Asser]ve	
  Display:	
  
Content	
  adapted	
  to	
  display	
  contrast	
  ra]o	
  
Same	
  power	
  consump]on	
  

Display	
  at	
  max	
  brightness:	
  
contrast	
  ra]o	
  too	
  low	
  for	
  mul]media	
  

Sample	
  condi]ons:	
  Ambient	
  light	
  1400	
  lux	
  –indoors	
  in	
  daylight	
  
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  14,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

12	
  
THE	
  4	
  SCREENS	
  

Asser]ve	
  Display	
  ON	
  
(No	
  specific	
  calibra]on)	
  

Asser]ve	
  Display	
  OFF	
  
	
  

Ambient	
  light	
  200	
  lux.	
  Smartphone:	
  full	
  brightness.	
  TV:	
  Standard	
  Mode	
  
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  14,	
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13	
  
WHY	
  IS	
  ASSERTIVE	
  DISPLAY	
  EFFECTIVE?	
  

The	
  key	
  to	
  Asser]ve	
  Display	
  is:	
  
	
  
	
  
	
  

Brightness	
  can	
  be	
  set	
  according	
  to	
  preference	
  
and	
  power	
  saving	
  
	
  
	
  
	
  
Contrast	
  raDo	
  is	
  always	
  correct	
  for	
  op]mal	
  
mul]media	
  viewability	
  

It	
  enables	
  independent	
  adjustment	
  of	
  bright	
  and	
  
dark	
  regions	
  of	
  each	
  frame	
  
	
  
So	
  it	
  decouples	
  brightness	
  from	
  contrast	
  raDo	
  
	
  
	
  
	
  

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ASSERTIVE	
  DISPLAY:	
  XBOX	
  CALL	
  OF	
  DUTY	
  

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15	
  
ASSERTIVE	
  DISPLAY:	
  NOKIA	
  LUMIA	
  1520	
  

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16	
  
IMPLEMENTATION	
  OF	
  ASSERTIVE	
  DISPLAY	
  ON	
  A	
  HETEROGENOUS	
  PROCESSOR	
  
Headline	
  results	
  on	
  Exynos	
  5410:	
  
	
  
	
  
	
  

Frame	
  size	
  

Maximum	
  frame	
  rate	
  (single	
  core)	
  
CPU	
  (Neon)	
  only	
  

1080P	
  (2MP)	
  

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  CONFIDENTIAL	
  

OpenGL	
  ES2.0	
  

OpenCL	
  

4fps	
  

28fps	
  

45fps	
  

17	
  
VIDEO	
  PROCESSING	
  ENGINE:	
  PIXEL-­‐BY-­‐PIXEL	
  TONE	
  MAPPING	
  

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  NOVEMBER	
  14,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

18	
  
VIDEO	
  PROCESSING	
  ENGINE:	
  PIXEL-­‐BY-­‐PIXEL	
  TONE	
  MAPPING	
  

Contrast	
  in	
  highlights	
  enhanced	
  

Contrast	
  in	
  midtones	
  preserved	
  

Contrast	
  in	
  shadows	
  enhanced	
  
iridix	
  calculates	
  a	
  unique	
  tone	
  curve	
  for	
  each	
  pixel	
  of	
  each	
  
frame	
  
19	
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  PRESENTATION	
  TITLE	
  	
  	
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  NOVEMBER	
  14,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

19	
  
ASSERTIVE	
  DISPLAY	
  INVOLVES	
  A	
  GPU-­‐FRIENDLY	
  IMAGE	
  TRANSFORM	
  

y  Use	
  of	
  GPU	
  effec]ve	
  since	
  many	
  pixel	
  transforma]ons	
  can	
  be	
  done	
  in	
  parallel	
  
y  However,	
  transform	
  is	
  calculated	
  per-­‐pixel	
  adap]vely	
  on-­‐the-­‐fly,	
  so	
  beyond	
  simple	
  texture	
  mapping	
  
⇒  Requires	
  mul]ple	
  CPU	
  and	
  GPU	
  passes	
  with	
  intermediate	
  data	
  store	
  per	
  frame	
  
⇒  Main	
  reason	
  for	
  going	
  from	
  	
  GL	
  to	
  CL	
  

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  2013	
  	
  	
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  CONFIDENTIAL	
  

20	
  
LIMITATIONS	
  OF	
  OPENGL:	
  INTERMEDIATE	
  MEMORY	
  ACCESSES	
  
GPU	
  memory	
  

CPU	
  memory	
  

Image	
  frame	
  
Resize	
  
Resized	
  frame	
  

Resized	
  frame	
  
Transforma]on	
  LUT	
  

Transforma]on	
  LUT	
  

Post-­‐processed	
  transforma]on	
  LUT	
  

Upscaled	
  Transforma]on	
  LUT	
  

Transformed	
  frame	
  

DISPLAY	
  
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  14,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

21	
  
BENEFITS	
  OF	
  OPENCL	
  
1.  Intermediate	
  memory	
  accesses	
  
With	
  Open-­‐CL	
  compliant	
  hardware,	
  CPU	
  and	
  GPU	
  memory	
  can	
  be	
  shared,	
  removing	
  mul]ple	
  memory	
  
transfers	
  required	
  by	
  the	
  algorithms	
  
	
  
2.  Intermediate	
  data	
  precision	
  
Even	
  if	
  input	
  data	
  is	
  8-­‐bit,	
  intermediate	
  calcula]ons	
  require	
  at	
  least	
  12	
  bit	
  precision.	
  OpenGL	
  is	
  
inefficient	
  for	
  such	
  opera]ons	
  when	
  mul]ple	
  processing	
  stages	
  are	
  needed	
  
	
  
3.  Transforma]on	
  of	
  different	
  color	
  planes	
  
We	
  apply	
  a	
  different	
  transform	
  to	
  Y,U	
  and	
  V	
  planes.	
  In	
  OpenCL	
  these	
  can	
  be	
  done	
  by	
  a	
  single	
  kernel,	
  
whereas	
  in	
  OpenGL	
  separate	
  kernels	
  are	
  required	
  	
  

22	
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  14,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

22	
  
PERFORMANCE	
  COMPARISONS	
  

AD	
  v3	
  
ImplementaDon	
  

Maximum	
  pixel	
  rate	
  

Power	
  consumpDon	
  	
  
at	
  1080P30	
  

Full	
  HW	
  IP	
  core	
  (28nm	
  TSMC	
  LP)	
  

4K2K	
  at	
  60fps	
  

3mW	
  

CPU	
  only	
  (Exynos	
  5410)	
  

1080P	
  at	
  4fps	
  

N/A	
  

OpenGL	
  ES2.0	
  (Exynos	
  5410)	
  

1080P	
  at	
  28fps	
  

112mW	
  

OpenCL	
  (Exynos	
  5410)	
  

1080P	
  at	
  45fps	
  

78mW	
  

y  GPU-­‐based	
  processing	
  is	
  much	
  beaer	
  than	
  CPU,	
  but	
  dedicated	
  hardware	
  is	
  s]ll	
  best	
  
‒  Partly	
  because	
  HW	
  core	
  does	
  not	
  require	
  system	
  memory	
  access	
  

23	
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  14,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

23	
  
CONCLUSIONS	
  

y  An	
  immersive	
  experience	
  can	
  be	
  achieved	
  on	
  normal	
  displays	
  in	
  all	
  condi]ons	
  by	
  means	
  of	
  advanced	
  
image	
  processing	
  
y  Latest	
  processors	
  with	
  CPU/GPUs,	
  including	
  those	
  in	
  PS4	
  and	
  Xbox	
  One,	
  can	
  run	
  these	
  kind	
  of	
  algorithms	
  
in	
  real-­‐]me	
  	
  
y  Extensions	
  of	
  this	
  approach	
  to	
  deliver	
  cinema-­‐like	
  experiences	
  for	
  both	
  video	
  and	
  gaming	
  are	
  in	
  
development	
  

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  14,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
DISCLAIMER	
  &	
  ATTRIBUTION	
  

The	
  informa]on	
  presented	
  in	
  this	
  document	
  is	
  for	
  informa]onal	
  purposes	
  only	
  and	
  may	
  contain	
  technical	
  inaccuracies,	
  omissions	
  and	
  typographical	
  errors.	
  
	
  
The	
  informa]on	
  contained	
  herein	
  is	
  subject	
  to	
  change	
  and	
  may	
  be	
  rendered	
  inaccurate	
  for	
  many	
  reasons,	
  including	
  but	
  not	
  limited	
  to	
  product	
  and	
  roadmap	
  
changes,	
  component	
  and	
  motherboard	
  version	
  changes,	
  new	
  model	
  and/or	
  product	
  releases,	
  product	
  differences	
  between	
  differing	
  manufacturers,	
  so[ware	
  
changes,	
  BIOS	
  flashes,	
  firmware	
  upgrades,	
  or	
  the	
  like.	
  AMD	
  assumes	
  no	
  obliga]on	
  to	
  update	
  or	
  otherwise	
  correct	
  or	
  revise	
  this	
  informa]on.	
  However,	
  AMD	
  
reserves	
  the	
  right	
  to	
  revise	
  this	
  informa]on	
  and	
  to	
  make	
  changes	
  from	
  ]me	
  to	
  ]me	
  to	
  the	
  content	
  hereof	
  without	
  obliga]on	
  of	
  AMD	
  to	
  no]fy	
  any	
  person	
  of	
  
such	
  revisions	
  or	
  changes.	
  
	
  
AMD	
  MAKES	
  NO	
  REPRESENTATIONS	
  OR	
  WARRANTIES	
  WITH	
  RESPECT	
  TO	
  THE	
  CONTENTS	
  HEREOF	
  AND	
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  FOR	
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INACCURACIES,	
  ERRORS	
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  OMISSIONS	
  THAT	
  MAY	
  APPEAR	
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AMD	
  SPECIFICALLY	
  DISCLAIMS	
  ANY	
  IMPLIED	
  WARRANTIES	
  OF	
  MERCHANTABILITY	
  OR	
  FITNESS	
  FOR	
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  PARTICULAR	
  PURPOSE.	
  IN	
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  EVENT	
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  AMD	
  BE	
  
LIABLE	
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  PERSON	
  FOR	
  ANY	
  DIRECT,	
  INDIRECT,	
  SPECIAL	
  OR	
  OTHER	
  CONSEQUENTIAL	
  DAMAGES	
  ARISING	
  FROM	
  THE	
  USE	
  OF	
  ANY	
  INFORMATION	
  
CONTAINED	
  HEREIN,	
  EVEN	
  IF	
  AMD	
  IS	
  EXPRESSLY	
  ADVISED	
  OF	
  THE	
  POSSIBILITY	
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  SUCH	
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ATTRIBUTION	
  
©	
  2013	
  Advanced	
  Micro	
  Devices,	
  Inc.	
  All	
  rights	
  reserved.	
  AMD,	
  the	
  AMD	
  Arrow	
  logo	
  and	
  combina]ons	
  thereof	
  are	
  trademarks	
  of	
  Advanced	
  Micro	
  Devices,	
  
Inc.	
  in	
  the	
  United	
  States	
  and/or	
  other	
  jurisdic]ons.	
  	
  SPEC	
  	
  is	
  a	
  registered	
  trademark	
  of	
  the	
  Standard	
  Performance	
  Evalua]on	
  Corpora]on	
  (SPEC).	
  Other	
  
names	
  are	
  for	
  informa]onal	
  purposes	
  only	
  and	
  may	
  be	
  trademarks	
  of	
  their	
  respec]ve	
  owners.	
  
25	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  14,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

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MM-4099, Adapting game content to the viewing environment, by Noman Hashim

  • 1. ADAPTING  GAME  CONTENT  TO  THE   VIEWING  ENVIRONMENT         WWW.APICAL.CO.UK     1  
  • 2. YOU  CAN'T  WATCH  A  MOVIE  BY  THE  POOL…CAN  YOU?   Amazon Kindle “Poolside” commercial Fall 2010 2   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   2  
  • 3.  THE  CHALLENGE  OF  THE  MOBILE  VIEWING  ENVIRONMENT   Difficult  for  emissive  display  to   compete  with  sun’s  brightness!     O[en  need  to  reduce  display   brightness  to  conserve  power   3   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   3  
  • 4. PROBLEM  STATEMENT   Display  contrast  ra]o  is  affected   independently  from  the  bright  and  dark  ends   of  the  range     Display  contrast  ra]o  must  be  adapted   independently   Full     brightness   Dark  room   4   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   Reduced  brightness   Dark  room   Reduced     brightness   Bright  room   4  
  • 5. CONTRAST  RATIO  CHANGES  FROM  1000:1  TO  50:1  WITH  AMBIENT  LIGHT   Source:  hap://www.displaymate.com/Tablet_ShootOut_3.htm   5   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   5  
  • 6. SOME  CONTENT  IS  HDR  WHILE  DISPLAY  IS  VERY  LDR   6   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   6  
  • 7. THIS  ALSO  MEANS  THAT  DISPLAYS  NEED  TO  BE  BRIGHT  AND  BURN  POWER   Windows  8  recommended   Excessive   brightness:     wastes  power   Display  brightness  (nits)   160   140   120   100   Not  bright  enough  to  see   images/  movies/  games   80   60   40   20   0   0   200   400   600   800   1000   1200   1400   1600   1800   2000   Ambient  light  (lux)   From  embedded  Ambient  Light  sensor  (ALS)   7   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   7  
  • 8. HOW  ABOUT  ADJUSTING  GAMMA?   8   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   8  
  • 9. YOU  CAN’T  CHANGE  GAMMA  WITHOUT  CHANGING  COLORS   Increasing  gamma  makes  image  less  colorful  and  reduces  contrast  –”wash  out”   9   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   9  
  • 10. ASSERTIVE  DISPLAY   Asser]ve  Display  Core   ALS     AD_CALC   VIDEO  PIPELINE   RGB   10   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   iridix_display   gamma  LUT   perceptual  dither     RGB   10  
  • 11. ASSERTIVE  DISPLAY   Content  adapted  to  display  contrast  ra]o   Same  power  consump]on   Display  at  max  brightness:   contrast  ra]o  too  low  for  mul]media   Sample  condi]ons:  Ambient  light  1400  lux  –indoors  in  daylight   11   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   11  
  • 12. PLAY  AN  IMMERSIVE  GAME  IN  ANY  CONDITIONS   Asser]ve  Display:   Content  adapted  to  display  contrast  ra]o   Same  power  consump]on   Display  at  max  brightness:   contrast  ra]o  too  low  for  mul]media   Sample  condi]ons:  Ambient  light  1400  lux  –indoors  in  daylight   12   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   12  
  • 13. THE  4  SCREENS   Asser]ve  Display  ON   (No  specific  calibra]on)   Asser]ve  Display  OFF     Ambient  light  200  lux.  Smartphone:  full  brightness.  TV:  Standard  Mode   13   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   13  
  • 14. WHY  IS  ASSERTIVE  DISPLAY  EFFECTIVE?   The  key  to  Asser]ve  Display  is:         Brightness  can  be  set  according  to  preference   and  power  saving         Contrast  raDo  is  always  correct  for  op]mal   mul]media  viewability   It  enables  independent  adjustment  of  bright  and   dark  regions  of  each  frame     So  it  decouples  brightness  from  contrast  raDo         14   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL          
  • 15. ASSERTIVE  DISPLAY:  XBOX  CALL  OF  DUTY   15   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   15  
  • 16. ASSERTIVE  DISPLAY:  NOKIA  LUMIA  1520   16   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   16  
  • 17. IMPLEMENTATION  OF  ASSERTIVE  DISPLAY  ON  A  HETEROGENOUS  PROCESSOR   Headline  results  on  Exynos  5410:         Frame  size   Maximum  frame  rate  (single  core)   CPU  (Neon)  only   1080P  (2MP)   17   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   OpenGL  ES2.0   OpenCL   4fps   28fps   45fps   17  
  • 18. VIDEO  PROCESSING  ENGINE:  PIXEL-­‐BY-­‐PIXEL  TONE  MAPPING   18   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   18  
  • 19. VIDEO  PROCESSING  ENGINE:  PIXEL-­‐BY-­‐PIXEL  TONE  MAPPING   Contrast  in  highlights  enhanced   Contrast  in  midtones  preserved   Contrast  in  shadows  enhanced   iridix  calculates  a  unique  tone  curve  for  each  pixel  of  each   frame   19   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   19  
  • 20. ASSERTIVE  DISPLAY  INVOLVES  A  GPU-­‐FRIENDLY  IMAGE  TRANSFORM   y  Use  of  GPU  effec]ve  since  many  pixel  transforma]ons  can  be  done  in  parallel   y  However,  transform  is  calculated  per-­‐pixel  adap]vely  on-­‐the-­‐fly,  so  beyond  simple  texture  mapping   ⇒  Requires  mul]ple  CPU  and  GPU  passes  with  intermediate  data  store  per  frame   ⇒  Main  reason  for  going  from    GL  to  CL   20   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   20  
  • 21. LIMITATIONS  OF  OPENGL:  INTERMEDIATE  MEMORY  ACCESSES   GPU  memory   CPU  memory   Image  frame   Resize   Resized  frame   Resized  frame   Transforma]on  LUT   Transforma]on  LUT   Post-­‐processed  transforma]on  LUT   Upscaled  Transforma]on  LUT   Transformed  frame   DISPLAY   21   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   21  
  • 22. BENEFITS  OF  OPENCL   1.  Intermediate  memory  accesses   With  Open-­‐CL  compliant  hardware,  CPU  and  GPU  memory  can  be  shared,  removing  mul]ple  memory   transfers  required  by  the  algorithms     2.  Intermediate  data  precision   Even  if  input  data  is  8-­‐bit,  intermediate  calcula]ons  require  at  least  12  bit  precision.  OpenGL  is   inefficient  for  such  opera]ons  when  mul]ple  processing  stages  are  needed     3.  Transforma]on  of  different  color  planes   We  apply  a  different  transform  to  Y,U  and  V  planes.  In  OpenCL  these  can  be  done  by  a  single  kernel,   whereas  in  OpenGL  separate  kernels  are  required     22   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   22  
  • 23. PERFORMANCE  COMPARISONS   AD  v3   ImplementaDon   Maximum  pixel  rate   Power  consumpDon     at  1080P30   Full  HW  IP  core  (28nm  TSMC  LP)   4K2K  at  60fps   3mW   CPU  only  (Exynos  5410)   1080P  at  4fps   N/A   OpenGL  ES2.0  (Exynos  5410)   1080P  at  28fps   112mW   OpenCL  (Exynos  5410)   1080P  at  45fps   78mW   y  GPU-­‐based  processing  is  much  beaer  than  CPU,  but  dedicated  hardware  is  s]ll  best   ‒  Partly  because  HW  core  does  not  require  system  memory  access   23   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL   23  
  • 24. CONCLUSIONS   y  An  immersive  experience  can  be  achieved  on  normal  displays  in  all  condi]ons  by  means  of  advanced   image  processing   y  Latest  processors  with  CPU/GPUs,  including  those  in  PS4  and  Xbox  One,  can  run  these  kind  of  algorithms   in  real-­‐]me     y  Extensions  of  this  approach  to  deliver  cinema-­‐like  experiences  for  both  video  and  gaming  are  in   development   24   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL  
  • 25. DISCLAIMER  &  ATTRIBUTION   The  informa]on  presented  in  this  document  is  for  informa]onal  purposes  only  and  may  contain  technical  inaccuracies,  omissions  and  typographical  errors.     The  informa]on  contained  herein  is  subject  to  change  and  may  be  rendered  inaccurate  for  many  reasons,  including  but  not  limited  to  product  and  roadmap   changes,  component  and  motherboard  version  changes,  new  model  and/or  product  releases,  product  differences  between  differing  manufacturers,  so[ware   changes,  BIOS  flashes,  firmware  upgrades,  or  the  like.  AMD  assumes  no  obliga]on  to  update  or  otherwise  correct  or  revise  this  informa]on.  However,  AMD   reserves  the  right  to  revise  this  informa]on  and  to  make  changes  from  ]me  to  ]me  to  the  content  hereof  without  obliga]on  of  AMD  to  no]fy  any  person  of   such  revisions  or  changes.     AMD  MAKES  NO  REPRESENTATIONS  OR  WARRANTIES  WITH  RESPECT  TO  THE  CONTENTS  HEREOF  AND  ASSUMES  NO  RESPONSIBILITY  FOR  ANY   INACCURACIES,  ERRORS  OR  OMISSIONS  THAT  MAY  APPEAR  IN  THIS  INFORMATION.     AMD  SPECIFICALLY  DISCLAIMS  ANY  IMPLIED  WARRANTIES  OF  MERCHANTABILITY  OR  FITNESS  FOR  ANY  PARTICULAR  PURPOSE.  IN  NO  EVENT  WILL  AMD  BE   LIABLE  TO  ANY  PERSON  FOR  ANY  DIRECT,  INDIRECT,  SPECIAL  OR  OTHER  CONSEQUENTIAL  DAMAGES  ARISING  FROM  THE  USE  OF  ANY  INFORMATION   CONTAINED  HEREIN,  EVEN  IF  AMD  IS  EXPRESSLY  ADVISED  OF  THE  POSSIBILITY  OF  SUCH  DAMAGES.     ATTRIBUTION   ©  2013  Advanced  Micro  Devices,  Inc.  All  rights  reserved.  AMD,  the  AMD  Arrow  logo  and  combina]ons  thereof  are  trademarks  of  Advanced  Micro  Devices,   Inc.  in  the  United  States  and/or  other  jurisdic]ons.    SPEC    is  a  registered  trademark  of  the  Standard  Performance  Evalua]on  Corpora]on  (SPEC).  Other   names  are  for  informa]onal  purposes  only  and  may  be  trademarks  of  their  respec]ve  owners.   25   |      PRESENTATION  TITLE      |      NOVEMBER  14,  2013      |      CONFIDENTIAL