HoloLens secret sauce: A 28nm customized 24-core DSP engine built by TSMC
theregister.co.uk
theregister.co.uk
So yeah, kind of wishing it would just die and let ARM take over the embedded space.
Not only a violation of the GPL, but for a code owned by the FSF and even Stallman himself.
That's a bold move. And very douchey.
They don't link to GCC code directly; instead they output the intermediate representation and execute a standalone binary to finish processing the IR. They offer source code for all their GCC modifications, but carefully work around the GPL to accomplish the same thing.
In general it's 2016 and no longer relevant. The world moved on to LLVM and these GCC using toolchains are on their way out for good.
No it doesn't, and if it did that would only mean that processes that form derivative works of GPLed programs were unlicensed, and therefore a violation of copyright.
As an introductory matter, it is important to note that literal copying of a significant portion of source code is not always sufficient to establish that a second work is a derivative work of an original program. Conversely, a second work can be a derivative work of an original program even though absolutely no copying of the literal source code of the original program has been made. This is the case because copyright protection does not always extend to all portions of a program’s code, while, at the same time, it can extend beyond the literal code of a program to its non-literal aspects, such as its architecture, structure, sequence, organization, operational modules, and computer-user interface."
The GPL cannot create certainty that doesn't exist in the law on which the GPL relies to have any force.
ARM licensed cores don't have an easy way to add instructions, but they do have the TCM bus which might be low latency enough, depending on what they were trying to do.
I do wish ARM would get in on that action.
But, DSP core itself is nice, very well thought out in contrary to mainstream DSPs from TI or Freescale(now NXP).
Could you please elaborate on this statement?
As to their compiler licensing - that's what happens when you develop for a small niche, you get more expensive tools which are worse than the free ones used by the majority. But it doesn't mean that the thing doesn't have its uses. I hear that a recent chip by AMD had 40 Tensilica (smallish, inaccessible to most software) cores.
The same is true about CEVA (which was mentioned in a sister thread), more or less.
Interesting, could you please elaborate on why you think this? Any data you know of on the subject? What are better alternatives in you view?
- New language dialects (i.e. C++11). It's annoying to not be able to use the same techniques you use elsewhere because your ASIC core vendor made your compiler decision for you.
- New compiler features. It's no fun to have some clever trick I use other places fail to build because it depends on a compiler warning or some other GCC-ism that's present in all my other environments.
I also like to write unit tests and other simple mockups that can build and run on a plain linux machine, so it's nice to keep the delta between the two compilers as small as possible.
The ones that manage to get software end up better in the long run
But I suppose in the case of MS they will have lower level information to make MS compilers target it directly without intermediaries
it's quite a mess but it's getting better.
we (Cesanta) packaged and cleaned up the build environment: https://github.com/cesanta/mongoose-iot
you can use our docker based toolchain. It contains a few patches (malloc, stdio, moved all text sections to flash, ...), a gdb stub and serial crash dumper, working OTA solution and a sensible event driven networking API (based on the good old mongoose web server) for those that just can't wrap their heads around espcon .
please take a look. the embedded JavaScript interpreter thing can be disabled if not necessary
It seems to be insurmountably hard for press to understand that virtual reality and augmented reality are related but distinct concepts.
Beyond that, interesting teardown. The 10w number is great, but my guess is a lot of the high power processing happens in the sensor suite because it's using 4 repurposed IR sensor receiver combos to relay depth data in a highly structured way. That means this processor is the glue between the IMU and RGBD camera combo. I think in the end this can't scale down to consumer side with this approach, not to mention the other hindrances to scaling down with the protection system.
AR has to blend in to the environment around, so it's a different class of problem. It has to locate points in the scene to add things to and project in a believable manner.
VR will, for example, create a room with a table and put a chess game on that table. This all happens within the VR author's control and designs.
AR has to analyse the scene and find the table, find the angle the table is at relative to the eyes, compute the position and perspective of the table and the chess board to look correct on the table.
Both have the same end result - images projected to a user's eyes - but how they get there is quite different.
BTW, The viewport is quite narrow in the current version, but I have to say, tracking works REALLY well.
VR: Everything is in the computer
AR: The computer is in everything
The media write in the language understood by the reader, not the jargon of the domain expert. Once the AR-VR distinction filters down to most readers, media writers will dutifully follow suit.
I'd say the media also has a responsibility to broaden the scope of what the readers understand...
Microsoft hasn't helped in this case, with all their blabbering on about "holograms" when as far as I can tell, the images it produces are not holograms in any conventional sense of the word (although the diffraction-based wave guiding is pretty cool.)
Wikipedia says “the peak angular speed of the eye during a saccade reaches up to 900°/s in humans”.
For reality-like experience, you need to have sub-millisecond rendering latency. For a moderately-complex 3D scene, current GPUs can’t do anything close to that.
A good-looking 3D scene usually takes around 10-15 milliseconds to render. For the last decades, GPUs were optimized for throughput, not for lower latencies.
One common method how existing VR products achieve lower latencies — they render in a larger buffer, then shift the result to accommodate for head rotation since when the rendering was started, then present to the VR headset.
With dynamic LOD based on eye targets this trick will not work. To show better details at the center, you have to actually re-render your scene using better LoDs/textures near the view center. And that, my friend, is going to take 10-15ms.
If the first run is on a 28nm process, does this suggest the second generation on e.g. Intel's 14nm process might yield a drastically more powerful HoloLens model in the current form factor, or at least a more compact one capable of all the same (assuming the optics were also compacted) for revision 2?
There's a whole ton of stuff I'm not taking into account such as the physical size of the current HPU, but my guess is that this is the largest point of improvement just going by the process alone.
I have absolutely no knowledge of the physics involved, but it looks like the projection style that is used has a very limited field of view that won't be resolved with more processing power. I don't see how shrinking the optics could help this.
Because of this, it looks like future immersive improvements will be restricted, but I would be very happy to have it explained to me why I am wrong :)
Edit: my pessimism around FOV was from reading this: http://doc-ok.org/?p=1274
I think the field of view issue is a physical limitation, not software, and only slightly hardware related. The peripheral vision is blocked out by the components. To achieve a wider field of view you have to shift components further back out of viewing range. and then modify the screens to wrap around in the new viewing frame.
I don't think this has any impact of field of view for that reason.
e.g. Intel's 14nm process
Intel doesn't let anyone else use their fabs. TSMC has their own fabs, and their own fab tech.14nm is outdated, by the way. TSMC says they'll start shipping 10nm parts by the end of the year: http://en.ctimes.com.tw/DispNews.asp?O=HJZ4GC65UYSSAA00NW
I don't think this is true any more.
http://www.recode.net/2016/8/16/12507216/lg-chip-manufacture...
Also, it's important to understand that chip process measurement is not standard across the industry. 14nm has different measurements across different components across the vendors. See: http://www.extremetech.com/computing/221532-tsmc-will-begin-...
http://www.oregonlive.com/silicon-forest/index.ssf/2014/07/i...
There's a reason it's called the bleeding edge. :)
On a similar note, an RPi model B consumes ~5W, which is damn good for a full-fledged computer.
I had a project with a Raspberry Pi2 which was only drawing ~2.5W all up (including the wifi dongle), and it got flaky when the sun shone on the case and got it a bit warm.
But even then, low bar....
[1] https://www.youtube.com/watch?v=T-JvTZjbwNs posted elsewhere in the comments.
Please watch many of available videos on YT and you will see that HoloLens is really impressive device (despite fact that is just 1st version).
------
PS. Microsoft announced couple days ago that HoloLens is "ready for businness" [1]
[1] https://www.microsoft.com/microsoft-hololens/en-us/commercia...
Pretty sure it will eventually reach that level of the E3 presentation when hardware gets faster/smaller/cheaper, by now it's just a tech demo and they have a lot more to actually show than Magic Leap for example.
This is the most wrong comment I've seen on HN in a long time. The SLAM in Hololens is incredibly impressive and nothing on any smartphone is one hundredth as good, with the possible exception of the still unreleased Project Tango phone.
"This is the most wrong comment I've seen on HN in a long time. The SLAM in smartphones are the same as the one in Hololens. Project Tango should prove even more impressive."
And no one would be any wiser.
Most smartphones simply don't have to do this, they don't have to map their environments without user input. They don't have to localise themselves within a map of the environment that they've built themselves. Project Tango does do AR and environment mapping on a smartphone, so it does deal with the SLAM problem too.
https://translate.google.com/translate?sl=de&tl=en&js=y&prev... (scroll down a bit)
Machine translated:
Opposite VR solutions HoloLens however significantly
limited field of view has: Particularly when you view the
video on the large virtual canvas was how far away an
ugly proscenium effect. In addition, the glasses showed
in black and white content distinct RGB effects - similar
to the rainbow effect, causing the color wheel of DLP
projectors.I like the idea of a self contained VR headset with no wires, but I don't think going to see on for ab a decade, there's just too much processing power needed for a realistic experience. I hope I'm wrong!
Edit: It appears this is in fact DSP (digital signal processor). That's a huge amount of power for dedicated signal processing, I'm intrigued to know what can be done with it.
This is a GPU rather the a DSP
No? It's a bunch of Tensilica DSP cores on a chip, for image processing stuff. It doesn't do any rendering: http://ip.cadence.com/visionThe Cherry Trail SoC has the GPU hardware.
http://www.theverge.com/2016/8/16/12503948/intel-project-all...