NVIDIA have displayed the graphical capabilities of their coming Tegra 3, as the world’s first mobile quad-core processor,'Kal El'. It showing off real time physics and dynamic lighting. Kal-El combines a battery-friendly, powerhouse of a quad-core processor with a 12-core NVIDIA GPU that supports 3D stereo. With the engineering wizardry of NVIDIA combined with quad ARM Cortex A9 cores, NVIDIA may be leading the march into the future of ultra portable devices.
Tablets based on Kal-El will be available starting August 2011, while smartphones will be available this Christmas and into the first half of next year. This is either NVIDIA over committing to an unrealistic future or the most aggressive schedule we've seen from an SoC vendor yet. NVIDIA won some points by actually pulling off the coup with Tegra 2 this year, however it's still too early to tell whether we'll see the whole thing repeated again just 9 months from now. It doesn't stop with Kal-El either. NVIDIA is committing to a yearly refresh of its architecture, NVIDIA quantifies the move from Tegra 2 to Kal-El as a 5x increase in performance. By 2012 we'll have Wayne, which doulbes performance over Kal-El. Then we've got another 5x increase over Wayne with Logan in 2013. The furthest NVIDIA is willing to go out is 2014 with Stark, at roughly a doubling of the performance offered by Logan.
In NVIDIA's tech demo 'Glowball', it displays some impressive dynamic lighting effects as well as real time physics. The ball serves as the light source. As it rolls, it casts its effect on different objects. This shows off the power of true dynamic lighting, rendered in real-time with physics. Thanks to Project Kal-El, Glowball’s true dynamic lighting brings more life and interactivity to a 3D environment. This marks the first time this type of lighting is feasible on a mobile device. Glowball also leverages the accelerometer inside the device, affecting real-time movements of drapes throughout the game. As the user tilts the device, the gravity in the scene changes and drapes respond accordingly.
The movements are calculated using physics and are simulated across Project Kal-El’s four CPU cores. As the ball rolls through the drapes, they respond how you’d expect them to in real life. In addition, as the ball collides into the jack-in-the-boxes and barrels, the scene responds. Notice how the visual quality degrades when only two CPU cores are used. It’s clear that the quad-core processor in Project Kal-El is required for this level of realism.
I can’t wait to see the next wave of superphones and super tablets.
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