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Trends in Video Processing for Mobile Systems

Intel Corporation - Client Computing Group

Jean-Pierre Giacalone – Principal Engineer

(2)

Introduction

We are in a phase of acceleration in media technology. This is driven by how we

consume media and use our devices.

We see a race in resolution, color gamut, frame rate, dynamic range.

We observe new domains becoming reality (360 Videos, Augmented Capture,

Virtual Reality)

In this talk we will:

• Understand and acknowledge these evolutions

• Look at key ingredients in Systems and SOCs

• List the associated big challenges and call for actions

(3)

Rapid Pace of Innovation in Video Technologies

Driven by a Shift to IP-Based Content Delivery

Sling Box Smart TV DVR 1975 1980 1985 1990 1995 2000 2005 2010 2015 VCR Cable AOL DBS Satellite Yahoo Broadband Google HDTV VOD Apple TV Smart Phone Roku

Amazon Prime Instant Video Chromecast Amazon Fire TV Blue-Ray Tivo 7th Gen Consoles Facebook Twitter YouTube Hulu+ Netflix Amazon Prime HDR Netflix UHD Direct TV 4K Netflix Streaming HBO Go Tablet GoPro Hero HD YouTube 360˚ Video On the Horizon: • Dolby Vision • Netflix HDR • 8K Broadcasts • UHD Blue-Ray

• VR Media

Video Technology race is escalating.

New vectors of visual quality & immersion are emerging.

8K

Coming

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Streaming Media Exploding on all Form Factors

• Subscriber to OTT TV services

92.1M  332.2M (‘14-’19)

Juniper Research

• By 2019 nearly 80% of internet traffic will

be driven by video

Cisco

• Nearly 7 in 8 Americans reported watching

online video, with more than half doing so

daily.

Comscore

Video usages growing thanks to

several key enablers…

4 3x !

(5)

The 4K ramp – Enabling more and better pixels

0% 2% 4% 6% 8% 10% 0 5 10 15 20 2013 2014 2015 2016 2017 2018

Mi

lli

on

Uni

ts

Desktop+AIO 4K & 5K Panels1

Volume (Mu) % TAM

• 4K TV and desktop volumes growing rapidly

• OS & Microsoft

*

software ready for 4K since Windows

*

8.1

• Content creation: Adobe

*

, CyberLink

*

, DivX

*

, etc. ready

• Games/Office/Productivity suites: all ready for 4K

Intel equipping 4K panels All-In-Ones

23.6” Available now

IPS class

4K/60Hz

300nits

1000:1 contrast ratio

1. DisplaySearch

Wibtek

A24

Expect to see 10b SDR first out, then 10b HDR.

Next immediate train we are boarding is 8K.

(6)

Why HDR?

Intel Restricted Secret

100 NITS range (per BT709)

400-1000 NITS range

Higher Brightness Dynamic

Better Colors

Ecosystem

HDR provides a significantly better viewing experience.

Start to see aggregation of full eco-system and standards.

Very Bright Spots

Higher details (10b)

Wider Contrast

& Color Range

(7)

Codec Convert Compose Display I/F

1 stream, HDR

HDR to SDR

SDR

SDR Monitor

HDR

Codec Convert GFx to HDR HDR Compose HDR Display support Display I/F

1 stream, HDR

HDR to HDR

HDR Monitor

HDR

Codec Assemble Convert GFx to HDR HDR Compose HDR Display Support Display I/F

2-stream, HDR

HDR

HDR Monitor

HDR (2 images)

SDR GFx

SDR GFx

SDR GFx

Key HDR ingredients and data flows

• Decode: HEVC 10b 420 & possibly 444

• Requires Protected Video Path and

HDCP2.2 encryption to remote display.

• Assemble/Convert

• SDR / HDR conversions

• Decoded Streams combinations

• HDR10/BD-A -> 1 stream

• Dolby Vision -> 2 streams

Base layer (BT709)

Enhancement layer (BT2020)

Display Engine Media pipe GPU or Display Engine

• Blend and HDR Display control

• Scaling in HDR color space and dynamic range (FHD content)

• Blending in HDR color space and dynamic range

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8

Welcome to the 360-Video World!

Objective

Letting users capture and interact with videos in a

naturalistic and immersive way

Use Cases

Immersive Video Conferencing, Virtual Reality Content

Creation, Action Cameras, Video Blogging, Remote

Home Monitoring

Typical System Characteristics Ranges

3-8

USB 2.0 Cameras

60-150

HFOV of each camera

60-180

VFOV of each camera

30-60%

Overlap in HFOV between two cameras

1080p

Capture resolution

(9)

360-Video ingredients

Intel Core i7-5557U

25-30

FPS

Avg

50

%

CPU Load

Avg

60

%

GPU Load

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The Augmented Reality Promise

Professional

Consumer

Healthcare Remote diagnostics Surgery assistance Design/Eng. Interactive prototyping Data visualizatio n Simulation Ideation assistance and tools Military Combat assistance Remote info, Recon., field HMD Gaming “Game in real life” Shopping Interactive ads and signage Price/ availability alerts Visualization & “try-on” Entertainment Picture-in- “picture” Sports/Fitness Tracking HMD Cycling, motor-cycling, skiing, etc. Aid Language translation Memory assistance Directions Notification s Home repair assistance Industrial Remote diagnostics/ maintenanc e Workflow efficiency (e.g. machine assistance) Education Reading extension Classroom support Enhanced education

Many potential use cases for AR

Leading adopters: Gaming, Entertainment, as purchase

with several ancillary uses following

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Contextual Sensing the World

11 Light Acceleration Location Orientation UV Shapes

Guidance

Enablers:

• Always-on, ultra low power sensing and I/O (camera)

• Effective workload partitioning based on available processing

resources

• Context primitives & Fusion of information

Fusion

Algorithms

HARD SENSING

SOFT SENSING

Activity

Location

Environment

Device Usage

Calendar

Picture Credits: Recon, Fitbit

Raw Data Feature Extraction Classification Inference

Std dev (x,y,z)Mean, min, max

(gravity angle) Decision Tree X Z Y •RunningSittingWalking AccelerometerMFCCStd devDynamic rangeBandwidth

GMM ••ChattingListening to musicCommuting Audio

VideoIntensity gradientsJohn is in front of meWe are in a roomContoursColorKernel MachineBayesian NetSparse Bundle Adjustment

(12)

Vision SW

Sensor SW pppppppppp

Guidance – Indoor example with AOS

12

Indoor Guidance is a very promising domain:

• User- or Drone-level navigation support inside a building

• No GPS available (although WiFi localization is potentially present)

• Approaches like Google* Tango couple sensors and vision together

• Optimal partitioning with low power operations is key

Pictures Credits: Google

Camera 1 Camera 2 Camera 3 Multi-cameras I/F IPU GPU CPU Sensors Hub HAL Processing Primitives OpenVX Camera APIs Application-level APIs

Google* Tango Support Architecture

(13)

Virtual Reality: Excitement & Potential are strong

Professional

Consumer

Healthcare Training Remote appoint-ments Design/Eng. Modeling/ prototype visualizatio n (e.g., architect walks inside his design) Military Training and simulations Combat planning Conferencin g & meetings Gaming FPS/action Vehicle simulation Fantasy/RPG Shopping Virtual shopping malls Virtual Travel, Realty Entertainment Concerts, events, news Movies, Video Virtual travel Sports/Fitness Training & simulation Industrial Training Best Known Methods Education Virtual classrooms Virtual Field trips (Geography, History) Indie games (Horror, puzzle, exploration)

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Premium VR Components

CPU

Gfx

HMD

HDMI

USB

Game Simulation

Game Rendering

Premium VR requirements for best immersion imply

significant high performance system-level ingredients to

be present.

Head-mounted display system optics and refresh rate

must be comfortable for the eyes (90 fps min per eye

and highest pixels density possible – 4K, typically).

High quality image link needed with full color resolution

(HDMI).

Components addition via standard, high performance

link (SS-USB).

(15)

Research Challenges

• Efficient codec without patent war (!)

• New Open Media Alliance is a possible good funnel to get there.

• Quick add-up of new codec at 4K/8K capabilities and long battery lifetime.

• DRM end-to-end solutions

• 4K and 8K deployments are exposing Studios master material.

• New concept combining protected video paths and fraud tracing (forensics) on the way.

• Augmented Reality wide deployment

• Deep learning, data fusion and inference algorithms efficient implementation.

• Partitioning over SOC ingredients.

(16)

Call to Action

• Rally around key technologies to deploy these new usages

• Collaborate on standards (codec) to efficiently deploy 4K/8K

• Build partnerships to optimize HDR (playback and capture)

• Innovate in new technologies for faster adoption of 360 Video and VR

• Collaborate on new AR-based usages

(17)

References

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