Pixels Everywhere Media Tech and How it Changed the World Pat Hanrahan Department of Computer Science Stanford University Computing Research that Changed.

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Presentation transcript:

Pixels Everywhere Media Tech and How it Changed the World Pat Hanrahan Department of Computer Science Stanford University Computing Research that Changed the World: Reflections and Perspectives Washington, DC March 25, 2009

Transforming Media From Analog to Digital

Traditional media Desktop publishing and printing Digital audio, music and radio Digital photography Digital video, HDTV and movies

Timelines

Print Bravo WYSIWYG text editor (1974) Apple Laserprinter (1985) Adobe Postscript (1982) Bezier curve (1962) for outlines Aldus Pagemaker (1985) First laser printer (1969) Research Products

Audio Optical CD (1982) Apple iPod (2001) Internet Radio (1990s) Soundstream restoration of Caruso recordings (1975) MP3 standard (1991) Reed-Solomon codes (1960) Research Products FM Synthesis (1973)

Photography CMOS imager (1993) Adobe Photoshop 1.0 (1990) Nikon D1 digital SLR (1999) CCD imager (1969) First digital paint system (1974) Discrete-cosine transform flickr.com photosharing (2004) 2010 Research Products

TV and Movies Motion-compensated image compression (-1993) 3D digital projectors ATSC standard ratified (1998) NHK demo of analog HDTV (1969) TIVO time-shifted video (1999) First feature-length computer-generated movie (1995) Analog broadcast ends (June 12, 2009) Research Products NSF STC Computer graphics and vis ( ))

Media & Technology Interdependent |Size| of media determines when it was transformed Media poses science & technology problems Storage CD, DVD, Flash Networking Gigabyte networks, internet caching Processing GPUs, signal and media processors

Invention of New Media Games Multimedia computers and media servers Networked graphics (flash) and the WWW Sharing music (iTunes), photos (flickr, phototourism), videos (youtube) Virtual worlds (Google Earth, Second Life, WoW) Electronic books (Amazon Kindle)

Research Trends

Supercomputers on a chip Reinventing photography and cameras Building planetary-scale virtual worlds New interaction devices

L2 Framebuffer Modern GPU Architecture: 240 Cores SP L1 TF SP L2 Framebuffer L2 Framebuffer L2 Framebuffer L2 Framebuffer L2 Framebuffer L2 Framebuffer L2 Framebuffer SP L1 TF SP L1 TF SP L1 TF SP L1 TF SP L1 TF SP L1 TF SP L1 TF SP L1 TF SP L1 TF SP Thread Scheduler Vertex Thread Issue Setup & Rasterize Geom Thread IssuePixel Thread Issue Input Assembler Host

Challenges Architectures that support 1000s of cores Programming environments for 1000s of cores Applications beyond graphics and media One of the most pressing current problems in computer science vehicle

From Glass to Digital Lenses

Focus in Software conventional photograph, main lens at f / 22 conventional photograph, main lens at f / 4 light field, main lens at f / 4, after all-focus algorithm [Agarwala 2004]

Light Field Microsope objective specimen intermediate image plane eyepiece sensor

Rome Reborn (Virginia) Virtual LA (UCLA) Meru (Stanford) IBM Meeting in Second Life Virtual Worlds

Challenges Planetary distributed object system (Web 10.0?) Real-time response Scalable (100B objects) Robust and secure Scalable simulation Simulating physics across a world Simulating evolving eco/social system Laboratory for studying social science

Ocarina by Smule on the iPhone Image courtesy of Ge Wang, Stanford Music Department

Thinsight, Hodges et al. Microsoft Multi-touch Display