Variable-rate shading (VRS) is a new feature of Microsoft DirectX* 12 and is supported on the 11th generation of Intel® graphics hardware. Get an overview and learn best practices, recommendations, and how to modify traditional 3D effects to take advantage of VRS.
3. Agenda
3
• What is Variable Rate Shading (VRS)?
• Breaking News for VRS
• Case Studies in the lab
• Objects in Motion
• Particle Systems
• Amazon Bistro Scene
• Amazon Bistro + Depth of Field
• Unreal Engine Integration
• Questions
4. VRS Overview
• Display resolution growing faster than pixel throughput
• 1080p->4k->8k on the way
• HDR formats (8bit->10bit->fp16 formats)
• Intel Gen11 display controller supports fp16 render targets, no tone mapping req’d
• Optional shading rates supported on Intel
• [2x4], [4x2], and [4x4]
• Shade at high frequency (1x1) where it has highest impact
4
Pixel shader invoked
Pixel receives
calculated result
Maximizing pixel shader throughput is even
more important in the 10W-15W market Intel
(Gen11)
AMD Nvidia (Turing)
VRS Support Tier 1 Not
yet
Tier 2+Tier 1
Additional Shading
Rates Supported
Yes Not
yet
Yes
5. VRS not a panacea!
• Helps
• Selectively shade fewer pixels to reduce compute and memory bandwidth
• Reduction in render target write pressure relative to VRS rate
• Doesn’t help
• Vertex shading, geometry
• Small triangles - penalty for thread scheduling, rasterization, fixed function overhead
• Blending
• Can make things worse
• Visual blockiness artifacts if not careful
5
We discuss lessons learned to improve performance with VRS while not reducing
the perceived visual quality
6. DX12 VRS API
Easy to use API: Microsoft* Windows 10 May Update+Windows* SDK
1. Query for support of VRS
• Tier 1: Set shading rate via command list RSSetShadingRate(..)
• All subsequent draws use this shading rate
• Tier 2: image based and in pre-PS stage via SV_ShadingRate
• Combining shading rates handled with host side combiner API
• Min/max/combine/passthrough
2. Query for optional shading rates: options6.AdditionalShadingRatesSupported
3. Set shading rate, ID3D12GraphicsCommandList5 call RSSetShadingRate()
4. Draw Objects
6
Gen11 is VRS Tier1 with additional shading rates supported
7. Recent VRS Results
• Architecture Day ‘18 and Computex ‘19: Unreal* Engine + Ren’s Demo: ~30%
• Microsoft, Intel and Firaxis* at GDC 2019 for VRS DX12 API
• Firaxis: Civilization VI, Tier 1 ~20% and Tier 2 ~14%
• Spec: VRS Spec
• Blog: Variable Rate Shading: a scalpel in a world of sledgehammers
• Microsoft: Martin Fuller, focus on Tier 2:
• Deriving Screen Space Shading Rate, Implementation Tips and Sparse Lighting
• Reduction in pixel shader invocations of ~50%
• Nvidia*/Bethesda*: Wolfenstein II
• Reduction of ‘bad’ frames, > 16.7ms for example
• GDC ’19 talk on adaptive shading, Lei Yang et al
• I3D paper on lossless content and motion adaptive shading, Lei Yang et al
7
8. Agenda
8
• What is Variable Rate Shading (VRS)?
• Breaking News for VRS
• Case Studies in the lab
• Objects in Motion
• Particle Systems
• Amazon Bistro Scene
• Amazon Bistro + Depth of Field
• Unreal Engine Integration
• Questions
10. Case Study – Objects under motion
• Idea: Use VRS when objects are moving fast enough that the reduced shading
rate is not noticeable
• Increase FPS or quality via <favorite additional effect>
10
11. VRS 1x1 vs. 2x2 animated
11
• Indistinguishable in foreground
• Slight degradation in background observed
• Fewer texture samples across same amount of surface (in object space)
• Geometry boundary preserved-full per pixel coverage even though shading rate reduced
1x1 Shading Rate 2x2 Shading Rate
12. VRS 2x2 vs. 4x4 animated
12
• Again, indistinguishable in foreground
• Observable degradation in 4x4 background L
• Atmospheric blur or fog can help, hides high frequency texture aliasing in background
4x4 Shading Rate2x2 Shading Rate
13. Let’s examine this up close…
• Almost no observable degradation on 2x2, however 4x4 easy to see aliasing
• All high frequency texture content significantly blurred, less noticeable under motion
• Consider increasing roughness to help useful lifetime of coarser VRS rates
• Edges perfectly preserved in all cases J
13
14. Fog and other atmospheric effects
14
Consider shading rate reduction for objects in the distance
when atmospherics are being used, not in general
15. 3DMark* VRS Feature Test
• LOD integration
• Pre-release
Gen11 20-40%
speedup
between VRS
on/off
• 3DMark VRS
Feature Test
Available for
download Q3
2019
Used with Permission of 3DMark* and UL*
16. Informal user study
• Constraints:
• 1080p, ~3 ft away from 4k display, image not resized, shown 1080p back to back
• 8 graphics engineers asked to compare displayed 1x1 vs. 2x2 and 2x2 vs. 4x4
16
Description Result
Distinguish between 1x1 and 2x2 0% of 8 graphics engineers
Distinguish between 2x2 and 4x4 100% of 8 graphics engineers
1x1 2x2 4x4
17. • Object moving closer to view plane
cover more pixels in same unit of
time as objects in background
assuming world space size and
velocity are constant
• Objects undergoing motion blur in
foreground will be more blurred than
same object in background at same
velocity
• See Unreal use case for more details
One more thing…
17
V1
V2
18. Takeaways
• Visual artifacts most noticeable in high frequency detail
• Examples: normal maps, specularity
• In these cases, consider INCREASING shading frequency in background, not
decreasing, unless we have fog, atmospherics, or blurs
• GOOD cases: ambient occlusion, diffuse shading, albedo as these are slowly varying
• Edges remain perfectly preserved because we have full pixel rate coverage J
• If supporting Tier2, review Lei Yang’s work quantitative work on adaptive
techniques, consider adoption into your engine
18
19. Agenda
19
• What is Variable Rate Shading (VRS)?
• Breaking News for VRS
• Case Studies in the lab
• Objects in Motion
• Particle Systems
• Amazon Bistro Scene
• Amazon Bistro + Depth of Field
• Unreal Engine Integration
• Questions
21. Why VRS in the lab?
• We try out things so you don’t have to!
• Two different workloads: Particles, Bistro scene with forward renderer
• Performance under varying conditions (resolutions, shader complexities, etc.)
• Quality considerations, integration ‘gotchas’
21
22. VRS Particles
• Simple particles POC, 10k quads, 50-200 alpha blends per pixel
• Compare traditional low res offscreen vs VRS
22
23. VRS Particles
• Can we do
https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html (High-
Speed, Off-Screen Particles) better & easier with VRS?
• We try different resolutions, shader complexities, etc.
low: ~20 medium: ~100 high: ~300
(shader complexity, dxbc instructions)
23
24. •VRS performance is excellent for more complex pixel shaders, ok even on simple
•Bound on the output and changing resolution makes almost no difference!
Performance of VRS Particles
24
no point in
VRS4x4 (maybe 2x1/1x2?)
perfect scaling
even for VRS4x4
Measured on prototype ICL
Gen 11 HW but very similar
scaling observed on RTX 2060
(absolutenumbers)
(relativenumbers)
25. Quality of VRS Particles
• VRS blocks are render target aligned
so alpha-blended stuff accumulates
along the same boundaries L
(we have some
filtering ideas in
the works!)
• On the good side, no need for
compositing, depth testing just works
25
27. VRS w/ Amazon Bistro Scene
• The opposite of particles POC: Amazon Lumberyard Bistro dataset
(https://developer.nvidia.com/orca/amazon-lumberyard-bistro)
• Around 3.7m triangles (mix of big & small), alpha tested foliage, some
transparencies
• Simple forward renderer,
point lights with shadows
• Different resolutions, and
shader complexities
• VRS applied on opaque &
transparencies only
• Flythrough benchmark
27
28. • VRS 2x1/1x2 and 2x2 bring most savings in a general case
(but 4x2/2x4 & 4x4 are still good for specific cases: particles, high res.)
*combined average of 2400 frames, various shading complexities, 3 resolutions (1920x1080, 2560x1600, 3840x2160),
on ICL (Gen11) and RTX 2060
VRS Bistro perf vs. shade rate
28
30%
16%
7%
4%
29. • Higher resolutions make VRS more effective, especially at higher block sizes!
(Balance is changed: same geometry but more shading, etc.)
*combined average of 2400 frames, various shading complexities
VRS Bistro Perf vs. Resolution
29
0.43
0.26
0.58
0.37
30. VRS Quality: Blockiness
• Blockiness is bad…
• … but less noticeable at high resolutions, partially obscured or in motion
(exploring filtering options, watch this space)
30
31. Quantifying VRS Quality
31
VRS 2x4 at 4k better than VRS 2x2 at 1080p!*
*will depend on the content, ymmv
Idea: choose horizontal/vertical per object?
32. VRS Gotchas and Ideas
• Careful with pixel size and location:
• ddx/ddy scaled accordingly (VRS 2x2 means they are 2x – what we usually want)
• SV_Position no longer n+0.5
• Can affect tiled/clustered lighting or anything relying on full screen textures:
depth/color for soft particles, SSR, heat-haze/refraction effects. Sampling between
texels can introduce artifacts and VRS might not help with perf when no MIPs. Create
MIPs for each VRS level?
• Best to make shaders as VRS-agnostic (pixel-size/location agnostic) as possible.
SV_ShadingRate doesn’t work on Tier1 (or at and below SM_5.x); alternative:
shadingRate = float2( ddx( pos.x ), ddy( pos.y ) ), with pos : SV_Position J
• Automatic classification of materials for best performance gain / least visual
impact?
32
33. VRS takeaways
• Best case measured, VRS 4x4 on particles: 90+% reduction in draw time!
• Roughly speaking, with forward renderer we get 30% savings with
VRS 1x2/2x1 and 46% at VRS 2x2 rates (but YMMV, VRS exposes unseen
bottlenecks: small triangles, fill-rate, memory b/w, etc.)
• Blockiness is a quality problem. See CIV6 GDC 2019 talk, https://youtu.be/f-
SklVb2MDI?t=2072 – custom filter helps. Active field of research.
• The higher the resolution the more VRS helps perf* and the less it hurts quality
*unless you’re at the blend/fillrate or framebuffer memory bandwidth wall
33
35. 35
Depth of field: case study
This whole area is blurry!
So why shade in high detail?
(these bits here too)
36. 36
Depth of field: depth of field areas
near out of
focus area
near transition
in focus area
far out of
focus area
in focus to
in focus from
far transition
37. Depth of field: adding VRS
• VRS Tier1 lets us only do per-draw call, focusing on that for now
• We don’t want direct transition from 1x1 to 4x4, switch looks bad in
motion
• Use progressive VRS shading rate steps:
• 1x1 (in focus)
• 2x1 (transition)
• 2x2 (transition)
• 4x2 (transition)
• 4x4 (completely out of focus)
(pick suitable max rate – could be 4x2 or 2x2 or even 2x1)
38. 38
Depth of field: per-object VRS rate
nearest distance
to camera plane
near out of
focus area
near transition
in focus area
far out of
focus area
in focus to
in focus from
far transition
farthest distance
to camera plane
39. 39
Depth of field: per-object VRS rate
near out of
focus area
near transition
in focus area
far out of
focus area
in focus to
in focus from
far transition
4x4
2x2
1x1
2x1
4x2
40. Depth of field: choosing the vrs rate
• Select rate conservatively to avoid affecting any in-focus pixels
1. For far out of focus use object’s nearest distance
2. For near out of focus use object’s farthest distance
3. Compute rates independently, combine conservatively
• Same logic for Tier2 LOD mask: use macroblock’s nearest/farthest depth
41. Depth of field: first issue
• Geometry not fine grained enough?
• Solution (if possible): split up only the meshes that cover a lot of pixels
42. Depth of field: aliasing in motion
• DoF-blurred areas with VRS look great on still images but bad in motion
• Reason? In this case, mainly specular reflections!
• Solution: dampen the offender based on VRS rate
NO VRS VRS 4x2 VRS 4x2 + spec dampening
43. Depth of field: aliasing in motion, continued
• For our specific case we use a hack that increases material roughness
and reduces specular reflections based on VRS rate
• This approach can be refined and/or used in other sources of VRS-
amplified aliasing
• This code works in non-VRS as well as VRS Tier 1 and Tier 2 cases
(although might be best to compile-out in non-VRS case)
46. Depth of field: takeaways
• Performance:
• On ICL, 2560x1600, we get approx. 16%* savings (1.0x -> 0.84x)
• On RTX 2060, 4K, we get approx. 14%* savings (1.0x -> 0.86x)
• In our case this translates to approx. 10% overall FPS increase (depending on
shading complexity choice)
• DoF is just one use case; would work similarly for fog/atmospherics
• Tier2: control block size of 16x16 is temporally unstable, but maybe use
both per-object and image based with a combiner?
*Automated benchmark, measured across 2400 frame animation with varying DoF settings, Tier 1 (per-object) implementation, max VRS rate set to 4x2, forward opaque and
transparent passes
47. Agenda
47
• What is Variable Rate Shading (VRS)?
• Breaking News for VRS
• Case Studies in the lab
• Objects in Motion
• Particle Systems
• Amazon Bistro Scene
• Amazon Bistro + Depth of Field
• Unreal Engine Integration
• Questions
50. Step One:
Detect VRS Support
Fold Microsoft* Windows 10 May
Update SDK into build system
Unreal Tier One Integration:
Detect
50
51. Step Two:
Implement RSSetShadingRate
Exposed on the RHI layer to
future proof cross-API
functionality—stubbed out for
unsupported APIs
Remember: Commandlist 5
Unreal Tier One Integration:
Define
51
52. Step Three:
Apply shading rate to select pass in
Render()
REMEMBER: Global State! Must
“unset” back to 1x1 after
Started with mesh drawing and then
separate per pass settings
Unreal Tier One Integration:
Apply
52
56. GOOD
• Expensive Pixel Shaders
• Definition from depth
(foliage outlines)
• Obfuscation: depth of field, motion
blur, distance fog, etc.
“CHALLENGING”
• Geometry bottlenecks
• Low resolution textures
• For distance based techniques: Large
meshes spanning foreground and
background
What makes a workload?
56
58. • Specific to Workload
• Largely panning laterally
• Integration with motion detection
1x1 à 2x1: 2ms
2x1 à 2x2: 3ms
Asymmetric VRS rates
59. Depth of field paid for by VRS
Could even reduce VRS rate
Simple implementation, no popping
Could tag focal points in cinematic
Gen 11 Pre-Release HW at 1080p
DOF Cost Recovery
DOF Off DOF On
VRS Off 36.9ms 40.9ms
VRS 2x2 On 28.1ms 31.7ms
60. Reflection Environment pixel shader
• Minimal reflection probes
• Skybox rim lighting
• SetVRSRate(RefEnvShadingRate)
• RenderReflectionEnvironment()
• SetVRSRate(1x1)
2ms at 2x2
4ms at 4x4
Cheating
60
61. Step Zero: Strip It
• Strip the renderer to what you need
• Accelerates artifact debugging
Minimum viable project:
Triangle with high variance texture
To start, we disabled translucency, reflections, temporal AA, etc. to expose most
primitive artifacts
Tier One Integration:
Learnings
61
62. Try:
• Different shading rates per-pass, e.g. Mesh Drawing, Shadows, Reflections
• Expose as console variables and experiment live
• Mesh Tagging
• Deeper integrations with obfuscation techniques: DOF, motion blur,
distance fog, etc
Tier One Integration:
Experiment & Explore
62
63. Check for Accidental Inclusions:
Make sure you’re only affecting what
you think you are: SET and UNSET
• Reflections
• Decal Buffer
• Screen Space Techniques
• Up/Down Samples
Debugging Artifacts
63
Tool Support
• Intel GPA Version 19.2+
• Pix Version 1903.26+
Artifact appears with VRS 1x1, but not
with VRS disabled? Could be driver
issues, give us a call.
64. What Worked:
• VRS paid for depth of field
• Asymmetric Shading Rates
• Exposing shading rates as console
vars for experimenting
• Tight engineer/artist feedback loop
Wish we’d had:
• Ability to tag hero meshes for
high/low shading rates
• Fully tested render feature pipeline to
eliminate late breaking artifacts
• More stable workflow
The Good and The Bad
64
65. Open Work
• Tier One and Tier Two cointegration
• Per-Draw techniques in Unreal’s new mesh drawing pipeline
• Mesh Tagging system: give artists option to never/always use coarse rate
• Proper motion detection
• How will it interact with dynamic res?
65
66. Results
Getting started with VRS is relatively simple
The performance boost from VRS can be extremely impactful while
maintaining visual quality, depending on workload and implementation
Even simple VRS implementations can deliver meaningful performance
improvements.
66
70. References
• [we already have links provided previously, will enumerate here time permitting]
• Lei Yang, Dmitry Zhdan, Emmett Kilgariff, Eric B. Lum, Yubo Zhang, Matthew Johnson, and Henrik Rydgård.
2019. Visually Lossless Content and Motion Adaptive Shading in Games. Proc. ACM Comput. Graph.
Interact. Tech. 2, 1, Article 6 (June 2019), 19 pages. DOI: https://doi.org/10.1145/3320287
• Lei Yang et al’s GDC talk: https://www.gdcvault.com/browse/gdc-19/play/1026205
• Martin Fuller presentation:
• Our previous work:
• VRMark demo:
• Rens demo:
71. Hotoffthepresses
• Intel announced support for VRS at Architecture Day 2018 for Gen11
• Gen11 support for VRS
• Public reveal with MSFT and Firaxis at GDC 2019 for VRS DX12 API
• Blog: Variable Rate Shading: a scalpel in a world of sledgehammers
• Spec: VRS Spec
• VRS on Youtube
• IHVs public with DX12 VRS support
71
Intel (Gen11) AMD Nvidia (Turing)
VRS Support Tier 1 Not yet Tier 2 (includes Tier 1)
Additional Shading
Rates Supported
Yes Not yet Yes
72. RecentWorkcontinued
• +30% from
VRS on Gen11
hardware
• Details later!
72
[ArtbyRensDeBoer,UEcodingKellyGawne@Intel]
https://www.youtube.com/watch?v=GLfFUQaBXgQ&feature=youtu.be
88. § TIMING: 50 Min. for Presentation & 10 Min. for Q & A
§ Instructions:
§ Use this template for presentation.
§ Key concepts, not full descriptions. Expand on points
verbally.
§ Be brief. Text-heavy slides are uninteresting to view.
§ Use graphics, charts, visually-appealing pictures to
support concepts.
§ No fonts smaller than 16pt, use contrasting colors
§ DO NOT grab pictures off Google to use in your
presentation. Purchase pictures off Shutterstock.com
or other royalty-free image site.
§ Recommended slides: Agenda, Call to Action,
Reference
Presentationsliderecommendations[DELETEWHENDONE]
Work
Week
Milestone
22 Outline Due
24 50% drafts complete
26 80% drafts complete
27-28 Dry Runs
29
100% decks provided to Michaelle for
legal review
32
Final Deck with corrections from legal
review provided to Michaelle
33 SIGGRAPH
DEADLINES:
90. 90
Agenda
• Intro / Previous Work - Adam
• The API - Adam
• VRS in Practice - Filip
• Case Study: Objects in Motion - Adam
• Case Study: VRS Depth of Field - Trapper
• Summary – Adam
• Questions
• Backup?
• Case Study: LOD – Adam [Low Priority]
• Particle POC – Filip
91. 91
Agenda
• What is VRS
• Enabling VRS
• When to use VRS
• Case Study: Particles
• Case Study: VRS Depth of Field
• Summary
• Questions
92. 92
Whatisvrs
• Explain VRS modes (2x2, 4x4, etc.)
• Explain it helps perf when pixel shader complexity is the bottleneck
• Show Pictures
• API support and Tiers
• HW support
96. 96
Casestudy:vrsdepthoffield
• General overview of real time Depth of Field techniques
• Talk about our Depth of Field specifics and how we leveraged VRS
• Show before and after visuals and performance
97. 97
Summary
• Using Tier 1 VRS on specific draws will improve performance on Gen11
with little extra work required from the ISV
• Especially consider it for any objects obscure by post process or screen
space effects
• Be aware of stair stepping when used with alpha
• Check out our papers and code:
• Adam’s white paper link
• Github link vrs_dof
• Github link particles
98.
99. Abstract
In this presentation we will discuss a new feature available in the latest release of DirectX12
and supported on Intel Gen11 Graphics Hardware called Variable Rate Shading (VRS). We will
first present an overview of the DX12 VRS API and best practices of the use of the feature on
Intel hardware. Then we will talk about our experience modifying traditional 3D effects including
depth of field and particle systems to leverage Variable Rate Shading. We will share our results
and insights gained from these experiments and provide recommendations of how to use VRS in
your rendering pipeline. Finally, we will have demos and/or videos to showcase these techniques
that show performance and visual quality results .
103. 10
3
Depthoffield:bokeh
Bokeh Blurs for Foreground, Background
static const float2 kernel[max_bokeh_samples] = {
float2(0.25,0),
float2(0.07429166058208397,0.2933711331132184),
float2(-0.31244462213914737,0.16908657384211828),
float2(-0.2762595884262893,-0.3000979109324614),
float2(0.2518840201879596,-0.3855371939366909),
…
}
for ( i = 0; i < max_bokeh_samples; i++ )
{
float2 sample_uv = uv + (texel_size * kernel[i] * dist);
bokeh_samples[i] = g_farblur_color.SampleLevel( g_samplerLinearClamp, sample_uv, 0 );
}
Near Bokeh Far Bokeh
104. 10
4
Depthoffield:farbokeh
Pass 2 – Bokeh Blur for Background
if ( coc == 0 )
return color;
for ( i = 0; i < max_bokeh_samples; i++ )
{
blur_color += (bokeh_samples[i] * bokeh_samples[i].a);
valid_count += bokeh_samples[i].a;
}
blur_color /= valid_count;
Prevents samples which are in the
focal range from leaking into the
blur
Far Blur CoCFar Blur Buffer
If no CoC for this pixel,
it should not be blurred
105. Prevents samples which are in the
focal range from leaking into the
blur
If no CoC for this pixel,
it should not be blurredif ( coc == 0 )
return color;
10
5
Depthoffield:farbokeh
Pass 2 – Bokeh Blur for Background
for ( i = 0; i < max_bokeh_samples; i++ )
{
blur_color += (bokeh_samples[i] * bokeh_samples[i].a);
valid_count += bokeh_samples[i].a;
}
blur_color /= valid_count;
Prevents samples which are in the
focal range from leaking into the
blur
Far Blur CoCFar Blur Buffer
106. 10
6
Depthoffield:nearbokeh
Pass 2 – Bokeh Blur for Foreground
for ( i = 1; i < max_bokeh_samples; i++ )
{
if ( bokeh_samples[ i ].a > 0 )
{
blur_color += bokeh_samples[i];
valid_count++;
}
}
blur_color /= valid_count;
Prevents samples which are
in the focal range from
leaking into the blur
Don’t do this, every pixel should
blur. The compositing step will
fade in based off of CoC
if ( coc == 0 )
return color;
107. 10
7
Depthoffield:nearbokeh
Pass 2 – Bokeh Blur for Foreground
for ( i = 1; i < max_bokeh_samples; i++ )
{
if ( bokeh_samples[ i ].a > 0 )
{
blur_color += bokeh_samples[i];
valid_count++;
}
}
blur_color /= valid_count;
Prevents samples which are
in the focal range from
leaking into the blur
Don’t do this, every pixel should
blur. The compositing step will
fade in based off of CoC
if ( coc == 0 )
return color;
108. 10
8
Depthoffield:gaussianblurs
Pass 3 – Gaussian Blur
float3 avg_color = 0;
int i;
for ( i = 0; i < total_colors; i++ )
avg_color += color[ i ].a > 0 ? color[ i ].rgb : color[ 0 ].rgb;
avg_color = avg_color / total_colors;
float4 blur_color = 0;
for ( i = 0; i < total_colors; i++ )
blur_color += (color[ i ].a > 0 ? color[ i ] : float4(avg_color, color[i].a)) * weights[ i ];
Compute average color of all pixels
which should be blurred
If a gaussian weight corresponds
with a pixel which should not be
included in the blur, use the
average color instead.
117. Intel Exhibitor Session
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earum ipsum.
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Bringing Intelligent Motion Using
Reinforcement Learning
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alibusa dolupta nimilis et, quibea nimi, ut ut as re rae audi dus,
od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis.
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expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que
net exerum accabor aute num ipienihilit volorec epudio
venimus atur as et et aut inis et ut as poreprae in estenditium lit
lat veliberum id exped modit, niet ut quatur as elenis quis
earum ipsum.
118. Intel Exhibitor Session
Haribus con peria voluptinvel et accuscienia cullupi squiae
sersped quidiasit lam volectur solupta denimpo rporesecae sit
offic tectur si officiu ntiatem rendam, saped que officillibus
alibusa dolupta nimilis et, quibea nimi, ut ut as re rae audi dus,
od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis.
Ad que alitationse venim essuntia con conesti que poribus dis
expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que
net exerum accabor aute num ipienihilit volorec epudio
venimus atur as et et aut inis et ut as poreprae in estenditium lit
lat veliberum id exped modit, niet ut quatur as elenis quis
earum ipsum.
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Bringing Intelligent Motion Using
Reinforcement Learning
119. Graph and Charts
Haribus con peria voluptinvel et accuscienia cullupi squiae
sersped quidiasit lam volectur solupta denimpo rporesecae sit
offic tectur si officiu ntiatem rendam, saped que officillibus
alibusa dolupta nimilis et, quibea nimi, ut ut as re rae audi dus,
od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis.
Ad que alitationse venim essuntia con conesti que poribus dis
expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que
net exerum accabor aute num ipienihilit volorec epudio
venimus atur as et et aut inis et ut as poreprae in estenditium lit
lat veliberum id exped modit, niet ut quatur as elenis quis
earum ipsum.
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Advanced SIMD Programming
Title
1st Qtr 2nd Qtr
120. Graph and Charts
Haribus con peria voluptinvel et accuscienia cullupi squiae
sersped quidiasit lam volectur solupta denimpo rporesecae
sit offic tectur si officiu ntiatem rendam, saped que officillibus
alibusa dolupta nimilis et, quibea nimi, ut ut as re rae audi
dus, od untis cuptatio molorenit odignihitate aute delit modia
sitium aut ea aut molores torestiis.
Ad que alitationse venim essuntia con conesti que poribus
dis expelic itecaeperit qui qui destis disquatae volor sin ped
quis molenet, ut voluptae officia aliti quiatiam quamet
ulparum que net volorec epudio venimus atur as et et aut inis
et ut as poreprae in estenditium lit lat veliberum id exped
modit, niet ut quatur as elenis quis earum ipsum.
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Advanced SIMD Programming
4th Qtr 3rd Qtr 2nd Qtr 1st Qtr
0
1
2
3
4
5
6
7
8
9
V 1 V 2
121. Graphs and Charts
Haribus con peria voluptinvel et
accuscienia cullupi squiae sersped
quidiasit lam volectur solupta denimpo
rporesecae sit offic tectur si officiu
ntiatem rendam, saped que officillibus
alibusa dolupta nimilis et, quibea nimi,
ut ut as re rae audi dus, od untis cuptatio
molorenit odignihitate aute delit modia
sitium aut ea aut molores torestiis.
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
MPEG-I Immersive Video
Sales
0
1
2
3
4
5
6
Sales
Series 1 Series 2 Series 3
122. Graphs and Charts
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
MPEG-I Immersive Video
Haribus con
peria voluptinvel
et accuscienia
cullupi squiae.
Haribus con
peria voluptinvel
et accuscienia
cullupi squiae.
Haribus con
peria voluptinvel
et accuscienia
cullupi squiae.
Haribus con
peria voluptinvel
et accuscienia
cullupi squiae.
123. Graphs and Charts
Haribus con peria voluptinvel et accuscienia cullupi squiae
sersped quidiasit lam volectur solupta denimpo rporesecae sit
offic tectur si officiu ntiatem rendam, saped que officillibus
alibusa dolupta nimilis et, quibea nimi, ut ut as re rae audi dus,
od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis.
Ad que alitationse venim essuntia con conesti que poribus dis
expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que
net exerum accabor aute num ipienihilit volorec epudio
venimus atur as et et aut inis et ut as poreprae in estenditium lit
lat veliberum id exped modit, niet ut quatur as elenis quis
earum ipsum.
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Advanced SIMD Programming
0
1
2
3
4
5
6
124. Intel Exhibitor Session
“Advanced SIMD Programming with
ISPC quidiasit lam volectur solupta
denimpo rporesecae sit offic tectur si
officiu ntiatem rendam, saped que
officillibus alibusa dolupta nimilis et,
quibea nimi et ut as poreprae”.
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Bringing Intelligent Motion Using
Reinforcement Learning
125. Intel Exhibitor Session
Haribus con peria voluptinvel et accuscienia cullupi
squiae sersped quidiasit lam volectur solupta denimpo
rporesecae sit offic tectur si officiu ntiatem rendam,
saped que officillibus alibusa dolupta nimilis et, quibea
nimi, ut ut as re rae audi dus, od untis cuptatio molorenit
odignihitate aute delit modia sitium aut ea aut molores
torestiis.
Ad que alitationse venim essuntia con conesti que
poribus dis expelic itecaeperit qui qui destis disquatae
volor sin ped quis molenet, ut voluptae officia aliti
quiatiam quamet ulparum que net exerum accabor aute
num ipienihilit volorec epudio venimus atur as et et aut
inis et ut as poreprae in estenditium.
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Bringing Intelligent Motion Using
Reinforcement Learning
126. The Future of Entertainment to Your Living Room
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Arts & Design
Gaming & Interactive New Technologies
Production & Animation
128. SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Haribus con peria voluptinvel et accuscienia cullupi squiae sersped quidiasit
lam volectur solupta denimpo rporesecae sit offic tectur si officiu ntiatem
rendam, saped que officillibus alibusa dolupta nimilis et, quibea nimi, ut ut as
re rae audi dus, od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis ad que alitationse venim essuntia con conesti que
poribus dis expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que net exerum
accabor aute num ipienihilit volorec epudio venimus atur as et et aut inis et ut
as poreprae in estenditium lit lat veliberum id exped modit, niet ut quatur as
elenis quis earum ipsum.
Haribus con peria voluptinvel et accuscienia cullupi squiae sersped quidiasit
lam volectur solupta denimpo rporesecae sit offic tectur si officiu ntiatem
rendam, saped que officillibus alibusa dolupta nimilis et, quibea nimi, ut ut as
re rae audi dus, od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis ad que alitationse venim essuntia con conesti que
poribus dis expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que net exerum
accabor aute num ipienihilit volorec epudio venimus atur as et et aut inis et ut
as poreprae in estenditium lit lat veliberum id exped modit, niet ut quatur as
elenis quis earum ipsum.
Haribus con peria voluptinvel et accuscienia cullupi squiae sersped quidiasit
lam volectur solupta denimpo rporesecae sit offic tectur si officiu ntiatem
rendam, saped que officillibus alibusa dolupta nimilis et, quibea nimi, ut ut as
re rae audi dus, od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis ad que alitationse venim essuntia con conesti que
poribus dis expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que net exerum
accabor aute num ipienihilit volorec epudio venimus atur as et et aut inis et ut
as poreprae in estenditium lit lat veliberum id exped modit, niet ut quatur as
elenis quis earum ipsum.
Haribus con peria voluptinvel et accuscienia cullupi squiae sersped quidiasit
lam volectur solupta denimpo rporesecae sit offic tectur si officiu ntiatem
rendam, saped que officillibus alibusa dolupta nimilis et, quibea nimi, ut ut as
re rae audi dus, od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis ad que alitationse venim essuntia con conesti que
poribus dis expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que net exerum
accabor aute num ipienihilit volorec epudio venimus atur as et et aut inis et ut
as poreprae in estenditium lit lat veliberum id exped modit, niet ut quatur as
elenis quis earum ipsum.
Haribus con peria voluptinvel et accuscienia cullupi squiae sersped quidiasit
lam volectur solupta denimpo rporesecae sit offic tectur si officiu ntiatem
rendam, saped que officillibus alibusa dolupta nimilis et, quibea nimi, ut ut as
re rae audi dus, od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis ad que alitationse venim essuntia con conesti que
poribus dis expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que net exerum
accabor aute num ipienihilit volorec epudio venimus atur as et et aut inis et ut
as poreprae in estenditium lit lat veliberum id exped modit, niet ut quatur as
elenis quis earum ipsum.
Haribus con peria voluptinvel et accuscienia cullupi squiae sersped quidiasit
lam volectur solupta denimpo rporesecae sit offic tectur si officiu ntiatem
rendam, saped que officillibus alibusa dolupta nimilis et, quibea nimi, ut ut as
re rae audi dus, od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis ad que alitationse venim essuntia con conesti que
poribus dis expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que net exerum
accabor aute num ipienihilit volorec epudio venimus atur as et et aut inis et ut
as poreprae in estenditium lit lat veliberum id exped modit, niet ut quatur as
elenis quis earum ipsum.
Legal Notices And Disclaimers
129. SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Haribus con peria voluptinvel et accuscienia cullupi squiae sersped quidiasit
lam volectur solupta denimpo rporesecae sit offic tectur si officiu ntiatem
rendam, saped que officillibus alibusa dolupta nimilis et, quibea nimi, ut ut as
re rae audi dus, od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis ad que alitationse venim essuntia con conesti que
poribus dis expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que net exerum
accabor aute num ipienihilit volorec epudio venimus atur as et et aut inis et ut
as poreprae in estenditium lit lat veliberum id exped modit, niet ut quatur as
elenis quis earum ipsum.
Haribus con peria voluptinvel et accuscienia cullupi squiae sersped quidiasit
lam volectur solupta denimpo rporesecae sit offic tectur si officiu ntiatem
rendam, saped que officillibus alibusa dolupta nimilis et, quibea nimi, ut ut as
re rae audi dus, od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis ad que alitationse venim essuntia con conesti que
poribus dis expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que net exerum
accabor aute num ipienihilit volorec epudio venimus atur as et et aut inis et ut
as poreprae in estenditium lit lat veliberum id exped modit, niet ut quatur as
elenis quis earum ipsum.
Haribus con peria voluptinvel et accuscienia cullupi squiae sersped quidiasit
lam volectur solupta denimpo rporesecae sit offic tectur si officiu ntiatem
rendam, saped que officillibus alibusa dolupta nimilis et, quibea nimi, ut ut as
re rae audi dus, od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis ad que alitationse venim essuntia con conesti que
poribus dis expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que net exerum
accabor aute num ipienihilit volorec epudio venimus atur as et et aut inis et ut
as poreprae in estenditium lit lat veliberum id exped modit, niet ut quatur as
elenis quis earum ipsum.
Haribus con peria voluptinvel et accuscienia cullupi squiae sersped quidiasit
lam volectur solupta denimpo rporesecae sit offic tectur si officiu ntiatem
rendam, saped que officillibus alibusa dolupta nimilis et, quibea nimi, ut ut as
re rae audi dus, od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis ad que alitationse venim essuntia con conesti que
poribus dis expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que net exerum
accabor aute num ipienihilit volorec epudio venimus atur as et et aut inis et ut
as poreprae in estenditium lit lat veliberum id exped modit, niet ut quatur as
elenis quis earum ipsum.
Haribus con peria voluptinvel et accuscienia cullupi squiae sersped quidiasit
lam volectur solupta denimpo rporesecae sit offic tectur si officiu ntiatem
rendam, saped que officillibus alibusa dolupta nimilis et, quibea nimi, ut ut as
re rae audi dus, od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis ad que alitationse venim essuntia con conesti que
poribus dis expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que net exerum
accabor aute num ipienihilit volorec epudio venimus atur as et et aut inis et ut
as poreprae in estenditium lit lat veliberum id exped modit, niet ut quatur as
elenis quis earum ipsum.
Haribus con peria voluptinvel et accuscienia cullupi squiae sersped quidiasit
lam volectur solupta denimpo rporesecae sit offic tectur si officiu ntiatem
rendam, saped que officillibus alibusa dolupta nimilis et, quibea nimi, ut ut as
re rae audi dus, od untis cuptatio molorenit odignihitate aute delit modia sitium
aut ea aut molores torestiis ad que alitationse venim essuntia con conesti que
poribus dis expelic itecaeperit qui qui destis disquatae volor sin ped quis
molenet, ut voluptae officia aliti quiatiam quamet ulparum que net exerum
accabor aute num ipienihilit volorec epudio venimus atur as et et aut inis et ut
as poreprae in estenditium lit lat veliberum id exped modit, niet ut quatur as
elenis quis earum ipsum.
Legal Notices And Disclaimers