RESOLUTION DISPLAYS Doug Traill Senior Solutions Architect - - PowerPoint PPT Presentation

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RESOLUTION DISPLAYS Doug Traill Senior Solutions Architect - - PowerPoint PPT Presentation

SEE THE BIG PICTURE: SCALABLE VISUALIZATION SOLUTIONS FOR HIGH RESOLUTION DISPLAYS Doug Traill Senior Solutions Architect dtraill@nvidia.com LARGE FLAT WALL DISPLAYS MOSAIC Creating a single unified Desktop Up to 16 Displays Supported on


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SLIDE 1

SEE THE BIG PICTURE: SCALABLE VISUALIZATION SOLUTIONS FOR HIGH RESOLUTION DISPLAYS

Doug Traill – Senior Solutions Architect dtraill@nvidia.com

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SLIDE 2

LARGE FLAT WALL DISPLAYS

Image courtesy of Vislogix 6x6 interactive display wall built using MOSAIC

MOSAIC

Creating a single unified Desktop Up to 16 Displays Supported on Quadro + NVS Linux, Windows 7 + Windows 8

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SLIDE 3

IMMERSIVE DISPLAYS

Quadro Sync

Sync's up to 4 GPUs in workstation MOSAIC with Sync Supported on Quadro K5000 + K6000 Linux, Windows 7 + Windows 8

Image courtesy of Visbox Immersive Room – driven by 1 workstation with 4 Quadro K5000s + Quadro Sync

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SLIDE 4

ULTRA HIGH RESOLUTION DISPLAYS USING CLUSTERS

Quadro Sync

Up to 50 Quadro Sync cards in a cluster Control via NVAPI Control + Monitor using NVWMI

Image Courtesy of BARCO/Elbit Systems – 4k cluster

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SLIDE 5

NOT EVERY SURFACE IS FLAT

Warp + Intensity Adjustment API

Projection Correction Curved Surfaces Projection Mapping

Image courtesy of Christie Digital – Projection mapping on to a one fifth scale physical car

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SLIDE 6

QUADRO FEATURES FOR HIGH RESOLUTION DISPLAY WALLS

Custom Resolutions

GTF, DMT, CVT, CVT-RB, Manual timing

MOSAIC

Seamless Desktop across multiple GPUs

Tiled Displays

Automatic MOSAIC setup on tile displays using Display ID

10/12 bit Color

Support High Dynamic Range Displays

EDID Management

Capture and Read EDID from file

MOSAIC + Sync

Framelock, Overlap support, 3D stereo

Ultra high resolution Desktop

Up to 16k by 16k

3D Stereo

OpenGL/DirectX, active, passive, pixel packed

External or Internal Sync

Genlock/TTL Sync. Internal Sync

Display Port MST

Support multi-streaming devices

GPU Direct 4 Video

Picture-in-Picture support …….

Warp + Intensity API

Edge-blending, projection

  • mapping. Windows + Linux

Display Clone Modes

Display Port Clone, Pan & Scan clone, 4K cloning

GPU Affinity

Multi-GPU support and Swap Groups

NVAPI/NVWMI

Programmatically control driver …….

4K Resolution

DP1.2 HDMI 1.4b / HDMI 2.0

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SLIDE 7

FROM SD TO 8K

4K 8K

From SD to 8K – Exponential Pixel Growth

Image Courtesy: Rose Adler Leighana Ginther Jackie Osterday

HD: 1080P HD: 720P SD

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SLIDE 8

FROM HD TO 4K & BEYOND

INCREASING DISPLAY RESOLUTIONS

  • Increasing Display Resolutions

3840 4096 5120 7680

8K (8K UHD) 7680x4320

4K UHD – 4 times HD res 8K UHD – 16 times HD res Professional 4K projectors 4096x2160 4096x2400

Full HD -1920x1080

1080 2160 2400

Ultra HD (4K UHD) – 3840x2160

3840 4096 5120 7680 4320

DCI 4K – 4096x2160 DILA 4K – 4096x2400 5K (UWTV) 5120x2160 8K (8K UHD) 7680x4320

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SLIDE 9

DRIVING ULTRA HIGH RES DISPLAYS

MAX SINGLE CABLE BANDWIDTHS/RESOLUTIONS

Connector Version Max pixel clock Color depth Max resolution for single cable Display Port 1.2 ~592 MHz 12bpc Up to 4K @ 60Hz 1.1a ~330 MHz 10bpc Up to 4k @ 30Hz HDMI 2.0* ~600 MHz 12bpc Up to 4K @ 60Hz 2.0 ~330 MHz 6bpc (YUV 4:2:0) Up to 4K @ 60Hz 1.4b ~330 MHz 10bpc Up to 4k @ 30Hz 1.0 to 1.3 Does not support 4K DVI Dual Link 330 MHz 8bpc Up to 4K @ 30Hz Single link 165 MHz Does not support 4K

Resolution per cable is a function of the connection bandwidth and color depth NOTE: Displays, extenders, switches may not implement full speed connections

*Not aware of any display that has implemented higher bandwidth part of HDMI 2.0 spec

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SLIDE 10

DRIVE MULTI-DISPLAYS – INDEPENDENT DESKTOPS

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SLIDE 11

WITH MOSAIC – ONE LARGE DESKTOP

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SLIDE 12

MOSAIC – SUPPORTED ON NVS + QUADRO

  • Unified Desktop up to 16 Displays*

— i.e. for Digital Signage – 4 NVS510 cards for 16 displays — For interactive content – 4 K5000s

  • All cards in the system must be identical
  • All displays must support common display timing
  • Support Bezel Correction
  • Windows 7, 8 + Linux support.

*All displays need to have identical timing. *16 display support for Kepler GPUs

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SLIDE 13

MOSAIC WITH SYNC FEATURES

Number of Synchronized displays/projectors from a single system with MOSAIC GPU Options

Up to 2 Up to 4 Up to 8 Up to 12 Up to 16

K6000 1 GPU 1 GPU SLI (2GPUs) or 2GPUs + Quadro Sync 3GPUs + Quadro Sync 4GPUs + Quadro Sync K5200new 1 GPU 1 GPU SLI (2GPUs) or 2GPUs + Quadro Sync 3GPUs + Quadro Sync 4GPUs + Quadro Sync K5000 1 GPU 1 GPU SLI (2GPUs) or 2GPUs + Quadro Sync 3GPUs + Quadro Sync 4GPUs + Quadro Sync K4200new 1 GPU 1 GPU** 2GPUs** + Quadro Sync 3GPUs + Quadro Sync 4GPUs** + Quadro Sync

  • Seamless, Tear-Free Displays
  • Projector Overlap
  • API for Warp & Intensity Adjustment
  • Active and Passive 3D Stereo support
  • Windows 7/8 & Linux
  • XP support limited to 2 displays per GPU

*SLI support – must be certified platform - http://www.nvidia.com/object/quadro_sli_compatible_systems.html *XP – R319 is last released driver branch

**Note K4200 has 3 physical outputs – requires DP MST hub for 4 displays per card.

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SLIDE 14

Quadro Sync

  • Focus on the image not the artifacts
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SLIDE 15

WHY IS SYNC IS IMPORTANT?

Image from gizmodo.com Bezel’s hide sync issues !!!

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SLIDE 16

MULTI-GPU SYNC

  • Framelock
  • Stereo lock
  • Swap lock
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SLIDE 17

VERTICAL SYNC

Display 1 Display 2 Display 3

  • Vertical Sync is the pulse that indicates the start of the display refresh.
  • To avoid tearing on a single screen the application swap buffers are

synced to vertical sync.

  • Although all three displays may have the same refresh rate – vertical sync

start may be different.

  • This can result in tearing between displays.

t0 t0 + t1 t0 + t2 t0 t0 + t1 t0 + t2

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SLIDE 18

FRAMELOCK/GENLOCK

Display 1 Display 2 Display 3

t0 t0 t0

  • Framelock/Genlock provides a common sync signal between graphics cards to insure the

vertical sync pulse starts at a common start.

  • This is commonly referred to as Frame Synchronization
  • Framelock – Synchronization is generated from a master node. All other nodes would be

sync to this.

  • Genlock – synchronization is from an external sync generator (house sync). Each node

attached to the genlock signal is synced from that signal.

  • Framelock & Genlock can be mixed in the cluster. With the master node being

synchronized from the genlock pulse

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SLIDE 19

STEREO LOCK

Frame 1 Frame 2 Frame 3 Frame 4 Frame 5 Frame 6

V Sync

120Hz

No information that tells a display or stereo glasses which eye is left or right

VESA Stereo Sync

High – left Low – right

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SLIDE 20

STEREO LOCK

GPU 1 GPU 2 No stereo lock This will result in eyes being swapped between displays

Framelock

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SLIDE 21

STEREO LOCK

GPU 1 GPU 2 stereo lock Stereo sync is in phase between GPUs

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SLIDE 22

SWAPBUFFERS

16 32 48 64 80 Display GPU

Scan Scan (1) Draw (1) Scan (2) Scan (3) Scan (4) Draw (2) Draw (3) Draw (4)

Front Front Back Back Front Back Front Back Swap Swap Swap Swap Swap

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SLIDE 23

SWAPBUFFERS

16 32 48 64 80

Time (ms)

Display GPU

Scan Scan (1) Draw (1) Scan (1) Scan (2) Scan (3) Draw (2) Draw (3)

Front Front Back Back Front Back Front Back Swap Swap Swap

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SLIDE 24

SWAPBUFFERS IN A CLUSTER

Node 1 Node 2 Node 3 Node 4 Each node is now rendering a scene with different complexity i.e from least to highest we get:

  • 1. node 3 ~ 16ms = 60fps
  • 2. node 4 ~ 36ms = 30fps
  • 3. node 2 ~ 53ms = 15fps
  • 4. node 1 ~ 99ms = 10fps
  • With each node running at a different rate the user would perceive tearing on the screen.
  • We need a mechanism to ensure that each node will swap at the same time.
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SLIDE 25

SWAP GROUP AND SWAP BARRIER

  • NVIDIA Extensions to OpenGL /DirectX (via NVAPI)
  • Swap Group – provides synchronization multiple GPUs in a single host
  • Swap Barrier – provides synchronization of GPUs across multiple

nodes.

  • Use RJ45 (framelock) connection on Quadro Sync – so faster than sync
  • ver a network

Node 1 Node 2 Node 3 Node 4 With Swap Barrier each node will wait until all nodes have completed their render

  • 1. node 3 ~ 16ms = 10fps
  • 2. node 4 ~ 36ms = 10fps
  • 3. node 2 ~ 53ms = 10fps
  • 4. node 1 ~ 99ms = 10fps
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SLIDE 26

WHAT DOES SYNC DO

Synchronize Multiple Displays

  • Align the scan out of multiple

displays, GPU’s, and systems

  • Maintain Stereo alignment

between multiple systems

  • Synchronize to an internal or

external timing source Co-ordinate Buffer Swaps

  • HW based swap synchronization within a

node or between clusters

  • Prevent tearing and image mis-alignment
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SLIDE 27

G-SYNC GAMING MONITORS

  • Approaches the problem differently

— GSYNC is a module put into the display — Currently vsync tells GPU when to update — Gsync tells the display when to update

  • Currently only works for single displays

attached

  • Future version may support multiple displays.
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SLIDE 28

MOSAIC

  • Setup and configuration
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SLIDE 29

SIDE NOTE – ON MOSAIC NAMING

Display Card Windows Linux Notes

1 NVS510 MOSAIC metatmodes Bezel correction – no overlap Multiple NVS510 MOSAIC Option “BaseMOSAIC” Bezel correction – no overlap Single K4000 MOSAIC metatmodes Bezel correction – no overlap Multiple K4000s MOSAIC Option “BaseMOSAIC” Bezel correction – no overlap 1 K5000 Premium MOSAIC MOSAIC with Sync metamodes Overlap supported Two K5000s (no SLI or Sync) MOSAIC Option “BaseMOSAIC” Bezel correction – no overlap Two K5000s with SLI or Quadro Sync Premium MOSAIC MOSAIC with Sync Option “SLI” “MOSAIC” Overlap support. Even using Quadro Sync its called “SLI” “MOSIAC”

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SLIDE 30

SETTING UP MOSAIC

Control Panel Configuremosaic

Large display walls

Download from

NVIDIA driver section Driver Install

NVWMI

Setup from a remote machine Powershell scripts Program directly

Install with Driver – under advanced

  • ptions

NVAPI

Incorporate MOSAIC setup into your own application

Registered Developer for NDA access NVAPI

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SLIDE 31

MOSAIC GRIDS

1 2 3 4 7 5 6 8 9 rows columns

Rows x columns <= 16 Max Horizontal or vertical Pixels <= 16384

Horizontal pixels Vertical Pixels

Enumeration of the Grid always starts top left and goes left to right

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SLIDE 32

UNDERSTANDING TOPOLOGIES

1 2 3 4 7 5 6 8 9

Row Overlap or Bezel correction

Column overlap or bezel correction

11 10 12 13 15 14 16

Bezel correction will increase overall pixel size i.e each display is 1920x1080 Bezel per column is 100 Total horizontal width = 1920*4 + 100*3 = 7980

Overlap correction will decrease overall pixel size

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SLIDE 33

BEZEL AND OVERLAP CORRECTION

  • Bezel Correction

— Will make the image look continuous as we render under the bezel

  • Overlap Correction
  • For projectors it maintain

the Aspect Ratio of the display.

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SLIDE 34

ANATOMY OF A SYSTEM

stereo sync bracket GPU-0 GPU-1 GPU-3 GPU-2 CPU0 PCIe 1 CPU0 PCIe 2 CPU1 PCIe 2 CPU1 PCIe 1 Quadro Sync card con0 con1 con2 con3

STEREO SYNC FL 0 HOUSE SYNC FL 1

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SLIDE 35

REAR PANEL – BOXX 8950 – 4 K6000S

Slot 2 Slot 4 Slot 6 GPU 0 GPU 1 Slot 8 GPU 2 VESA Stereo Bracket Quadro Sync GPU 3

VESA stereo – only one per system required Doesn’t require PCIe slot – just a blank

Connect to all 4 GPUs. At boot-up LEDs will be amber showing GPU connected

K6000 – Master GPU will have a green LED after POST

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SLIDE 36

PORT NUMBERING

GPU 0 GPU 1 GPU 2 VESA Stereo Bracket Quadro Sync A B C D A B C D A B C D

Ports auto enumerate depending what is attached – i.e. A + D are attached A = 0,0 D = 0,1 A + B + D are attached A = 1,0 B = 1,1 D = 1,2 A + B + C + D are attached A = 2,0 B = 2,1 C = 2,2 D = 2,3

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SLIDE 37

RELATING PORTS TO GRID

1 2 3 4 5 6 7 8 9

0,0 0,1 0,2 1,0 1,1 1,2 2,0 2,1 2,2

1 2 3 4 5 6 7 8 9 configureMosaic.exe set rows=3 cols=3 configureMosaic.exe set rows=3 cols=3 out=0,0 out=0,1 out=0,2 out=1,0 out=1,1 out=1,2 out=2,0 out=2,1 out=2,2

Option “MetaModes” “GPU-0.DFP-0: 1920x1080 +0+0, GPU-0.DFP-1: 1920x1080 +1920+0, GPU-0.DFP-2: 1920x1080 +3840+0, GPU-1.DFP-0: 1920x1080 +0+1080, GPU-1.DFP-1: 1920x1080 +1920+1080, GPU-1.DFP-2: 1920x1080 +3840+1080, GPU-2.DFP-0: 1920x1080 +0+2160, GPU-2.DFP-1: 1920x1080 +1920+2160, GPU-2.DFP-2: 1920x1080 +3840+2160”

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SLIDE 38

LINUX

Single GPU (4 outputs) – MetaModes only

Connection:GPU-0.DFP-0 Resolution: 1920x1080 Offset 0,0 Connection:GPU-0.DFP-1 Resolution: 1920x1080 Offset 1920,0 Connection:GPU-0.DFP-2 Resolution: 1920x1080 Offset 0,1080 Connection:GPU-0.DFP-3 Resolution: 1920x1080 Offset 1920,1080

0,0

1920,0 0,1080 Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "MetaModes" "1920x1080 +0+0, 1920x1080 +1920+0, 1920x1080 +0+1080, 1920x1080 +1920+1080" Option "nvidiaXineramaInfo" "FALSE" SubSection "Display" Depth 24 EndSubSection EndSection

Overlap support on high-end Quadro GPUs

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SLIDE 39

LINUX

  • 2 GPUs example – Use BaseMOSAIC (No SLI or QUADRO Sync)

Connection:GPU-0.DFP-0 Resolution: 1920x1080 Offset 0,0 Connection:GPU-0.DFP-1 Resolution: 1920x1080 Bezel: 30 pixels Offset 1950,0 Connection:GPU-1.DFP-0 Resolution: 1920x1080 Bezel: 20 pixels Offset 0,1100 Connection:GPU-1.DFP-1 Resolution: 1920x1080 Bezel: 20,30 Offset 1950,1110

0,0

1950,0 0,1100 Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "BaseMosaic" "TRUE" Option "MetaModes" "GPU-0.DFP-0: 1920x1080 +0+0, GPU-0.DFP-1: 1920x1080 +1950+0, GPU-1.DFP-0: 1920x1080 +0+1100, GPU-1.DFP-1: 1920x1080 +1950+1100" Option "nvidiaXineramaInfo" "FALSE" SubSection "Display" Depth 24 EndSubSection EndSection

Example Showing Bezel correction.

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SLIDE 40

LINUX

  • 2 GPUS with Quadro Sync or SLI connector
  • Use “SLI “MOSAIC”

Connection:GPU-0.DFP-0 Resolution: 1920x1080 Offset 0,0 Connection:GPU-0.DFP-1 Resolution: 1920x1080 Overlap: 100 pixels Offset 1820,0 Connection:GPU-1.DFP-0 Resolution: 1920x1080 Overlap: 80 pixels Offset 0,1000 Connection:GPU-1.DFP-1 Resolution: 1920x1080 Overlap 100,80 Offset 1820,1000

0,0

1820,0 0,1000

Example Showing Overlap correction.

Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "SLI" "MOSAIC" Option "MetaModes" "GPU-0.DFP-0: 1920x1080 +0+0, GPU-0.DFP-1: 1920x1080 +1820+0, GPU-1.DFP-0: 1920x1080 +0+1000, GPU-1.DFP-1: 1920x1080 +1820+1000" Option "nvidiaXineramaInfo" "FALSE" SubSection "Display" Depth 24 EndSubSection EndSection

Note SLI connector only works on Quadro SLI certified workstations

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SLIDE 41

LINUX TIPS

  • Window Manager (GNOME, Unity, KDE etc) may over-ride MOSAIC settings.

1x3 MOSAIC – but three separate Desktops MOSAIC is running – i.e. Windows should open full screen 1x3 MOSAIC – Single Desktop

Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "SLI" "Mosaic" Option "MetaModes" "1920x1080 +0+0, 1920x1080 +1920+0, 1920x1080 +3840+0" Option "nvidiaXineramaInfo" "False" SubSection "Display" Depth 24 EndSubSection EndSection Section "Extensions" Option "Composite" "Disable" Option "RANDR" "Disable" EndSection

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SLIDE 42

LINUX TIPS

  • Set SLI MOSAIC in xorg.conf
  • After restarting X - Enable Framelock (Not automatic)
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SLIDE 43

NV-WARP – WARP + INTENSITY API

  • Windows 7/8

— Now Part of Public NVAPI

— https://developer.nvidia.com/nvapi

  • Linux

— API is part of the driver installer

— ftp://download.nvidia.com/XFree86/nvid ia-settings/nvidia-settings-340.24.tar.bz2

— In Samples

  • nv-control-warpblend.c

Sample SDK – Contact us QuadroSVS@nvidia.com

Image courtesy of Joachim Tesch

  • Max Planck Institute for Biological Cybernetics
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SLIDE 44

4K DISPLAY TYPES

  • Growing eco-system of display devices

Prosumer Professional

4K TVs Home Theater Projectors Computer monitors 4K Projectors 4K Panels

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SLIDE 45

HDMI 1.4/2.0

4K TVS/ HOME THEATER

  • HDMI 1.4b

— 3840x2160 @ 30Hz

  • HDMI 2.0 (Driver R340)

— 4096x2160 @ 60Hz — Same bandwidth as HDMI 1.4b (same cable) — Color compression YUV 4:2:0

  • Quadro Card

— DVI to HDMI – pin compatible — DP to HDMI “Type 2” Dongle (passive adaptor)

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SLIDE 46

RGB COLOR

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SLIDE 47

YCBCR – BRINGING COLOR TO A BLACK AND WHITE TV

Y = Luminosity Cb = “Blue-ness” Cr = “Red-ness”

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SLIDE 48

½ THE DATA SIZE

4:4:4 4:2:0

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SLIDE 49

WHAT’S THE IMPACT?

4:4:4 4:2:0

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SLIDE 50

WHAT’S THE IMPACT?

4:4:4 4:2:0

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SLIDE 51

CONVERTING TO HDMI

NVIDIA DRIVER AUTOMATICALLY SWITCHES TO HDMI SIGNALING

  • HDMI over DVI

— Driver detects HDMI device — Switches to HDMI signaling — Uses DVI single line cables – no need for dual link DVI to HDMI cable

Quadro K5000 and K6000 can drive up to 4 HDMI 4K devices from a single card. Two via DP dongles and two via DVI.

  • DP to HDMI dongles

— Type 2 dongle

  • spec introduced Jan 2013 by VESA.

— Supports 4K HDMI devices — Passive dongle

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SLIDE 52

4K COMPUTER MONITORS

DISPLAY PORT 1.2 MST CONNECTIVITY

  • Display Port 1.2 input
  • Panel acts a Multi-streaming hub
  • So two 1920x2160 channels over single cable
  • Vesa Display ids
  • New extension to VESA EDID standard
  • EDID identifies its preferred display resolution.
  • New extension identifies position in tiled display
  • NVIDIA driver (R331) will automatically enable

MOSAIC when it detects these displays to give single Desktop.

1920 x 2160@60Hz 1920 x 2160@60Hz

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SLIDE 53

SUMMARY/QUESTIONS

  • Quadro SVS

— Reduces complexity.

  • Contact us at QuadroSVS@nvidia.com