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NVIDIA Brings Kepler Graphics Architecture to Mobile Devices
      #45023 - 07/24/13 10:46 AM

This week at the SIGGRAPH show in Anaheim, California, NVIDIA is giving a sneak peek at the new GPU inside Project Logan, their next-gen mobile processor. Project Logan's GPU is based on Kepler, an advanced, energy efficient, and high performance GPU architecture. The Kepler architecture forms the foundation for products that began rolling out a year ago across our notebook, desktop, workstation, and supercomputer lines. And now it's coming to mobile devices. Here's more info:



Project Logan's Kepler GPU advances mobile graphics a significant amount. The Kepler GPU in Project Logan delivers:

. The most advanced mobile graphics, with full support of OpenGL 4.4, OpenGL ES 3.0, DX11
. First modern GPGPU with true compute capabilities and support of both CUDA 5 and OpenCL
. Amazing power efficiency, with performance per watt 3x better than that of an iPad 4

More graphics technology related info:

New Rendering, Simulation Techniques
These advanced APIs will allow developers to use more efficient, visually compelling rendering approaches than were previously possible in mobile. They will bring amazing images to life through a variety of advanced rendering and simulation techniques, such as:

. Tessellation - which creates geometry dynamically and efficiently on the GPU from high-level descriptions, sizing triangles optimally based on the user's viewpoint. By comparison, fine detail in a traditional pre-generated approach is inefficient, requiring excess geometry to deal with all possible viewpoints.

. Compute-based deferred rendering - which calculates the effect of all lights in the scene in a single deferred rendering pass. This OpenGL 4 capability greatly improves deferred rendering efficiency and scalability compared to current OpenGL ES-based implementations, which require an extra pass for each light source in the scene. The scalability of the compute-based approach also paves the way to even more advanced lighting models, such as using virtual points of lights to approximate global illumination effects.

. Advanced anti-aliasing and post-processing algorithms - which deliver better image quality, particularly in areas of very sharp color contrast, by making multi-sampling more programmable and allowing applications to implement their own anti-aliasing filters. These also enable more efficient film-quality post-processing effects, such as motion blur and depth of field.

. Physics and simulations - which simulate the physical behavior of rendered objects, such as calculating rigid-body dynamics or animating particles of smoke. This enables gamers to enjoy more detailed, fully interactive virtual worlds not previously possible on mobile devices.

Demo:












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