Archive for June, 2011

The Windows 8, HTML 5, and Silverlight Rumor Circus

In this blog post an overview of the recent wave of fear and anger across the internet concerning the future of .Net in Windows 8 (could be released Autumn 2012), and why it is all a storm in a teacup.

Where and when it started

It all started with the demo of Windows 8 on the AllThingsD Conference (June 1)by Julie Larson-Green and Steven Sinofsky who mentioned that the applications presented were, and further applications could written in Html5 and JavaScript (version 1.8.5, together with CSS 3.0 called the HTML technology stack). Throughout the demo there was no mention of Silverlight or WPF. “This, What Has Not Been Said” tapped into already slumbering fears that HTML5 will compete out Silverlight. Heated reactions followed in discussion groups. See e.g. this one, where the thread was closed by the moderator. Some people, clearly driven by a distinct dislike of the Microsoft company stirred up the fire, as did a journalist of a respected medium.

What it is about

The fear mentioned above is the fear of many developers that costly investments of time and effort will become useless with the release of Windows 8. Of course, if there is only the risk that .Net software would be legacy at the release of Windows 8, investments in .Net and Silverlight software would stop immediately. Not only is there fear, but also dislike. Some developers express the opinion that the HTML5 tech(nology) stack is inferior to Silverlight, and also tedious to work with.

Does it seem justified?

I myself doubt this fear and uproar is justified. The HTML5 tech stack consists of ‘standards’ that are not finished, and have implementations that diverge across browsers, thus forcing web application developers to provide multiple implementations of the same functionality – who would like to pay for that? I know people that sell over the web and implement their web shop in HTML version Long.Ago to guarantee broad accessibility; this is what the Browser Wars have accomplished – people do not like to invest in new versions of the Html tech stack. Microsoft will not make itself dependent on these ‘standards’ it does not control.

Furthermore, Silverlight can do things that the HTML5 tech stack in itself cannot, or never will be allowed to do, if only for security reasons, see e.g. Microsoft’s refusal to support WebGL). Would Microsoft suddenly turn around, embrace this technology and replace its own? Unlikely.

However, Microsoft also didn’t move to take away the fears; they have the Build Conference in September 2011 at which they will tell more. Nevertheless, one might expect some indirect damage control, and it came quickly.

Damage control – differing opinions

First there was the blog post by David Burela referring to analysis of a leaked early Windows 8 build. The conclusion seems to be that software that will be built on top of Windows 8, will be built with .Net and Xaml. A particular group of applications, called ‘immersive’ applications (running within the Windows Shell) can be build using Html5 and JavaScript, much like some types of applications for Vista.

Mary Jo Foley of ZDNet goes further and publishes parts of correspondence with developers who have actually analyzed the early Windows 8 build. The picture that arises from that article is that an improved version of the .Net runtime (referred to as the Windows Runtime) will be central in Windows 8, and is programmable by Xaml in concert with a wide variety of programming languages, i.e. it is like Silverlight / WPF. Within Windows 8, XNA can be used for 3D graphics. Windows 8 apps built using ‘.Net’ should be easy to port to other devices – phones, tablets, etc. say by recompiling and compensating for the form factor. The Html5 apps might depend on the Windows Runtime as well (MD: this would explain the little understood remarks from Microsoft about native support of Html5). WPF and Silverlight may cease to exist as such in Windows 8, but the constituent technologies will be there.

In conclusion, it seems as if Microsoft is creating the facilities to build apps in Windows 8 using the HYML5 tech stack, as an addition to the .Net framework, rather than as a replacement. The motivation to do so, by the way, is to attract more, new developers to the platform. It does not seem to be the case that ‘immersive’ application can be build only in Html5. It seems that ‘Immersive’ is just a namespace, defining an API that is required to build applications which run within the Windows 8 shell.

C++

OK, so software can be built using a variety of .Net languages, among which C++, and the runtime seems to be closer to the metal, thus providing higher performance, because immediate OS layers have been removed.

But there is more. C++ seems to be in what is called a ‘renaissance’. More developers use it in order to gain higher performance, a new specification (C++0x) is on its way, and C++ is recently declared by Google to be the best high performance programming language.

For the next version of Visual Studio (also to be released in 2012) Microsoft announced the AMP Accelerated Massive Parallelism library at the AMD Fusion Developer Summit. AMP promises to provide full C++ access to a heterogeneous set of processors and their memory models. That is to say: you write one program that executes both on a computer with GPU, as well as one without it. Note that GPU’s are not considered to be restricted to rendering graphics. These people consider a GPU a broadly applicable parallel processor (and indeed, there exist Graphics cards without a monitor connector). The demos shown by Sutter and Moth reflect awesome performance; over 1000GFlops.

AMP aims at extreme scalability of single executables, from very simple hardware architectures of a single core processor with dedicated RAM, up to extreme scaling out in Cloud configurations. Sutter showed the aimed for heterogeneity in running an executable on a pc with a multi core CPU with onboard GPU, and also a double separate GPU installed.

My guess is that all this nice stuff also will reflect on the ways software can be build with the evolution of .Net and Xaml on Windows 8.

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Pixel Shader Based Expansion

Best animation performance in Silverlight 4 is obtained from the combination of procedural animation and a pixel shader, as reported in a previous blog. A pixel shader is not really meant to be used for spatial manipulation, but in Silverlight 4 vertex and geometry shaders are not available. Also, pixel shaders are limited to Model 2 shaders in Silverlight 4, and only limited data exchange is possible. The question is then, “how far can we push pixel shaders model 2”. Another previous blog post discussed a preliminary version of dispersion. This post is about Expansion. The effect is much like Dispersion, but the implementation is quite different – better if I may say so. Expansion means that a surface, in this case a playing video is divided up in blocks. These blocks then move toward, and seemingly beyond the edges of the surface.

The Pixel Shader

The pixel shader was created using Shazzam. The first step is to reduce the image within its drawing surface, thus creating room for expansion. Expansion is in fact just translation of all the blocks in distinct direction that depend on the location of the block relative to the center of the reduced image.

In the pixel shader below, parameter S is for scaling, reducing, the pixel surface. Parameter N defines the number of blocks along an axis. So if N = 20, expansion concerns 400 blocks. In the demo App I’ve set the maximum for N to 32, which results in 1024 blocks tops. Parameter D defines the distance over which the reduced image is expanded. If the maximum value for D is the number of blocks, all the blocks (if N is even), or all but the center block (N is odd) just ‘move off’ the surface.

The code has been commented extensively, so should be self explanatory. The big picture is that the reduced, centered and then translated location of the blocks is calculated. Then we test whether a texel is in a bloc, not in an inter block gap. If the test is positive, we sample the unreduced, uncentered and untranslated image for a value to assign to the texel.

sampler2D input : register(s0);

// new HLSL shader

/// <summary>Reduces (S: Scales) the image</summary>
/// <minValue>0.01</minValue>
/// <maxValue>1.0</maxValue>
/// <defaultValue>0.3</defaultValue>
float S : register(C0);

/// <summary>Number of blocks along the X or Y axis</summary>
/// <minValue>1</minValue>
/// <maxValue>10</maxValue>
/// <defaultValue>5</defaultValue>
float N : register(C2);

/// <summary>Displaces (d) the coordinate of the reduced image along the X or Y axis</summary>
/// <minValue>0.0</minValue>
/// <maxValue>10.0</maxValue> // Max should be N
/// <defaultValue>0.2</defaultValue>
float D : register(C1);

float4 main(float2 uv : TEXCOORD) : COLOR
{
	/* Helpers */
	float4 Background = {0.937f, 0.937f, 0.937f, 1.0f};
	// Length of the side of a block
	float L = S / N;
	// Total displacement within a Period, an inter block gap
	float d = D / N;
	// Period
	float P = L + d;
	// Offset. d is subtracted because a Period also holds a d
	float o = (1.0f - S - D - d) / 2.0f;
	// Minimum coord value
	float Min = d + o;
	// Maximum coord value
	float Max = S + D + o;

	// First filter out the texels that will not sample anyway
	if (uv.x >= Min && uv.x <= Max && uv.y >= Min && uv.y <= Max)
	{
		// i is the index of the block a texel belongs to
		float2 i = floor( float2( (Max - uv.x ) / P , (Max - uv.y ) / P  ));

		// iM is a kind of macro, reduces calculations.
		float2 iM = Max - i * P;
		// if a texel is in a centered block,
		// as opposed to a centered gap
		if (uv.x >= (iM.x - L) && uv.x <= iM.x &&
		    uv.y >= (iM.y - L) && uv.y <= iM.y)
		{
			// sample the source, but first undo the translation
			return tex2D(input, (uv - o - d * (N -i)) / S );
		}
		else
			return Background;
	}
	else
		return Background;
}

Client Application

The above shader is used in an App that runs a video fragment, and can be explored at my App Shop. The application has controls for image size, number of blocks, and distance. The video used in the application is a fragment of “Big Buck Bunny”, an open source animated video, made using only open source software tools.

Animation

Each of the above controls can be animated independently. Animation is implemented using Storyboards for the slider control values. Hence you‘ll see them slide during animation. The App is configured to take advantage of GPU acceleration, where possible. It really needs that for smooth animation. Also the maximum frame rate has been raised to 1000.

Performance Statistics

The animations run at about 225 FPS on my pc. This requires significant effort as from the CPU –about 50% of the processor time. The required memory approaches 2.3Mb.

Pixel Shader Based Panning

Best animation performance in Silverlight 4 is obtained from the combination of procedural animation and a pixel shader, as reported in a previous blog. I know, a pixel shader is not really meant to be used for spatial manipulation. However, in Silverlight 4 vertex and geometry shaders are not available. Also, pixel shaders are limited to Model 2 shaders, and only limited data exchange is possible. The question is then, “how far can we push pixel shaders model 2”. Another previous blog post discussed a preliminary version of dispersion. This post is about Panning. Panning means here that the size and coordinates of a sub frame of, in this case a video, are changed.

The Pixel Shader

The pixel shader was created using Shazzam. The first step is to reduce the image within its drawing surface, thus creating a frame that works as a window through which parts of the video are visible. Panning is in fact just changing the coordinates of this window while correcting for the change in coordinates when sampling the source texture.

In the pixel shader below, the BlockSize in [0, 1], BlockX, and BlockY, both in [0, 1] define the panning window. The Bound function centers the panning window for coordinate values of 0.5. In the Main function, the ‘space’ variable denotes the available space to move the panning window around in. BlockH and BlockV denote the topmost horizontal and leftmost vertical edges of the panning window. We use these to filter input coordinates that sample the color texture. Other texels get assigned the background color of the demo application.

sampler2D input : register(s0);

// new HLSL shader

/// <summary>Size of BLock</summary>
/// <minValue>0.0</minValue>
/// <maxValue>1.0</maxValue>
/// <defaultValue>1.0</defaultValue>
float BlockSize : register(C2);

/// <summary>Horizontal Block selection</summary>
/// <minValue>0.0</minValue>
/// <maxValue>1.0</maxValue>
/// <defaultValue>0.5</defaultValue>
float BlockX : register (C3);

/// <summary>Vertical Block selection</summary>
/// <minValue>0.0</minValue>
/// <maxValue>1.0</maxValue>
/// <defaultValue>0.5</defaultValue>
float BlockY : register (C4);

float2 Bounds(float coord, float space)
{
	// Scale coordinate to available space
	float blockStart = coord * space;
	return float2(blockStart, blockStart + BlockSize); // 2nd argument is block end
}

float4 main(float2 uv : TEXCOORD) : COLOR
{
	/* Helpers */
	// Background Color
	float4 Background = {0.937f, 0.937f, 0.937f, 1.0f};
	// Available space to move around
	float space = 1.0f - BlockSize;

	/* Define Block */
	float2 BlockH = Bounds(BlockX, space);
	float2 BlockV = Bounds(BlockY, space);

	// If uv in BLock, sample
	if (uv.x >= BlockH.x && uv.x <= BlockH.y &&
	    uv.y >= BlockV.x && uv.y <= BlockV.y)
		return tex2D(input, uv);
	else
		return Background;
}

Client Application

The above shader is used in an App that runs a video fragment, and can be explored at my App Shop. The application has controls for panning window size, X-coordinate and Y-coordinate of the panning window on the video surface. The video used in the application is a fragment of “Big Buck Bunny”, an open source animated video, made using only open source software tools.

Animation

Each of the above controls can be animated independently. Animation is implemented using Storyboards for the slider control values. Hence you‘ll see them slide during animation. The App is configured to take advantage of GPU acceleration, where possible. It really needs that for smooth animation. Also the maximum frame rate has been raised to 1000.

Performance Statistics

The animations run at about 270 FPS on my pc. This requires both significant effort from both the GPU as from the CPU – both about 35% of the processor time. The required memory approaches 2.2Mb.