Moving mobile graphics

Sam Martin
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Abstract

A device you can wear or keep in your pocket has less power and thermal budget than a typical desktop device by several orders of magnitude, but with similar user experience expectations. Wearable VR and AR headsets accentuate these challenges while also increasing the demand for computation. To meet these graphical demands while keeping within a mobile form factor requires scrutiny of all aspects of modern graphics, from hardware design and associated graphics APIs, to OS and system considerations, to the algorithms and techniques employed. This half-day course provides a technical introduction to mobile graphics spanning the hardware-software spectrum and explores the state of the art with practitioners at the forefront of their field. We look at the impact of XR on hardware, software and OS, quantified best practices in real-time rendering and computer vision research on mobile devices.
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可以随身携带或放在口袋里的设备比典型的桌面设备功耗和热预算低几个数量级,但用户体验期望相似。可穿戴式VR和AR头显加剧了这些挑战,同时也增加了对计算的需求。为了满足这些图像需求,同时保持手机的外形因素,需要仔细检查现代图像的各个方面,从硬件设计和相关图形api,到操作系统和系统考虑,再到所采用的算法和技术。这个为期半天的课程提供了跨越硬件软件频谱的移动图形技术介绍,并探索了其领域最前沿的从业人员的艺术状态。我们着眼于XR对硬件,软件和操作系统的影响,量化实时渲染和移动设备计算机视觉研究的最佳实践。
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