Hands-on & More With Huawei’s Mate 10 and Mate 10 Pro: Kirin 970 Meets Artificial Intelligence

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This morning Huawei is taking the wraps off of their latest generation flagship smartphone, the Mate 10 series. Powered by subsidiary HiSilicon’s Kirin 970 SoC, the new phones are a mix of something old and something new for the company. With a design that is not simply a carbon copy of the earlier Mate phones but is still very much a traditional smartphone, Huawei’s latest flagships are a mix of old and new; tried and true paired with the cutting edge. It’s an interesting balancing act, and one that, if consumers agree, will further bolster Huawei’s success in the international smartphone market while at the same time pushing a nascent technology to the forefront of the mobile industry.

That technology is, of course, artificial intelligence, which has become the buzzword for the latter half of this decade in the world of technology. Long a lofty goal of computer science – if not perhaps its holy grail – recent advancements in the field have opened the door to new methods and new applications. And while this era of neural networking-driven AI is not by any means producing devices that actually think like a human, even this weak form of AI is, in the right use cases, far more capable than anything that has come before it.

Of course, the usefulness of having neural networking hardware is only as good as the appications that run on it, and in these still-early days of the field, the industry as a whole is trying to figure out what those applications should be. Having a self-driving car or a smart NPC in a video game makes sense, but applying it to a smartphone is confusing at first. Huawei announced that its new Kirin 970 chipset had dedicated silicon for running artificial intelligence networks, and the Mate 10 series is going to be the first device running this chip. Today, they announced the smartphones and unveiled the features.

Huawei Mate 10 and Mate 10 Pro Launch: Live Blog (2pm CEST, 8am ET, Noon UTC)

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Huawei is having a launch event for its new Mate 10 and Mate 10 Pro smartphones. The key headline for these devices is going to be the support for AI – the new Huawei Kirin 970 chipset has new AI features powered by some new IP. We got a glimpse into the hardware back at IFA, but we’re expecting more details today. CEO of Huawei’s Consumer Business Group, Richard Yu, is expected to take the stage.

GTC Europe 2017: Hands-On with NVIDIA’s Holodeck, Early Access Announced

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In addition the Drive PX Pegasus, NVIDIA announced Holodeck Early Access at GTC Europe 2017 in Germany. First announced at the primary GTC 2017 as Project Holodeck with early access slated for September, NVIDIA elaborated on the name change that Holodeck had moved from an exploratory project to a real product. To recap, Holodeck is essentially a photorealistic VR environment for collaborative design and virtual prototyping, where high-resolution 3D models can be brought into a real-time VR space. The idea today is that NVIDIA is soliciting community feedback and input via early access as they continue to develop Holodeck as a product.

As earlier disclosed at GTC 2017, Holodeck is powered by the Unreal Engine. Holodeck is also featured in NVIDIA’s Isaac Lab, a virtual AI training environment. For the online collaboration feature, multiple users currently connect to the same session. Due to using Unreal, sessions will be similar to hosting a video game, whereby one person acts as the host and all other players will require the assets in advance to connect. This may require some fine tuning, especially when some high-resolution models will run into the gigabytes of data and need to be shared with all parties intending to connect in advance.

While Holodeck does feature PhysX, the technology was described as powering primary interactive scene physics, as opposed to solely secondary physics processing. This differs from the previous use of the PhysX terminology, and to that end, NVIDIA confirmed the terminology change.

In terms of Holodeck Early Access workflow, a CAD model is brought into Maya or 3ds Max where the materials/geometry/textures are exported to a specific file format, and then imported to Holodeck using a plugin. Other CAD environments will be supported over time due to the use of Holodeck APIs. On that note, NVIDIA commented that Holodeck is intended for users with pre-existing CAD expertise. 

Holodeck will be distributed through Steam and will be managed via Steam Keys. As it is a graphically intensive VR experience, Holodeck Early Access will officially support the GeForce GTX 1080 Ti, Titan Xp, or Quadro P6000, in addition to an HMD. Early Access will be limited to a fixed number of passes being issued every week but is intended to be open to all later.

Hands-On Experience: Holodeck
Ian Cutress

So perhaps the first thing I should say when I tested out the Holodeck Demo is that I managed to break it to the point of needing to restart the software. The whole ecosystem is still in an early beta stage, so there are some rough edges to get around, but for the most part it worked.

NVIDIA gave me an HTC Vive headset in a dedicated Holodeck room, and placed me in what could be described as a Google Tilt Brush type of environment. The main difference was that in front of me was a supercar, and we went through the various that Holodeck currently provides in single-user mode.

This means walking around the very detailed car, and exploding the car into each one of its 30000 individual pieces.

For the most part these models were detailed, but we were approaching the fine limits of what we can currently do with VR: while 50 million polygons were on screen for all the parts, when I tried to focus on one, such as a screw, the model of the screw only consisted of 100s (or even 10s) of polygons and was not very detailed. My perception would be that I could determine the direction of the screw thread, but not in this case. I could barely make out that it required a Philips screwdriver, due to the lack of detail. Unbeknownst to me at the time, Holodeck can pick up and place parts (with or without physics), so I didn’t try and pick up the parts before de-exploding the vehicle.

The next feature on display was the clipping tool. This is a bubble that can be used to adjust the clipping of the view and rearrange parts of the z-order buffer to look inside the vehicle.

The bubble can be resized and replaced, with the idea that several people can use their own bubbles in the environment, or pass them around. In this view it was very detailed again, however where two surfaces were near to each other there was some obvious texture clipping going on, causing a flickering between the two. This could be a function related to the engine, as from previous experience game engines sometimes do not handle polygon clipping or texture clipping very well.

At one point we also saw a small minor issue – come parts in some designs are flexible (e.g. hoses), and this caused an issue on the demo as it was put through as a fixed model, meaning that some of the flexible parts did not line up with the rest of the design. Again, it’s still a beta.

Aside from the visual tools, there were also some adjustment tools. Using one of the options, certain objects and surfaces could be selected and adjusted for color, transparency, and material. I somehow changed the wheel rims to be made out of concrete and pink, which also rendered them immune to the bubble clipping tool. Making the bonnet transparent was interesting as well. Along with the adjustment tool was also a laser measurement tool that provided a means to measure point to point distances, much like IR distance laser pointers work in real life.

The simulation also allowed for a pencil tool, to write in the air (like Tilt Brush), as well as a note taking tool that provided a whiteboard to write on in a 2D fashion. It was at this point that I learned that objects could be picked up as well, meaning that I could pick up my 3D writing and place it on/through the car, or pick up the whiteboard and place it elsewhere. I was unable to write on the reverse of the blackboard, interestingly enough.

So then I broke the simulation. I managed to pick up the car. Somehow picking up a supercar easily was somewhat amusing, especially as I was able to use my other hand to use the previous tools and look through the car. I asked about picking up in a multi-user environment, and was told that it is a first come, first serve arrangement with picking up items. I tried to let go of the car, but somehow the simulation kept it linked to my hand. The shadow of the car was still fixed from when it was on the floor, at which point the person giving me the demo stated that one of the issues still to be solved in Holodeck is one of global illumination and point illumination.