Computer Graphics World

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72 cgw | e d i t i o n 3 , 2 0 1 8 will need GPUs to chew through all that data and make sense of it. The advent of IoT and smart sensors adds to the explosion of data – today, there are some 800,000 GPU developers. For 30 years, the dynamics of Moore's law held true. But CPU performance scaling has slowed. GPU computing is de- fining a new, supercharged law. It starts with a highly specialized parallel processor and continues through system design, system soware, algorithms, and opti- mized applications. There are over 35 appli- cations and areas of science that are employing GPUs for compute acceleration, AI, and machine-learning (ML) applica- tions, as well as video process- ing and streaming. From medical imaging to audio signal pro- cessing (Alexa and Shazam run on GPUs in the cloud), weather forecasting, computational fluid dynamics, and finite-element analysis, to cryptography and massive data-reduction projects like SETI and Folding@home. You'll never look at or think about a GPU the same. You knew them for rendering and gaming. And with the explo- sion in AI, they now do all those things and more. For example, raytracing on a GPU is not new. It's also not easy, as GPUs aren't well suited for raytracing due to the branching inherent in raytracing. Also, raytracing takes time to resolve an image. Using AI predictive analysis, Nvidia has demonstrated how GPUs can be used to speed up raytracing. The same concepts have been used to make slow-motion movies from regular 30 fps video. In the old days when an animator would make a drawing (of, say, a duck), he or she would then make a second drawing with the duck in a different position, or maybe smiling. The studio would hire grunts, er interns, to draw all the frames in "be-tween." Later, when animation soware was developed, that was one of the first (2D) features – tweening To make slo-mo, you need a lot of tweening, But photographs are a zillion times more difficult than a simple 2D animation. So, the slo-mo AI soware is similar to the raytracing speedup soware figur- ing out where things should be. T H A N K S T O T H E G A M E R S The number of applications will continue to expand, quite possible exponentially, especially as AI is applied to more aspects of science, engineering, medicine, and security. However, it's the volume of the game market that provides the economy of scale that allows such powerful proces- sors as GPUs to be affordable. So, all the scientists and ana- lysts out there should say thank you to the gamers who are play- ing for the R&D and manufactur- ing of these marvelous massive parallel processors. Jon Peddie is president of Jon Ped- die Research, a Tiburon, CA-based consultancy specializing in graphics and multimedia that also publish- es JPR's "TechWatch." He can be reached at jon@jonpeddie.com. Edition 3 2018, Volume 41, Issue 3: COMPUTER GRAPHICS WORLD (USPS 665-250) (ISSN-0271-4159) is published bi-monthly with special additional issues in January and July resulting in 8 issues per year by COP Communications, Inc. Corporate offices: 620 West Elk Avenue, Glendale, CA 91204, Tel: 818-291-1100; FAX: 818-291-1190; Web Address: info@ copprints.com. Periodicals Postage Paid at Glendale, CA, 91205 & additional mailing offices. COMPUTER GRAPHICS WORLD is distributed worldwide. Annual subscription prices are $72, USA; $98, Canada & Mexico; $150 International airfreight. To order subscriptions, call 847-559-7310. © 2018 CGW by COP Communications, Inc. All rights reserved. No material may be reprinted without permission. Authorization to photocopy items for internal or personal use, or the internal or personal use of specific clients, is granted by Computer Graphics World, ISSN-0271-4159, provided that the appropriate fee is paid directly to Copyright Clearance Center Inc., 222 Rosewood Drive, Danvers, MA 01923 USA 508-750-8400. Prior to photocopying items for educational classroom use, please contact Copyright Clearance Center Inc., 222 Rosewood Drive, Danvers, MA 01923 USA 508-750-8400. For further information check Copyright Clearance Center Inc. online at: www.copyright.com. The COMPUTER GRAPHICS WORLD fee code for users of the Transactional Reporting Services is 0271-4159/96 $1.00 + .35. POSTMASTER: Send change of address form to Computer Graphics World, P.O. Box 3296, Northbrook, IL 60065-3296. Network, Twentieth Century Fox Animation, and more. SCAD aTVfest is the longest-running of the SCADFilm festi- vals and an international event celebrating the latest in design, creativity, and innovation in television and media. Working professionals from all spheres of content production gather for screenings, premieres, panel discussions, and workshops. Through the festival, industry professionals, guests, and SCAD students alike connect, network, and explore the latest trends in broadcast, streaming, cable, Web, social media, and advertising, and see the best work airing today. SCAD also supports the growth and advancement of the entertainment arts industry in Georgia, a top destination for feature filmmaking. SCAD alumni contribute to films at the vanguard of innovation, including a number of 2018 Academy Award-winners. With SCAD GamingFest, SCADFilm offers an abundance of professional enrichment opportunities to cater to the growing presence of the enormous global gaming industry, nicely settling in Georgia. One of the fastest-growing academic fields, SCAD undergrad- uate and graduate interactive design and game development programs are led by faculty from Activision, Blue Sky Studios, Nickelodeon Digital, Savage Entertainment, and beyond. Buoyed by their SCAD education, students have won the Electronic En- tertainment Expo College Game Competition three times. "The entirety of SCAD is designed toward one life-altering purpose: to launch and sustain professional careers for our students and thriving graduates," says Wallace. Facts back this up. In a study completed earlier this year, 99 percent of recent SCAD graduates were employed, pursuing further education, or both within 10 months of graduation. The global SCAD alum- ni network in entertainment arts — now 12,000 strong — are everywhere in the industry: the big studios, the startups, and throughout the Fortune 500.

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