General Purpose Radar Simulator Based on Blender Cycles Path Tracer
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Ray-Tracing in Vulkan.Pdf
Ray-tracing in Vulkan A brief overview of the provisional VK_KHR_ray_tracing API Jason Ekstrand, XDC 2020 Who am I? ▪ Name: Jason Ekstrand ▪ Employer: Intel ▪ First freedesktop.org commit: wayland/31511d0e dated Jan 11, 2013 ▪ What I work on: Everything Intel but not OpenGL front-end – src/intel/* – src/compiler/nir – src/compiler/spirv – src/mesa/drivers/dri/i965 – src/gallium/drivers/iris 2 Vulkan ray-tracing history: ▪ On March 19, 2018, Microsoft announced DirectX Ray-tracing (DXR) ▪ On September 19, 2018, Vulkan 1.1.85 included VK_NVX_ray_tracing for ray- tracing on Nvidia RTX GPUs ▪ On March 17, 2020, Khronos released provisional cross-vendor extensions: – VK_KHR_ray_tracing – SPV_KHR_ray_tracing ▪ Final cross-vendor Vulkan ray-tracing extensions are still in-progress within the Khronos Vulkan working group 3 Overview: My objective with this presentation is mostly educational ▪ Quick overview of ray-tracing concepts ▪ Walk through how it all maps to the Vulkan ray-tracing API ▪ Focus on the provisional VK/SPV_KHR_ray_tracing extension – There are several details that will likely be different in the final extension – None of that is public yet, sorry. – The general shape should be roughly the same between provisional and final ▪ Not going to discuss details of ray-tracing on Intel GPUs 4 What is ray-tracing? All 3D rendering is a simulation of physical light 6 7 8 Why don't we do all 3D rendering this way? The primary problem here is wasted rays ▪ The chances of a random photon from the sun hitting your scene is tiny – About 1 in -
CUDA-SCOTTY Fast Interactive CUDA Path Tracer Using Wide Trees and Dynamic Ray Scheduling
15-618: Parallel Computer Architecture and Programming CUDA-SCOTTY Fast Interactive CUDA Path Tracer using Wide Trees and Dynamic Ray Scheduling “Golden Dragon” TEAM MEMBERS Sai Praveen Bangaru (Andrew ID: saipravb) Sam K Thomas (Andrew ID: skthomas) Introduction Path tracing has long been the select method used by the graphics community to render photo-realistic images. It has found wide uses across several industries, and plays a major role in animation and filmmaking, with most special effects rendered using some form of Monte Carlo light transport. It comes as no surprise, then, that optimizing path tracing algorithms is a widely studied field, so much so, that it has it’s own top-tier conference (HPG; High Performance Graphics). There are generally a whole spectrum of methods to increase the efficiency of path tracing. Some methods aim to create better sampling methods (Metropolis Light Transport), while others try to reduce noise in the final image by filtering the output (4D Sheared transform). In the spirit of the parallel programming course 15-618, however, we focus on a third category: system-level optimizations and leveraging hardware and algorithms that better utilize the hardware (Wide Trees, Packet tracing, Dynamic Ray Scheduling). Most of these methods, understandably, focus on the ray-scene intersection part of the path tracing pipeline, since that is the main bottleneck. In the following project, we describe the implementation of a hybrid non-packet method which uses Wide Trees and Dynamic Ray Scheduling to provide an 80x improvement over a 8-threaded CPU implementation. Summary Over the course of roughly 3 weeks, we studied two non-packet BVH traversal optimizations: Wide Trees, which involve non-binary BVHs for shallower BVHs and better Warp/SIMD Utilization and Dynamic Ray Scheduling which involved changing our perspective to process rays on a per-node basis rather than processing nodes on a per-ray basis. -
Practical Path Guiding for Efficient Light-Transport Simulation
Eurographics Symposium on Rendering 2017 Volume 36 (2017), Number 4 P. Sander and M. Zwicker (Guest Editors) Practical Path Guiding for Efficient Light-Transport Simulation Thomas Müller1;2 Markus Gross1;2 Jan Novák2 1ETH Zürich 2Disney Research Vorba et al. MSE: 0.017 Reference Ours (equal time) MSE: 0.018 Training: 5.1 min Training: 0.73 min Rendering: 4.2 min, 8932 spp Rendering: 4.2 min, 11568 spp Figure 1: Our method allows efficient guiding of path-tracing algorithms as demonstrated in the TORUS scene. We compare equal-time (4.2 min) renderings of our method (right) to the current state-of-the-art [VKv∗14, VK16] (left). Our algorithm automatically estimates how much training time is optimal, displays a rendering preview during training, and requires no parameter tuning. Despite being fully unidirectional, our method achieves similar MSE values compared to Vorba et al.’s method, which trains bidirectionally. Abstract We present a robust, unbiased technique for intelligent light-path construction in path-tracing algorithms. Inspired by existing path-guiding algorithms, our method learns an approximate representation of the scene’s spatio-directional radiance field in an unbiased and iterative manner. To that end, we propose an adaptive spatio-directional hybrid data structure, referred to as SD-tree, for storing and sampling incident radiance. The SD-tree consists of an upper part—a binary tree that partitions the 3D spatial domain of the light field—and a lower part—a quadtree that partitions the 2D directional domain. We further present a principled way to automatically budget training and rendering computations to minimize the variance of the final image. -
Directx ® Ray Tracing
DIRECTX® RAYTRACING 1.1 RYS SOMMEFELDT INTRO • DirectX® Raytracing 1.1 in DirectX® 12 Ultimate • AMD RDNA™ 2 PC performance recommendations AMD PUBLIC | DirectX® 12 Ultimate: DirectX Ray Tracing 1.1 | November 2020 2 WHAT IS DXR 1.1? • Adds inline raytracing • More direct control over raytracing workload scheduling • Allows raytracing from all shader stages • Particularly well suited to solving secondary visibility problems AMD PUBLIC | DirectX® 12 Ultimate: DirectX Ray Tracing 1.1 | November 2020 3 NEW RAY ACCELERATOR AMD PUBLIC | DirectX® 12 Ultimate: DirectX Ray Tracing 1.1 | November 2020 4 DXR 1.1 BEST PRACTICES • Trace as few rays as possible to achieve the right level of quality • Content and scene dependent techniques work best • Positive results when driving your raytracing system from a scene classifier • 1 ray per pixel can generate high quality results • Especially when combined with techniques and high quality denoising systems • Lets you judiciously spend your ray tracing budget right where it will pay off AMD PUBLIC | DirectX® 12 Ultimate: DirectX Ray Tracing 1.1 | November 2020 5 USING DXR 1.1 TO TRACE RAYS • DXR 1.1 lets you call TraceRay() from any shader stage • Best performance is found when you use it in compute shaders, dispatched on a compute queue • Matches existing asynchronous compute techniques you’re already familiar with • Always have just 1 active RayQuery object in scope at any time AMD PUBLIC | DirectX® 12 Ultimate: DirectX Ray Tracing 1.1 | November 2020 6 RESOURCE BALANCING • Part of our ray tracing system -
Visualization Tools and Trends a Resource Tour the Obligatory Disclaimer
Visualization Tools and Trends A resource tour The obligatory disclaimer This presentation is provided as part of a discussion on transportation visualization resources. The Atlanta Regional Commission (ARC) does not endorse nor profit, in whole or in part, from any product or service offered or promoted by any of the commercial interests whose products appear herein. No funding or sponsorship, in whole or in part, has been provided in return for displaying these products. The products are listed herein at the sole discretion of the presenter and are principally oriented toward transportation practitioners as well as graphics and media professionals. The ARC disclaims and waives any responsibility, in whole or in part, for any products, services or merchandise offered by the aforementioned commercial interests or any of their associated parties or entities. You should evaluate your own individual requirements against available resources when establishing your own preferred methods of visualization. What is Visualization • As described on Wikipedia • Illustration • Information Graphics – visual representations of information data or knowledge • Mental Image – imagination • Spatial Visualization – ability to mentally manipulate 2dimensional and 3dimensional figures • Computer Graphics • Interactive Imaging • Music visual IEEE on Visualization “Traditionally the tool of the statistician and engineer, information visualization has increasingly become a powerful new medium for artists and designers as well. Owing in part to the mainstreaming -
Geforce ® RTX 2070 Overclocked Dual
GAMING GeForce RTX™ 2O7O 8GB XLR8 Gaming Overclocked Edition Up to 6X Faster Performance Real-Time Ray Tracing in Games Latest AI Enhanced Graphics Experience 6X the performance of previous-generation GeForce RTX™ 2070 is light years ahead of other cards, delivering Powered by NVIDIA Turing, GeForce™ RTX 2070 brings the graphics cards combined with maximum power efficiency. truly unique real-time ray-tracing technologies for cutting-edge, power of AI to games. hyper-realistic graphics. GRAPHICS REINVENTED PRODUCT SPECIFICATIONS ® The powerful new GeForce® RTX 2070 takes advantage of the cutting- NVIDIA CUDA Cores 2304 edge NVIDIA Turing™ architecture to immerse you in incredible realism Clock Speed 1410 MHz and performance in the latest games. The future of gaming starts here. Boost Speed 1710 MHz GeForce® RTX graphics cards are powered by the Turing GPU Memory Speed (Gbps) 14 architecture and the all-new RTX platform. This gives you up to 6x the Memory Size 8GB GDDR6 performance of previous-generation graphics cards and brings the Memory Interface 256-bit power of real-time ray tracing and AI to your favorite games. Memory Bandwidth (Gbps) 448 When it comes to next-gen gaming, it’s all about realism. GeForce RTX TDP 185 W>5 2070 is light years ahead of other cards, delivering truly unique real- NVLink Not Supported time ray-tracing technologies for cutting-edge, hyper-realistic graphics. Outputs DisplayPort 1.4 (x2), HDMI 2.0b, USB Type-C Multi-Screen Yes Resolution 7680 x 4320 @60Hz (Digital)>1 KEY FEATURES SYSTEM REQUIREMENTS Power -
Surface Recovery: Fusion of Image and Point Cloud
Surface Recovery: Fusion of Image and Point Cloud Siavash Hosseinyalamdary Alper Yilmaz The Ohio State University 2070 Neil avenue, Columbus, Ohio, USA 43210 pcvlab.engineering.osu.edu Abstract construct surfaces. Implicit (or volumetric) representation of a surface divides the three dimensional Euclidean space The point cloud of the laser scanner is a rich source of to voxels and the value of each voxel is defined based on an information for high level tasks in computer vision such as indicator function which describes the distance of the voxel traffic understanding. However, cost-effective laser scan- to the surface. The value of every voxel inside the surface ners provide noisy and low resolution point cloud and they has negative sign, the value of the voxels outside the surface are prone to systematic errors. In this paper, we propose is positive and the surface is represented as zero crossing two surface recovery approaches based on geometry and values of the indicator function. Unfortunately, this repre- brightness of the surface. The proposed approaches are sentation is not applicable to open surfaces and some mod- tested in realistic outdoor scenarios and the results show ifications should be applied to reconstruct open surfaces. that both approaches have superior performance over the- The least squares and partial differential equations (PDE) state-of-art methods. based approaches have also been developed to implicitly re- construct surfaces. The moving least squares(MLS) [22, 1] and Poisson surface reconstruction [16], has been used in 1. Introduction this paper for comparison, are particularly popular. Lim and Haron review different surface reconstruction techniques in Point cloud is a valuable source of information for scene more details [20]. -
Megakernels Considered Harmful: Wavefront Path Tracing on Gpus
Megakernels Considered Harmful: Wavefront Path Tracing on GPUs Samuli Laine Tero Karras Timo Aila NVIDIA∗ Abstract order to handle irregular control flow, some threads are masked out when executing a branch they should not participate in. This in- When programming for GPUs, simply porting a large CPU program curs a performance loss, as masked-out threads are not performing into an equally large GPU kernel is generally not a good approach. useful work. Due to SIMT execution model on GPUs, divergence in control flow carries substantial performance penalties, as does high register us- The second factor is the high-bandwidth, high-latency memory sys- age that lessens the latency-hiding capability that is essential for the tem. The impressive memory bandwidth in modern GPUs comes at high-latency, high-bandwidth memory system of a GPU. In this pa- the expense of a relatively long delay between making a memory per, we implement a path tracer on a GPU using a wavefront formu- request and getting the result. To hide this latency, GPUs are de- lation, avoiding these pitfalls that can be especially prominent when signed to accommodate many more threads than can be executed in using materials that are expensive to evaluate. We compare our per- any given clock cycle, so that whenever a group of threads is wait- formance against the traditional megakernel approach, and demon- ing for a memory request to be served, other threads may be exe- strate that the wavefront formulation is much better suited for real- cuted. The effectiveness of this mechanism, i.e., the latency-hiding world use cases where multiple complex materials are present in capability, is determined by the threads’ resource usage, the most the scene. -
Tracepro's Accurate LED Source Modeling Improves the Performance of Optical Design Simulations
TECHNICAL ARTICLE March, 2015 TracePro’s accurate LED source modeling improves the performance of optical design simulations. Modern optical modeling programs allow product design engineers to create, analyze, and optimize LED sources and LED optical systems as a virtual prototype prior to manufacturing the actual product. The precision of these virtual models depends on accurately representing the components that make up the model, including the light source. This paper discusses the physics behind light source modeling, source modeling options in TracePro, selection of the best modeling method, comparing modeled vs measured results, and source model reporting. Ray Tracing Physics and Source Representation In TracePro and other ray tracing programs, LED sources are represented as a series of individual rays, each with attributes of wavelength, luminous flux, and direction. To obtain the most accurate results, sources are typically represented using millions of individual rays. Source models range from simple (e.g. point source) to complex (e.g. 3D model) and can involve complex interactions completely within the source model. For example, a light source with integrated TIR lens can effectively be represented as a “source” in TracePro. However, sources are usually integrated with other components to represent the complete optical system. We will discuss ray tracing in this context. Ray tracing engines, in their simplest form, employ Snell’s Law and the Law of Reflection to determine the path and characteristics of each individual ray as it passes through the optical system. Figure 1 illustrates a simple optical system with reflection and refraction. Figure 1 – Simple ray trace with refraction and reflection TracePro’s sophisticated ray tracing engine incorporates specular transmission and reflection, scattered transmission and reflection, absorption, bulk scattering, polarization, fluorescence, diffraction, and gradient index properties. -
Experimental Validation of Autodesk 3Ds Max Design 2009 and Daysim
Experimental Validation of Autodesk® 3ds Max® Design 2009 and Daysim 3.0 NRC Project # B3241 Submitted to: Autodesk Canada Co. Media & Entertainment Submitted by: Christoph Reinhart1,2 1) National Research Council Canada - Institute for Research in Construction (NRC-IRC) Ottawa, ON K1A 0R6, Canada (2001-2008) 2) Harvard University, Graduate School of Design Cambridge, MA 02138, USA (2008 - ) February 12, 2009 B3241.1 Page 1 Table of Contents Abstract ....................................................................................................................................... 3 1 Introduction .......................................................................................................................... 3 2 Methodology ......................................................................................................................... 5 2.1 Daylighting Test Cases .................................................................................................... 5 2.2 Daysim Simulations ....................................................................................................... 12 2.3 Autodesk 3ds Max Design Simulations ........................................................................... 13 3 Results ................................................................................................................................ 14 3.1 Façade Illuminances ...................................................................................................... 14 3.2 Base Case (TC1) and Lightshelf (TC2) -
Open Source Software for Daylighting Analysis of Architectural 3D Models
19th International Congress on Modelling and Simulation, Perth, Australia, 12–16 December 2011 http://mssanz.org.au/modsim2011 Open Source Software for Daylighting Analysis of Architectural 3D Models Terrance Mc Minn a a Curtin University of Technology School of Built Environment, Perth, Australia Email: [email protected] Abstract:This paper examines the viability of using open source software for the architectural analysis of solar access and over shading of building projects. For this paper open source software also includes freely available closed source software. The Computer Aided Design software – Google SketchUp (Free) while not open source, is included as it is freely available, though with restricted import and export abilities. A range of software tools are used to provide an effective procedure to aid the Architect in understanding the scope of sun penetration and overshadowing on a site and within a project. The technique can be also used lighting analysis of both external (to the building) as well as for internal spaces. An architectural model built in SketchUp (free) CAD software is exported in two different forms for the Radiance Lighting Simulation Suite to provide the lighting analysis. The different exports formats allow the 3D CAD model to be accessed directly via Radiance for full lighting analysis or via the Blender Animation program for a graphical user interface limited option analysis. The Blender Modelling Environment for Architecture (BlendME) add-on exports the model and runs Radiance in the background. Keywords:Lighting Simulation, Open Source Software 3226 McMinn, T., Open Source Software for Daylighting Analysis of Architectural 3D Models INTRODUCTION The use of daylight in buildings has the potential for reduction in the energy demands and increasing thermal comfort and well being of the buildings occupants (Cutler, Sheng, Martin, Glaser, et al., 2008), (Webb, 2006), (Mc Minn & Karol, 2010), (Yancey, n.d.) and others. -
An Advanced Path Tracing Architecture for Movie Rendering
RenderMan: An Advanced Path Tracing Architecture for Movie Rendering PER CHRISTENSEN, JULIAN FONG, JONATHAN SHADE, WAYNE WOOTEN, BRENDEN SCHUBERT, ANDREW KENSLER, STEPHEN FRIEDMAN, CHARLIE KILPATRICK, CLIFF RAMSHAW, MARC BAN- NISTER, BRENTON RAYNER, JONATHAN BROUILLAT, and MAX LIANI, Pixar Animation Studios Fig. 1. Path-traced images rendered with RenderMan: Dory and Hank from Finding Dory (© 2016 Disney•Pixar). McQueen’s crash in Cars 3 (© 2017 Disney•Pixar). Shere Khan from Disney’s The Jungle Book (© 2016 Disney). A destroyer and the Death Star from Lucasfilm’s Rogue One: A Star Wars Story (© & ™ 2016 Lucasfilm Ltd. All rights reserved. Used under authorization.) Pixar’s RenderMan renderer is used to render all of Pixar’s films, and by many 1 INTRODUCTION film studios to render visual effects for live-action movies. RenderMan started Pixar’s movies and short films are all rendered with RenderMan. as a scanline renderer based on the Reyes algorithm, and was extended over The first computer-generated (CG) animated feature film, Toy Story, the years with ray tracing and several global illumination algorithms. was rendered with an early version of RenderMan in 1995. The most This paper describes the modern version of RenderMan, a new architec- ture for an extensible and programmable path tracer with many features recent Pixar movies – Finding Dory, Cars 3, and Coco – were rendered that are essential to handle the fiercely complex scenes in movie production. using RenderMan’s modern path tracing architecture. The two left Users can write their own materials using a bxdf interface, and their own images in Figure 1 show high-quality rendering of two challenging light transport algorithms using an integrator interface – or they can use the CG movie scenes with many bounces of specular reflections and materials and light transport algorithms provided with RenderMan.