Efficient Ray Tracing Architectures
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Real-Time Rendering Techniques with Hardware Tessellation
Volume 34 (2015), Number x pp. 0–24 COMPUTER GRAPHICS forum Real-time Rendering Techniques with Hardware Tessellation M. Nießner1 and B. Keinert2 and M. Fisher1 and M. Stamminger2 and C. Loop3 and H. Schäfer2 1Stanford University 2University of Erlangen-Nuremberg 3Microsoft Research Abstract Graphics hardware has been progressively optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on-the-fly within the GPU’s rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real-time applications. However, many well- established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly-detailed surfaces in real-time. 1. Introduction Hardware tessellation has attained widespread use in computer games for displaying highly-detailed, possibly an- Graphics hardware originated with the goal of efficiently imated, objects. In the animation industry, where displaced rendering geometric surfaces. GPUs achieve high perfor- subdivision surfaces are the typical modeling and rendering mance by using a pipeline where large components are per- primitive, hardware tessellation has also been identified as a formed independently and in parallel. -
NVIDIA Quadro Technical Specifications
NVIDIA Quadro Technical Specifications NVIDIA Quadro Workstation GPU High-resolution Antialiasing ° Dassault CATIA • Full 128-bit floating point precision • Up to 16x full-scene antialiasing (FSAA), ° ESRI ArcGIS pipeline at resolutions up to 1920 x 1200 ° ICEM Surf • 12-bit subpixel precision • 12-bit subpixel sampling precision ° MSC.Nastran, MSC.Patran • Hardware-accelerated antialiased enhances AA quality ° PTC Pro/ENGINEER Wildfire, points and lines • Rotated-grid FSAA significantly 3Dpaint, CDRS The NVIDIA Quadro® family of In addition to a full line up of 2D and • Hardware OpenGL overlay planes increases color accuracy and visual ° SolidWorks • Hardware-accelerated two-sided quality for edges, while maintaining ° UDS NX Series, I-deas, SolidEdge, professional solutions for workstations 3D workstation graphics solutions, the lighting performance3 Unigraphics, SDRC delivers the fastest application NVIDIA Quadro professional products • Hardware-accelerated clipping planes and many more… Memory performance and the highest quality include a set of specialty solutions that • Third-generation occlusion culling • Digital Content Creation (DCC) graphics. have been architected to meet the • 16 textures per pixel • High-speed memory (up to 512MB Alias Maya, MOTIONBUILDER needs of a wide range of industry • OpenGL quad-buffered stereo (3-pin GDDR3) ° NewTek Lightwave 3D Raw performance and quality are only sync connector) • Advanced lossless compression ° professionals. These specialty Autodesk Media and Entertainment the beginning. The NVIDIA -
Extending the Graphics Pipeline with Adaptive, Multi-Rate Shading
Extending the Graphics Pipeline with Adaptive, Multi-Rate Shading Yong He Yan Gu Kayvon Fatahalian Carnegie Mellon University Abstract compute capability as a primary mechanism for improving the qual- ity of real-time graphics. Simply put, to scale to more advanced Due to complex shaders and high-resolution displays (particularly rendering effects and to high-resolution outputs, future GPUs must on mobile graphics platforms), fragment shading often dominates adopt techniques that perform shading calculations more efficiently the cost of rendering in games. To improve the efficiency of shad- than the brute-force approaches used today. ing on GPUs, we extend the graphics pipeline to natively support techniques that adaptively sample components of the shading func- In this paper, we enable high-quality shading at reduced cost on tion more sparsely than per-pixel rates. We perform an extensive GPUs by extending the graphics pipeline’s fragment shading stage study of the challenges of integrating adaptive, multi-rate shading to natively support techniques that adaptively sample aspects of the into the graphics pipeline, and evaluate two- and three-rate imple- shading function more sparsely than per-pixel rates. Specifically, mentations that we believe are practical evolutions of modern GPU our extensions allow different components of the pipeline’s shad- designs. We design new shading language abstractions that sim- ing function to be evaluated at different screen-space rates and pro- plify development of shaders for this system, and design adaptive vide mechanisms for shader programs to dynamically determine (at techniques that use these mechanisms to reduce the number of in- fine screen granularity) which computations to perform at which structions performed during shading by more than a factor of three rates. -
Graphics Pipeline and Rasterization
Graphics Pipeline & Rasterization Image removed due to copyright restrictions. MIT EECS 6.837 – Matusik 1 How Do We Render Interactively? • Use graphics hardware, via OpenGL or DirectX – OpenGL is multi-platform, DirectX is MS only OpenGL rendering Our ray tracer © Khronos Group. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. 2 How Do We Render Interactively? • Use graphics hardware, via OpenGL or DirectX – OpenGL is multi-platform, DirectX is MS only OpenGL rendering Our ray tracer © Khronos Group. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. • Most global effects available in ray tracing will be sacrificed for speed, but some can be approximated 3 Ray Casting vs. GPUs for Triangles Ray Casting For each pixel (ray) For each triangle Does ray hit triangle? Keep closest hit Scene primitives Pixel raster 4 Ray Casting vs. GPUs for Triangles Ray Casting GPU For each pixel (ray) For each triangle For each triangle For each pixel Does ray hit triangle? Does triangle cover pixel? Keep closest hit Keep closest hit Scene primitives Pixel raster Scene primitives Pixel raster 5 Ray Casting vs. GPUs for Triangles Ray Casting GPU For each pixel (ray) For each triangle For each triangle For each pixel Does ray hit triangle? Does triangle cover pixel? Keep closest hit Keep closest hit Scene primitives It’s just a different orderPixel raster of the loops! -
Rendering of Feature-Rich Dynamically Changing Volumetric Datasets on GPU
Procedia Computer Science Volume 29, 2014, Pages 648–658 ICCS 2014. 14th International Conference on Computational Science Rendering of Feature-Rich Dynamically Changing Volumetric Datasets on GPU Martin Schreiber, Atanas Atanasov, Philipp Neumann, and Hans-Joachim Bungartz Technische Universit¨at M¨unchen, Munich, Germany [email protected],[email protected],[email protected],[email protected] Abstract Interactive photo-realistic representation of dynamic liquid volumes is a challenging task for today’s GPUs and state-of-the-art visualization algorithms. Methods of the last two decades consider either static volumetric datasets applying several optimizations for volume casting, or dynamic volumetric datasets with rough approximations to realistic rendering. Nevertheless, accurate real-time visualization of dynamic datasets is crucial in areas of scientific visualization as well as areas demanding for accurate rendering of feature-rich datasets. An accurate and thus realistic visualization of such datasets leads to new challenges: due to restrictions given by computational performance, the datasets may be relatively small compared to the screen resolution, and thus each voxel has to be rendered highly oversampled. With our volumetric datasets based on a real-time lattice Boltzmann fluid simulation creating dynamic cavities and small droplets, existing real-time implementations are not applicable for a realistic surface extraction. This work presents a volume tracing algorithm capable of producing multiple refractions which is also robust to small droplets and cavities. Furthermore we show advantages of our volume tracing algorithm compared to other implementations. Keywords: 1 Introduction The photo-realistic real-time rendering of dynamic liquids, represented by free surface flows and volumetric datasets, has been studied in numerous works [13, 9, 10, 14, 18]. -
Ray Casting Architectures for Volume Visualization
Ray Casting Architectures for Volume Visualization The Harvard community has made this article openly available. Please share how this access benefits you. Your story matters Citation Ray, Harvey, Hanspeter Pfister, Deborah Silver, and Todd A. Cook. 1999. Ray casting architectures for volume visualization. IEEE Transactions on Visualization and Computer Graphics 5(3): 210-223. Published Version doi:10.1109/2945.795213 Citable link http://nrs.harvard.edu/urn-3:HUL.InstRepos:4138553 Terms of Use This article was downloaded from Harvard University’s DASH repository, and is made available under the terms and conditions applicable to Other Posted Material, as set forth at http:// nrs.harvard.edu/urn-3:HUL.InstRepos:dash.current.terms-of- use#LAA Ray Casting Architectures for Volume Visualization Harvey Ray, Hansp eter P ster , Deb orah Silver , Todd A. Co ok Abstract | Real-time visualization of large volume datasets demands high p erformance computation, pushing the stor- age, pro cessing, and data communication requirements to the limits of current technology. General purp ose paral- lel pro cessors have b een used to visualize mo derate size datasets at interactive frame rates; however, the cost and size of these sup ercomputers inhibits the widespread use for real-time visualization. This pap er surveys several sp e- cial purp ose architectures that seek to render volumes at interactive rates. These sp ecialized visualization accelera- tors have cost, p erformance, and size advantages over par- allel pro cessors. All architectures implement ray casting using parallel and pip elined hardware. Weintro duce a new metric that normalizes p erformance to compare these ar- Fig. -
Graphics Pipeline
Graphics Pipeline What is graphics API ? • A low-level interface to graphics hardware • OpenGL About 120 commands to specify 2D and 3D graphics Graphics API and Graphics Pipeline OS independent Efficient Rendering and Data transfer Event Driven Programming OpenGL What it isn’t: A windowing program or input driver because How many of you have programmed in OpenGL? How extensively? OpenGL GLUT: window management, keyboard, mouse, menue GLU: higher level library, complex objects How does it work? Primitives: drawing a polygon From the implementor’s perspective: geometric objects properties: color… pixels move camera and objects around graphics pipeline Primitives Build models in appropriate units (microns, meters, etc.). Primitives Rotate From simple shapes: triangles, polygons,… Is it Convert to + material Translate 3D to 2D visible? pixels properties Scale Primitives 1 Primitives: drawing a polygon Primitives: drawing a polygon • Put GL into draw-polygon state glBegin(GL_POLYGON); • Send it the points making up the polygon glVertex2f(x0, y0); glVertex2f(x1, y1); glVertex2f(x2, y2) ... • Tell it we’re finished glEnd(); Primitives Primitives Triangle Strips Polygon Restrictions Minimize number of vertices to be processed • OpenGL Polygons must be simple • OpenGL Polygons must be convex (a) simple, but not convex TR1 = p0, p1, p2 convex TR2 = p1, p2, p3 Strip = p0, p1, p2, p3, p4,… (b) non-simple 9 10 Material Properties: Color Primitives: Material Properties • glColor3f (r, g, b); Red, green & blue color model color, transparency, reflection -
CPU-GPU Hybrid Real Time Ray Tracing Framework
Volume 0 (1981), Number 0 pp. 1–8 CPU-GPU Hybrid Real Time Ray Tracing Framework S.Beck , A.-C. Bernstein , D. Danch and B. Fröhlich Lehrstuhl für Systeme der Virtuellen Realität, Bauhaus-Universität Weimar, Germany Abstract We present a new method in rendering complex 3D scenes at reasonable frame-rates targeting on Global Illumi- nation as provided by a Ray Tracing algorithm. Our approach is based on some new ideas on how to combine a CPU-based fast Ray Tracing algorithm with the capabilities of todays programmable GPUs and its powerful feed-forward-rendering algorithm. We call this approach CPU-GPU Hybrid Real Time Ray Tracing Framework. As we will show, a systematic analysis of the generations of rays of a Ray Tracer leads to different render-passes which map either to the GPU or to the CPU. Indeed all camera rays can be processed on the graphics card, and hardware accelerated shadow mapping can be used as a pre-step in calculating precise shadow boundaries within a Ray Tracer. Our arrangement of the resulting five specialized render-passes combines a fast Ray Tracer located on a multi-processing CPU with the capabilites of a modern graphics card in a new way and might be a starting point for further research. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Ray Tracing, Global Illumination, OpenGL, Hybrid CPU GPU 1. Introduction Ray Tracer can compute every pixel of an image separately Within the last years prospects in computer-graphics are in parallel which is done in clusters and render-farms and growing and the aim of high-quality rendering and natural- shortens render time. -
Powervr Hardware Architecture Overview for Developers
Public Imagination Technologies PowerVR Hardware Architecture Overview for Developers Public. This publication contains proprietary information which is subject to change without notice and is supplied 'as is' without warranty of any kind. Redistribution of this document is permitted with acknowledgement of the source. Filename : PowerVR Hardware.Architecture Overview for Developers Version : PowerVR SDK REL_18.2@5224491 External Issue Issue Date : 23 Nov 2018 Author : Imagination Technologies Limited PowerVR Hardware 1 Revision PowerVR SDK REL_18.2@5224491 Imagination Technologies Public Contents 1. Introduction ................................................................................................................................. 3 2. Overview of Modern 3D Graphics Architectures ..................................................................... 4 2.1. Single Instruction, Multiple Data ......................................................................................... 4 2.1.1. Parallelism ................................................................................................................ 4 2.2. Vector and Scalar Processing ............................................................................................ 5 2.2.1. Vector ....................................................................................................................... 5 2.2.2. Scalar ....................................................................................................................... 5 3. Overview of Graphics -
Ray Tracing Height Fields
Ray Tracing Height Fields £ £ £ Huamin Qu£ Feng Qiu Nan Zhang Arie Kaufman Ming Wan † £ Center for Visual Computing (CVC) and Department of Computer Science State University of New York at Stony Brook, Stony Brook, NY 11794-4400 †The Boeing Company, P.O. Box 3707, M/C 7L-40, Seattle, WA 98124-2207 Abstract bility, make the ray tracing approach a promising alterna- tive for rasterization approach when the size of the terrain We present a novel surface reconstruction algorithm is very large [13]. More importantly, ray tracing provides which can directly reconstruct surfaces with different levels more flexibility than hardware rendering. For example, ray of smoothness in one framework from height fields using 3D tracing allows us to operate directly on the image/Z-buffer discrete grid ray tracing. Our algorithm exploits the 2.5D to render special effects such as terrain with underground nature of the elevation data and the regularity of the rect- bunkers, terrain with shadows, and flythrough with a fish- angular grid from which the height field surface is sampled. eye view. In addition, it is easy to incorporate clouds, haze, Based on this reconstruction method, we also develop a hy- flames, and other amorphous phenomena into the scene by brid rendering method which has the features of both ras- ray tracing. Ray tracing can also be used to fill in holes in terization and ray tracing. This hybrid method is designed image-based rendering. to take advantage of GPUs newly available flexibility and processing power. Most ray tracing height field papers [2, 4, 8, 10] focused on fast ray traversal algorithms and antialiasing methods. -
Radeon GPU Profiler Documentation
Radeon GPU Profiler Documentation Release 1.11.0 AMD Developer Tools Jul 21, 2021 Contents 1 Graphics APIs, RDNA and GCN hardware, and operating systems3 2 Compute APIs, RDNA and GCN hardware, and operating systems5 3 Radeon GPU Profiler - Quick Start7 3.1 How to generate a profile.........................................7 3.2 Starting the Radeon GPU Profiler....................................7 3.3 How to load a profile...........................................7 3.4 The Radeon GPU Profiler user interface................................. 10 4 Settings 13 4.1 General.................................................. 13 4.2 Themes and colors............................................ 13 4.3 Keyboard shortcuts............................................ 14 4.4 UI Navigation.............................................. 16 5 Overview Windows 17 5.1 Frame summary (DX12 and Vulkan).................................. 17 5.2 Profile summary (OpenCL)....................................... 20 5.3 Barriers.................................................. 22 5.4 Context rolls............................................... 25 5.5 Most expensive events.......................................... 28 5.6 Render/depth targets........................................... 28 5.7 Pipelines................................................. 30 5.8 Device configuration........................................... 33 6 Events Windows 35 6.1 Wavefront occupancy.......................................... 35 6.2 Event timing............................................... 48 6.3 -
Ray Casting and Rendering
MIT EECS 6.837 Computer Graphics Part 2 – Rendering Today: Intro to Rendering, Ray Casting © NVIDIA Inc. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. NVIDIA MIT EECS 6.837 – Matusik 1 Cool Artifacts from Assignment 1 © source unknown. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. 2 Cool Artifacts from Assignment 1 © source unknown. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. 3 The Story So Far • Modeling – splines, hierarchies, transformations, meshes, etc. • Animation – skinning, ODEs, masses and springs • Now we’ll to see how to generate an image given a scene description! 4 The Remainder of the Term • Ray Casting and Ray Tracing • Intro to Global Illumination – Monte Carlo techniques, photon mapping, etc. • Shading, texture mapping – What makes materials look like they do? • Image-based Rendering • Sampling and antialiasing • Rasterization, z-buffering • Shadow techniques • Graphics Hardware © ACM. All rights reserved. This content is excluded from our Creative Commons [Lehtinen et al. 2008] license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. 5 Today • What does rendering mean? • Basics of ray casting 6 © source unknown. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. © Oscar Meruvia-Pastor, Daniel Rypl. All rights reserved.