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Intel ® Visual

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intel science and technology center<br />

Semantically labeled 3D model, suitable for urban planning (University of Washington).<br />

Graphics and Systems<br />

Research<br />

To create the future architectures needed to<br />

support advances such as those outlined in<br />

the above three themes, ISTC-VC researchers<br />

will explore next-generation architectures and<br />

tools that address the following four crucial<br />

technology trends:<br />

• Personal computing is increasingly moving<br />

away from traditional desktop computers<br />

toward mobile devices, ranging from laptops<br />

to tablets to pocket-sized computers, phones,<br />

and other battery-powered devices. This is<br />

creating a need to design systems that focus<br />

on mobility with an emphasis on poweraware<br />

design, miniaturization, and efficient<br />

computing given a minimal cost, power, and<br />

volume budget.<br />

• Just as computing is moving away from<br />

traditional PCs onto mobile devices,<br />

computing is also moving in a new direction—<br />

into the cloud—which can deliver superior<br />

reliability, cost savings, and scalability<br />

compared to the desktop.<br />

• GPU design is evolving from an emphasis<br />

on pure fixed function designs to a much<br />

more programmable design philosophy that<br />

promises to provide algorithm flexibility<br />

and programmer productivity, and improve<br />

overall system efficiency. This trend is<br />

likely to result in heterogeneous graphics<br />

systems with heterogeneity at many levels:<br />

fine-grained (such as integer versus floatingpoint<br />

arithmetic logic units (ALUs)), medium-<br />

grained (such as rasterization or texture<br />

filtering units), and coarse-grained (CPU cores<br />

versus GPU cores). Determining the right<br />

mix of units and programming the resulting<br />

heterogeneous systems is one of the grand<br />

systems design challenges in computing.<br />

• Finally, at all levels of computing, from<br />

mobile to desktop to the cloud, the gap is<br />

growing between the capabilities of the<br />

hardware—what the system can do—and the<br />

delivered performance of the software—what<br />

the system actually does. As the hardware<br />

becomes more complex, more parallel, and<br />

more heterogeneous, there is a real and<br />

growing need to solve the programmability<br />

problem by building software that allows<br />

programmers and users to make the most<br />

of the hardware. These trends will affect<br />

designs, implementations, and software<br />

support for future graphics systems of all<br />

sizes, from small, inexpensive mobile systems<br />

to traditional single-node.<br />

Creating the Future<br />

It is difficult to imagine all the potential visual<br />

computing experiences that will be possible in 10<br />

years, but with the launch of ISTC-VC, <strong>Intel</strong> hopes<br />

to drive the development of the technologies<br />

required to realize them. By bringing together the<br />

top minds in the field, in Europe and now across<br />

the United States, <strong>Intel</strong> has made a substantial<br />

commitment to advancing the future of visual<br />

computing, for the benefit of researchers and<br />

consumers alike. •<br />

Researchers at the University of Washington are<br />

exploring ways to segment photos of people into<br />

components that can be tagged, tracked, and<br />

manipulated to create new 3D content.<br />

While current<br />

3D-modeling<br />

methods represent<br />

the scene as<br />

an unorganized<br />

mass of points or<br />

triangles, nextgeneration<br />

systems<br />

will recognize what<br />

is in the scene—<br />

doors, chairs, stairs,<br />

sidewalks, windows,<br />

tables, and other<br />

components.<br />

intel visual adrenaline no. 10, 2011 41

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