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© Copyright Khronos Group, 2006
2007 - Page 1
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• Imagination Technologies OpenGL ES 2.0 SDK
- Kristof Beets
• Ericsson Texture Compression
- Jacob Ström
• AMD Imageon SDK
- Jonathan Feldstein
• FutureMark 3DMarkMobile ES 2.0
- Petri Talala
• SPEC OpenGL ES Benchmarking
- Ian Williams
• GLBenchmark for OpenGL ES 2.0
- Laszlo Kishonti
• Ardites
- Jarkko Kemppainen
© Copyright Khronos Group, 2007 - Page 2
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© Copyright Khronos Group, 2006
2007 - Page 3
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• Our Mission: Deliver complementary, flexible, high performance silicon
Intellectual property (IP) cores that are cost-effective for high volume
System On Chip (SoC) applications, and enable industry-leading product
innovation
• Key Facts:
• Founded: 1985
• Listed: 1994 (London Stock Exchange)
• Employees: more than 400 worldwide
…of which >80% are engineers
• Revenues: £48.1M ($94.8M) (FY 2006/07)
• Offices:
UK
HQ:
Sales: Japan, US, Taiwan, Korea, China
R&D: UK, India
Our goal is to be one of the top 3 global semiconductor Design IP providers
© Copyright Khronos Group, 2007 - Page 4
32:(5950%;)DPLO\
• OpenGL ES 1.x Compliant
• OpenVG 1.0 Support
• Family Members
- POWERVR MBX
- POWERVR MBX Lite
• Tile Based Deferred Rendering
-
•
•
•
•
•
•
Market Proven Advanced Tiling Algorithms
Order-independent Hidden Surface Removal
Lowest silicon area, bandwidth and power
Excellent system latency tolerance
High Quality Performance Texture Filtering
POWERVR Texture Compression: 2bpp and 4bpp
High Quality, High Performance Anti-Aliasing
Internal True Color
DOT3 Per-pixel Lighting
Optional POWERVR VGP
- Dedicated programmable Vertex Processing Unit
- Allows high polygon throughput
- Advanced features: Skinning, Curved Surfaces, Lighting
© Copyright Khronos Group, 2007 - Page 5
POWERVR MBX: The de-facto standard for
mobile graphics acceleration
>50 POWERVR 3D-enabled phones shipping
POWERVR MBX
Family
OpenGL
ES1.1
Direct3D
Mobile
OpenVG
1.0
Triangles/Sec
1.7M … 3.7M
Pixels/Sec
135M … 300M
Performance quoted at 100MHz for MBX, MBX Lite.
SoC achievable performance quoted,
Performance scales with clock speeds up to 200MHz and beyond.
Planned future cores will offer higher performance levels.
32:(5956*;)DPLO\
• POWERVR SGX: OpenGL ES 2.0 in Silicon Now
• Optimised for OpenVG 1.x
• 5th Generation Tile Based Deferred Rendering
-
Market Proven Advanced Tiling Algorithms
Order-independent Hidden Surface Removal
Lowest silicon area, bandwidth and power
Excellent system latency tolerance
• Universal Scalable Shader Engine™ (USSE)
-
Scalable from 1 to 8 pipelines and beyond
Programmable multi-threaded multimedia GPU
Optimal load balancing scheduling hardware
Vertex, Pixel, Geometry shaders + image processing
• Advanced Geometry and Pixel Processing
-
Procedural Geometry, Higher Order Surfaces, etc.
Advanced Vertex Shaders
Advanced Pixel Shaders such as Parallax bump mapping
Advanced Shadow Techniques such as Shadow maps
• Programmable Anti-Aliasing
• IEEE 32 Bit Floating Point Internal Accuracy
• Already licensed by TI, Intel, Renesas, NEC
& others unannounced
POWERVR SGX
Family
OpenGL
2.0, ES1.1 and ES2.0
Direct3D
Mobile, 9L and 10.1
OpenVG
1.0.1 and 1.1
Triangles/Sec
2M … 31M
Pixels/Sec
100M … 1000M
Performance quoted at 100MHz for SGX510 to SGX545.
SoC achievable performance quoted,
Performance scales with clock speeds up to 200MHz and beyond.
Planned future cores will offer higher performance levels.
© Copyright Khronos Group, 2007 - Page 6
32:(5956*;7RRO)ORZ
Imagination’s OpenGL ES 2.0 Toolchain is
recognised as one of the leading solutions
available to developers today – and
generating growing demand
Industry Standard Content Creation Tools
PVR UniSCo
Shader
Code
Geometry
PVR TexTool
Textures
PVR GeoPOD
PVR UniSCo
Editor
PVR Shaman
PVR
POD Viewer
Shader Development Environment
PC Emulation
Environment
Performance
Data
PVR
Tune
PowerVR SGX
Target H/W
PVR Scope
© Copyright Khronos Group, 2007 - Page 7
Shader
Library
Integrated
Development
Environment
(IDE)
PVR
DemoWorks
Custom
Application
395*HR32'
• PowerVR Geometry Export Plug-in
• Versions
• Plug-In for 3D Studio Max and Maya
• Features
• Optimises Data Order for PowerVR MBX or SGX
• Exports to PowerVR Object Data Format (POD
Files)
• Supports Binary and C Header Formats
• Multiple Sorting Algorithms
• Supports all Data Types including Float, Fixed,
Bytes, Shorts, Etc.
• Support for Bump Mapping Tangent coordinate
system
• Optimised Data Storage including “Instancing”
• Key Frame & Skinning Animation Support
• Matrix Palette Batching
• Camera & Light Information and Animation
• Loader source code provided in SDK
Autodesk
3D Studio Max
Autodesk
Maya
Version 6, 7, 8 & Above
Version 7 & Above
Direct3D
Direct3D Mobile
Khronos
Collada
Khronos
OpenGL ES
Version 1.1 & 2.0
© Copyright Khronos Group, 2007 - Page 8
3957H[7RRO
• PowerVR Texture Export Tool
• Versions
• Export Plug-In for Adobe Photoshop, Autodesk 3D Studio
Max and Maya
• Graphical User Interface Stand-alone Tool for Windows &
Linux
• Command Line Stand-alone Tool for Windows & Linux
• DLL / LIB Version allows Custom Developer Tools
• Features
• Optimised export to all texture formats support by PowerVR
MBX and SGX
• Import Plug-in allows PVR formats to be previewed in leading
DCC Tools
• Stand-alone tool supports loading of BMP, TGA, GIF, PCX,
JPG and PNG
• Supports all OpenGL ES 1.1 & 2.0 Standard Formats
• Supports all Direct3D Mobile Standard Formats
• Supports PowerVR Texture Compression Formats (PVRTC I
& II) and Ericsson Texture Compression (OpenGL ES 2.0)
• Detailed analysis for Compression Results
• MIPMap visualisation
• Pre-processing support includes:
-
Normal Map Generation, Colour Bleeding, Borders, High Quality Scaling Algorithms
and Sky Box Optimisation
Autodesk
Autodesk
Adobe Photoshop
3D Studio Max
Maya
Version CS1 &
Version 6, 7, 8 & Above Version 7 & Above
Above
Direct3D
Direct3D Mobile
Khronos
Collada
Khronos
OpenGL ES
Version 1.1 & 2.0
© Copyright Khronos Group, 2007 - Page 9
3959)UDPH
• PowerVR Emulator
• Allows OpenGL ES 1.1/ 2.0 and Direct3D Mobile
applications to run on PC facilitating
development and debug
• Versions
• DLL/LIB available for Linux (OGLES) & Windows
(OGLES/D3DM)
• Features
• Full Support for OpenGL ES 1.1
Requires PC with OpenGL 1.3 Support
• Full Support for OpenGL ES 2.0
Requires PC with OpenGL 2.0 Support
• Full Support for Direct3D Mobile
Requires PC with DirectX 9.0 Support
• Full Support for all MBX and SGX Extensions
• Performance Information (not available yet):
- Geometry Complexity per Frame
- Batching and API Statistics
- Allows Scene Analysis:
- Overdraw Complexity
- Estimate of Memory Usage
© Copyright Khronos Group, 2007 - Page 10
Direct3D
Direct3D Mobile
Khronos
OpenGL ES
Version 1.1 & 2.0
3957XQH
• PowerVR Remote Performance Analyser
• Versions
• Remote Analysis Tool available for Windows & Linux
• Features
• Performance Analysis Driver combined with remote
analysis tool
• Uses Network Connection to transfer information
between Host & Client
• PC Display of Performance Statistics:
-
Performance in FPS
Vertex & Pixel Throughput
Batching & Render State Information
Parameter Buffer & Texture Memory Usage
Bandwidth Usage
USSE Utilisation & Cache Utilisation
…
• Performance Stats based on:
- Driver Level counters
- Hardware Debug Registers (if available)
• Performance Analysis Modes controlled dynamically:
-
Disable Pixel Shader
Disable Blending
Debug Texture (2x2 Size)
…
© Copyright Khronos Group, 2007 - Page 11
Direct3D
Direct3D Mobile
Khronos
OpenGL ES
Version 1.x & 2.x
3956KDPDQ
• An IDE which allows rapid prototyping of Shader
Effects for
• 3D Applications by combining all PowerVR Utilities
• Uses PowerVR PFX format to encapsulate GLSL code
• Versions
• Shader Development Environment available for
Windows & Linux
• Features
• Geometry input from POD files generated using
PVRGeoPOD
• Support for PowerVR FX files (PFX).
• Direct Geometry and shader input from Collada file
format
• Texture input from PVR files generated using
PVRTexTool and standard bitmap formats
• Integrated version of UniSCo Editor
• Support skinning
• POD Viewer
-
Scene Navigation
Animation & Free Camera
Object Selection
…
• WYSIWYG Concept allows rapid prototyping of new
shaders
© Copyright Khronos Group, 2007 - Page 12
Khronos
Collada
Khronos
OpenGL ES
Version 1.1 & 2.0
$YDLODEOHIRU)UHHZLWK(DV\,QWHJUDWLRQ
• POWERVR SDKs are available for free download from POWERVR Insider
- Imagination Technologies Technical Support and Co-Marketing Program
- More than 30 Different Configurations Supported
- Multi-OS, Multi-API, Multi-Platform
- Specific SDKs for available handheld products:
- Nokia, Sony Ericsson and soon Motorola Phones
- www.powervrinsider.com
• POWERVR SDKs in action…
-
IdeaWorks3D Airplay SDK
Futuremark 3DMarkMobile ES2.0
Elements Interactive’s EDGELIB SDK
Khronos’ conformance tests
Notorious Solutions' Mobex3D game engine
NetDimension’s MatrixEngine
Sony Ericsson’s UIQ 3.0 SDK
Texas Instruments’ SDKs
and other leading middleware and SDK offerings
© Copyright Khronos Group, 2007 - Page 13
4XLFN'HPRQVWUDWLRQ
• Not a lot of time so please come by the Khronos Booth (#227)
- See the tools in action on POWERVR SGX Hardware
- See the results on shipping Mobile Phones
© Copyright Khronos Group, 2007 - Page 14
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• POWERVR Technical Support & Co-Marketing Programme
- Direct Technical Support through email, phone & on-site
- Assure Optimal Compatibility
- Highest Possible Performance
- Leading Image Quality
- Extensive Support for Key Partners
- Including Middleware Vendors, JAVA VM & JSR Vendors, Benchmarks…
- Free SDKs including sample code, documentation and extensive toolset
- Joint Marketing Activities
- Press Releases, Joint Event Participation, Website presence, etc.
• POWERVR Insider brings the whole ecosystem around Graphics together
- From Software Developers to Mobile Phone OEMs
- Provide introductions between POWERVR Insiders
- Assure co-operation between POWERVR Insiders
• To join send email to: [email protected]
• More details: www.powervrinsider.com
© Copyright Khronos Group, 2007 - Page 15
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2007 - Page 16
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RAM
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RAM
Many memory accesses
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7H[HOV
- limits performance
- burns battery
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RAM
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- increases battery life
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© Copyright Khronos Group, 2007 - Page 20
(ULFVVRQ7H[WXUH&RPSUHVVLRQ
• Works by modulating the intensity of a ”base color”
“base color”
per-pixel
luminance
© Copyright Khronos Group, 2007 - Page 21
resulting image
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• The strengths can most easily be seen in areas with fine variations in
luminance.
original
© Copyright Khronos Group, 2007 - Page 22
S3TC/DXTC
ETC
:HDNQHVVHV
• When there are more than two colors of different chrominance in a 2x4
block, block artifacts can arise.
• Such artifacts are especially visible when the two colors have similar
luminance.
original
© Copyright Khronos Group, 2007 - Page 23
:HDNQHVVHV
• When there are more than two colors of different chrominance in a 2x4
block, block artifacts can arise.
• Such artifacts are especially visible when the two colors have similar
luminance.
original
© Copyright Khronos Group, 2007 - Page 24
S3TC/DXTC
:HDNQHVVHV
• When there are more than two colors of different chrominance in a 2x4
block, block artifacts can arise.
• Such artifacts are especially visible when the two colors have similar
luminance.
original
© Copyright Khronos Group, 2007 - Page 25
S3TC/DXTC
ETC
(ULFVVRQ7H[WXUH&RPSUHVVLRQ
/LFHQVLQJDQG$YDLODELOLW\
• Any usage of the Ericsson Texture Compression technology (ETC 1.0) is
subject to the relevant license terms and conditions and the terms and
conditions of the Khronos membership agreement.
• In brief, and subject to the relevant terms and conditions:
- ETC 1.0 may be used free of charge for usage with Khronos APIs
- Game developers may compress textures
- Silicon vendors may include decompression hardware in their solutions
- ETC 1.0 software for compression/decompression
- Available free of charge from
- www.ericsson.com/mobilityworld/sub/open/technologies/open_development_tips/tools/etcpack
- Subject to the terms and conditions of the relevant click-through software license agreement
- Both source code and windows binaries are available to the licensee
- The licensee may include source code in its own tools in order to compress textures for use
with Khronos APIs
© Copyright Khronos Group, 2007 - Page 26
© Copyright Khronos Group, 2007 - Page 27
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© Copyright Khronos Group, 2006
2007 - Page 28
$0',PDJHRQ6'.
•
•
•
•
•
•
•
•
Installer
Browser
RenderMonkey 1.71
The Compressonator 1.40 + ATI_Compress
OpenGL ES 2.0 emulator
OpenGL ES 2.0 samples
Sample framework
Documentation
© Copyright Khronos Group, 2007 - Page 29
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•
•
•
•
•
Additional OpenGL ES 2.0 samples / tutorials
OpenVG 1.0 samples / tutorials
Performance throttling
Improved Browser
Tools available at: http://ati.amd.com/developer/tools.html
© Copyright Khronos Group, 2007 - Page 30
2SHQ*/(6'HPRV
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© Copyright Khronos Group, 2006
2007 - Page 31
• Today’s Demos:
‡OpenGL ES 2.0 Benchmark:
• Futuremark ® is the global standard of
performance analysis software and
services for mobile devices and PCs
• Benchmarks for PC and Mobile
• YouGamers.com
• Demos and Games
‡Content Creation Tool Chain
for OpenGL ES 2.0
• Leading Benchmarking Solutions to:
•
•
•
•
•
OpenGL ES 1.0, 1.1 and NOW ES 2.0
OpenVG 1.0
OpenKODE 1.0
Mobile Java 3D (JSR184 & JSR239)
Symbian OS
© Copyright Khronos Group, 2007 - Page 32
• OpenGL ES 2.0
Performance Analysis
Testing Suite for
premium mobile
gaming HW:
- 2 x 3D Game Content test
- Theoretical tests measuring vertex
and fragment shader processing plus
post processing
© Copyright Khronos Group, 2007 - Page 33
7RGD\·V1HZ$QQRXQFHPHQW
• Futuremark CCTC: Content
Creation Tool Chain for
OpenGL ES 2.0
• Real-time content creation
pipeline for application and game
development to next-gen mobile
devices supporting
OpenGL ES 2.0
-
Effects
Render passes
Render to texture
Post processing
Shadow maps
© Copyright Khronos Group, 2007 - Page 34
63(&JSF
Ian Williams, Chair
NVIDIA
© Copyright Khronos Group, 2006
2007 - Page 35
63(&*UDSKLFV3HUIRUPDQFH
&KDUDFWHUL]DWLRQ3URMHFW*URXS
• Formerly SPEC OpenGL Performance Characterization (SPECopc)
• Creates unbiased benchmarks that characterize performance based on
popular applications
• New charter enables group to pursue benchmarks for APIs other than
OpenGL (DirectX)
• Developer of SPECviewperf
© Copyright Khronos Group, 2007 - Page 36
63(&YLHZSHUI
• An accurate predictor of graphics subsystem performance for actual
applications
• Common source, open and available to the public
• Easy to use and self-contained
- Quick setup and test time
- Easy to license and distribute
- Does not require application license
© Copyright Khronos Group, 2007 - Page 37
63(&YLHZSHUIIRU2SHQ*/(6"
• First public demos in Khronos booth, #227
• SPECviewperf provides framework to capture traces for benchmarking
- Shader benchmarks for games running on PDAs?
- Benchmarks for CAD viewers running on PDAs?
• Would probably be a separate project group within SPEC
• Looking for interested parties to form a working group to explore OpenGL
ES benchmarks
© Copyright Khronos Group, 2007 - Page 38
SPECviewperf on OpenGL ES Demo
&
Questions
© Copyright Khronos Group, 2007 - Page 39
$XWRPDWLFDGDSWLYH*/6/VRXUFHFRGH
JHQHUDWLRQLQ*/%HQFKPDUN
Laszlo Kishonti
General Manager
Kishonti Informatics
[email protected]
8/24/2007
Copyright 2005, All rights
reserved
Siggraph 2007
40
*/%HQFKPDUN
• Next generation benchmark for OpenGL ES 2.0
• Highly advanced rendering engine with
automatically generated GLSL shaders
• Limited functionality backport to OpenGL 1.x will
be available soon
• Supports every known platform with OpenGL
ES: Brew, Linux, Windows Mobile, DoJa GL,
JSR 239, etc.
8/24/2007
Copyright 2005, All rights
reserved
41
:K\DXWRPDWLF */6/VKDGHU
JHQHUDWLRQ"
• Advantages to developers:
–
–
–
–
–
–
–
–
–
–
More manageable code
Relieves developers of error-prone, repetitive tasks
Write the effect once, use everywhere
Unlimited number of effects can be combined
Application scales without recompiling from the low budget device to
the high end
Automatic variable declarations, bindings and cleanup
Names always match between application, vertex and fragment
shaders
Very dense code: uses only the needed variables
Adapts to every scene, every object
Can be used as source code generator for binary shader pipeline
8/24/2007
Copyright 2005, All rights
reserved
42
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JHQHUDWLRQ"
• Advantages for performance testers:
– Everything can be changed real-time
– Helps find bottlenecks easily: switch on or off certain features and you’ll
see which effects costs the most (or least)
– Fully automated testing with unlimited number of quality setups possible
– Precision qualifiers can be changed run-time
– Certain hot-spot frames can be rerun with different effects enabled
without recompiling the code
– Switch between per-vertex and per-fragment calculation modes (is it
vertex or fragment limited?)
– Switch to discard mode and check CPU bottlenecks
– Textual output possible on screen through special console shader
8/24/2007
Copyright 2005, All rights
reserved
43
$ERXWXV
• Kishonti Informatics is the world wide leader in mobile
performance measurement.
• Our performance database contains 1100+ devices.
• We measure Java Me and OpenGL ES performance with
our JBenchmark and GLBenchmark benchmark series
benchmarks.
• Major network operators require successful performance
results with our benchmarks to distribute devices.
• Our partners include:
•
AMD, ARM, Ericsson, Motorola, Nokia, NVidia, SonyEricsson, Sun Microsystems, Vodafone
• See more at:
or www.glbenchmark.com
•
www.jbenchmark.com
8/24/2007
Copyright 2005, All rights
44
reserved
*/%HQFKPDUN'HPR
8/24/2007
Copyright 2005, All rights
reserved
45
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