EVOLUTION OF MULTIMEDIA DISPLAY MAZEN SALLOUM 26 FEB
EVOLUTION OF MULTIMEDIA & DISPLAY MAZEN SALLOUM 26 FEB 2015
AGENDA 4 K Video ‒ Emergence of 4 K Devices ‒ 4 K Formats ‒ 4 K Video Compression & Decode ‒ 4 K Graphics ‒ 4 K & Display Interfaces Adaptive-Sync ‒ Video Playback ‒ Graphics Rendering & Current Sync Issues ‒ Power Saving 2 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 |
OVERVIEW Multimedia and display components of embedded systems are constantly evolving ‒ New compression and display standards ‒ New types of content Focus on following specific topics ‒ 4 K video content ‒ Adaptive-Sync 3 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 |
4 K Video
EMERGENCE OF 4 K OR ULTRA-HIGH DEFINITION (UHD) Migration towards higher resolutions than now common High Definition (HD) 4 K is four times number of pixels compared to HD’s 1080 p format 4 K presents much better image quality and finer detail ‒ Perception of detail depends on distance from display 4 K panels are higher density (or PPI), as compared to HD, which offers smoother looking image, especially at closer viewing distances 5 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 |
4 K DEVICES AND USAGE 4 K is used across different types of devices ‒ High-end monitors and large-size digital signage displays ‒ All-in-one PCs ‒ Tablets ‒ Consumer TVs ‒ Notebooks ‒ Digital cinema projectors ‒ Capture devices: Professional and prosumer camcorders and cameras Content distribution websites streaming at 4 K formats 6 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 |
4 K & UHD FORMATS UHD is a TV standard, defined by ITU, and it covers two resolutions 1 ‒ UHD-1 is 3840 x 2160 (8. 29 megapixels) ‒ 4 x number of pixels of High Definition’s 1080 p ‒ Aspect ratio of 16: 9 ‒ UHD-2 is 7680 x 4320 (33. 18 megapixels) ‒ 16 x number of pixels compared to High Definition’s 1080 p ‒ Sometimes referred to as 8 K 4 K is mainly tied to film projectors and Digital Cinema Initiative (DCI), with following formats 2 ‒ DCI 4 K (native resolution) is 4096× 2160 (8. 84 megapixels) ‒ Wider aspect ratio compared to UHD-1 ‒ DCI 4 K (Cinema. Scope cropped) is 4096× 1716 (7. 02 megapixels) ‒ DCI 4 K (flat cropped) is 3996× 2160 (8. 63 megapixels) 1) "Ultra High Definition Television: Threshold of a new age". ITU press release. May 2012 2) “Digital Cinema Initiatives”. Wikipedia 7 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 |
4 K VIDEO COMPRESSION HD content is most commonly compressed using H. 264 Given size of 4 K video content, it requires higher video compression ratios than H. 264 Much 4 K video will be encoded using High Efficiency Video Coding (HEVC) ‒ Standard co-developed by ITU-T and ISO/IEC ‒ HEVC, also referred to as H. 265 ‒ Offers up to double compression rates compared to H. 264 Another video compression standard commonly used is VP 9 ‒ VP 9 is mostly leveraged today for streaming applications, and is widely supported by mainstream Internet browsers 8 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 |
4 K VIDEO DECODE Increased compression rates require much higher processing power (compared to H. 264) Decoding 4 K content, compressed using HEVC or VP 9, would consume the capabilities of a typical CPU ‒ Bitrate and other factors also affect playback performance of systems Desirable that systems possess a dedicated engine that is designed to decode 4 K content Larger system memory and bigger memory bandwidth CPU Utilization (%) Average CPU Utilization During Playback (UHD Content) AMD A 10 APU & FIREPRO W 7100 GPU 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% CPU Decode AMD A 10 APU FIREPRO W 7100 GPU Dedicated Hardware Decode 15 Mbps 30 FPS (Main Profile) 15 Mbps 30 FPS (High Profile) 9 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | 30 Mbps 30 FPS (Main Profile) 30 Mbps 30 FPS (High Profile) 50 Mbps 30 FPS (Main Profile) System Specs AMD A 10 -7800 Radeon R 7, 12 CU, 3. 5 GHz 16 GB DDR 3 2133 MHz AMD Catalyst™ Omega Driver-14. 12 -with-dotnet 45 -win 8. 1 -64 bit 50 Mbps 30 FPS (High Profile)
VIDEO PLAYBACK PIPELINE Faster Network Bandwidth Faster CPUs New Display Interface Internet CPU Network Adapter USB / SATA Controller GPU Display Controller System Memory CPU Decode Pipeline Higher Storage Capacity Faster Interface 10 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | GPU Compute Units Fixed. Function Decoder Higher Memory Bandwidth & Capacity Post Processing ( CSC, Scaling, other Filters ) New Silicon Display Output Faster GPUs
4 K GRAPHICS Entire graphics pipeline is affected ‒ Geometry shaders ‒ Vertex shaders ‒ Frame buffers All required to increase in size to handle 4 K formats Larger Graphics memory and bigger memory bandwidth Applications Vertex Shader Geometry Shader Graphics Pipeline 11 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | Fragment Shader Buffer Processing
4 K AND DISPLAY INTERFACES HDMI and Display. Port (DP) are popular display interfaces Initial versions of HDMI and DP support HD resolutions at 60 Hz and 4 K formats only at lower refresh rate of 30 Hz ‒ Initial versions’ maximum bandwidth are less than what is needed to output 4 K at 60 Hz Both interface standards have been updated recently, with higher bandwidth Key versions that can display 4 K content ‒ HDMI 1. 4 supports up to 4 K at 30 Hz ‒ HDMI 2. 0 supports up to 4 K at 60 Hz ‒ DP 1. 1 supports up to 4 K at 30 Hz ‒ DP 1. 2 supports up to 4 K at 60 Hz ‒ DP 1. 3 supports up to 3840 x 2160 (UHD-1) at 120 Hz, or 7680 x 4320 (UHD-2) at 60 Hz 12 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 |
DISPLAY DEVICES RESOLUTION AND INTERFACES Resolutions and display interfaces vary by type of device 4 K TVs support up to 3840 x 2160 (UHD) resolutions ‒ HDMI 1. 4 or 2. 0 interfaces as inputs PC monitors support up to 3840 x 2160 resolutions ‒ Both DP and HDMI as inputs 4 K projectors are mostly at 4096× 2160 resolution ‒ Inputs are HDMI, SDI or DVI interfaces 13 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 |
Adaptive-Sync
ADAPTIVE-SYNC Before Adaptive-Sync: ‒ Displays refresh at constant rate of 60 Hz ‒ Regardless of content being displayed ‒ Irrespective of capabilities of graphics source it’s interfacing with ‒ Causes issues such as jittery video playback and jerky graphics With Adaptive-Sync: ‒ New standard Video Electronics Standards Association (VESA®)1 ‒ Adaptive-Sync was introduced as part of Display. Port 1. 2 a in mid-2014 ‒ Also part of DP 1. 3, as an optional feature ‒ With Adaptive-Sync, monitor no longer controls its refresh rate ‒ Instead GPU refreshes monitor based on frequency of generated content, or its graphics rendering rate ‒ Solves video playback and graphics issues above, plus offers power saving 1) “VESA Display. Port Adaptive-Sync White Paper”, Syed Athar Hussain and Shane Parfitt. VESA, May 2013 15 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 |
ADAPTIVE-SYNC & VIDEO PLAYBACK Before Adaptive-Sync: ‒ Video is typically played back at 24 or 25 Hz ‒ Or multiples of 24/25 Hz: 48/50 and 72/75 ‒ Other rates are also used, e. g. 23. 98, 29. 97 or 30 Hz ‒ Judder effect occurs when 24 Hz video — or multiples of it — is displayed at 60 Hz ‒ Particularly noticeable in panning scenes or when objects are moving against a static background ‒ Judder reduction techniques are frequently performed in video post processing stages to resolve this With Adaptive-Sync: ‒ These techniques are no longer required with Adaptive-Sync; monitor would update based on natural flow of video content, e. g. it would refresh at 48 Hz ‒ Lowers processing system requirements, since video post processing portion is eliminated ‒ Reducing monitor’s refresh rate from 60 to 48 Hz (or 50 Hz), cuts power consumption 16 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 |
GRAPHICS RENDERING & STUTTERING Many GPUs process graphics workloads variably, depending on how performance intensive they are ‒ GPUs don’t render frames at regular, fixed cadence of 60 Hz Mismatch between GPU’s rendering rate and monitor’s set refresh rate, causes visual quality issues When rendering rate is lower than 60 Hz, stuttering effect is introduced: ‒ GPU hasn’t finalized rendering of next frame (II), but is forced to output current frame again (I) ‒ When monitor displays same frame twice, it creates visually stuttering effect Render II Display I Render III Display II TIME Stuttering effect 17 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | Render IV Display III Display IV
GRAPHICS RENDERING & TEARING Stuttering issue can be removed by forcing GPU to output as soon as it finishes rendering of next frame (II) ‒ Often occurs midway through monitor’s refresh cycle ‒ Eliminates stuttering, but introduces tearing effect ‒ Portion of each of the 2 frames is being displayed simultaneously on screen Render II Display I Render III Display II TIME Tearing effect 18 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | Display II Render IV Display III Display IV
GRAPHICS RENDERING & ADAPTIVE-SYNC Adaptive-Sync resolves both stuttering and tearing issues When GPU is taking longer to render frame than monitor’s fixed refresh rate, monitor would hold off from refreshing until it receives new frame (II) ‒ Monitor is fully synchronized with GPU, presenting frames as soon as they available or rendered by GPU Render I Without Adaptive-Sync: Stutter and Lag Render II Display I Render III Display II TIME With Adaptive-Sync: No Stutter and Lag Render IV Display III Stutter & Lag Render II Display I TIME 19 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | Render III Render IV Display III Display IV
ADAPTIVE-SYNC & POWER SAVING Before Adaptive-Sync ‒ Applicable when content being displayed is static ‒ Today, panels would still refresh at 60 Hz, as there’s no detection of content type ‒ Each refresh consumes power With Adaptive-Sync ‒ Panels refresh at their lowest supported rate ‒ Power saving is particularly important for battery-operated devices 20 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 |
SUMMARY 4 K and UHD formats are becoming more prevalent, across multitude of devices 4 K video, with its higher compression schemes, puts strain on entire video pipeline Video decoding engine desired to support new compression schemes Creates new demands on graphics processors, system memory, and display interfaces Adaptive-Sync provides dynamic synchronization between GPUs and monitors New standard enables smoother visual experiences ‒ Eliminates judder during video playback ‒ Resolves stuttering and tearing issues in case of graphics ‒ Offers power savings in case of static content 21 | EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 |
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