Tressfx 4.1/Engine Integration Developer Guide

Total Page:16

File Type:pdf, Size:1020Kb

Tressfx 4.1/Engine Integration Developer Guide [AMD Public Use] TRESSFX 4.1/ENGINE INTEGRATION DEVELOPER GUIDE For AMD TressFX/Epic Games Unreal Engine Integration and AMD TressFX/Radeon™ Cauldron (DirectX® 12/Vulkan® framework) implementation THIS GUIDE: • Describes new features of the TressFX integration into Unreal Engine 4.22 (branch available to developers with an Epic Games EULA/GitHub account) and AMD Radeon Cauldron (GPUOpen); • Documents shader parameters, architecture, new features, Maya Exporter, and more; • Includes basic tutorials for creating hair, using TressFX Exporter, and importing into Unreal. AMD Immersive Technology [AMD Public Use] AMD TressFX 4.1 Developer's Guide Contents TressFX 4.x – Overview ................................................................................................................................. 7 TressFX – from 3.0 to 4.0 to 4.1 .................................................................................................................... 7 TressFX Engine Integrations and Installation ................................................................................................ 8 The TressFX/Unreal Engine Integration (the Basics) ................................................................................. 9 The TressFX/Radeon Cauldron Framework (the Basics) ........................................................................... 9 TressFX/Cauldron User Interface (UI) ................................................................................................. 10 TressFX Architecture ................................................................................................................................... 11 Collision Mesh ......................................................................................................................................... 12 Signed Distance Field (SDF) ..................................................................................................................... 12 Velocity Shock Propagation (VSP) ........................................................................................................... 13 Marching Cubes (MC) ............................................................................................................................. 13 Guide and Follow Hair System ................................................................................................................ 13 Rendering ................................................................................................................................................ 14 TressFX/Unreal 4.22 Integration Architecture ........................................................................................ 14 TressFX Engine Hooks ......................................................................................................................... 14 TressFXEditor Module ......................................................................................................................... 15 TressFXComponent Module................................................................................................................ 16 TressFX/Radeon Cauldron Architecture ................................................................................................. 19 Abstraction of Graphics APIs and Engine Interface ............................................................................ 19 Folder Structure .................................................................................................................................. 20 TressFX Hair ......................................................................................................................................... 21 TressFX Simulation .............................................................................................................................. 21 Physics Parameters ............................................................................................................................. 22 TressFX Rendering ............................................................................................................................... 22 Optimization Details ........................................................................................................................... 24 Rendering Algorithms Overview: ShortCut and PPLL ................................................................................. 24 Using TressFX/Unreal Components and Materials ..................................................................................... 25 TressFXComponent ................................................................................................................................. 25 TressFX Section ................................................................................................................................... 26 Lighting Section ................................................................................................................................... 26 TressFX Materials .................................................................................................................................... 26 TressFXRendering Material ................................................................................................................. 26 Page 1 of 121 [AMD Public Use] AMD TressFX 4.1 Developer's Guide TressFXSimulation Material ................................................................................................................ 27 Lights ....................................................................................................................................................... 27 Point Lights .......................................................................................................................................... 28 Spotlights ............................................................................................................................................ 28 Directional Lights ................................................................................................................................ 28 Lighting Channels ................................................................................................................................ 28 Boned Based Simulation and Tracking .................................................................................................... 29 The TressFX Component ............................................................................................................................. 30 Summary ................................................................................................................................................. 30 Basic Parameters ..................................................................................................................................... 31 Hide Tress FX (checkbox) .................................................................................................................... 31 Hair Asset (uasset drag/drop or dropdown selection) ....................................................................... 31 Scalp Albedo Base (uasset drag/drop or dropdown selection) .......................................................... 31 Hair Parameter Blending ......................................................................................................................... 31 Enable Hair Parameter Blending (checkbox) ...................................................................................... 32 Scalp Albedo Blend (uasset drag/drop or dropdown selection) ......................................................... 32 Hair Blend Control (1D) (uasset drag/drop or dropdown selection) .................................................. 32 Hair Param Blends (2D Lookup) (uasset drag/drop or dropdown selection) ..................................... 32 Strand UV (StrandUV) ............................................................................................................................. 33 Strand UV (checkbox) .......................................................................................................................... 33 Strand Albedo (uasset drag/drop or dropdown selection) ................................................................. 33 Strand Tangent (uasset drag/drop or dropdown selection) ............................................................... 33 Enable Strand UV Tiling (checkbox) .................................................................................................... 34 Strand UVTiling Factor (numeric) ........................................................................................................ 34 Render and Simulation Shared Materials ............................................................................................... 34 Simulation Material (uasset drag/drop or dropdown selection) ........................................................ 34 Render Material (uasset drag/drop or dropdown selection) ............................................................. 34 Hair Parameter Blending – More Information ............................................................................................ 35 StrandUV – More Information .................................................................................................................... 39 The TressFX Collision Mesh Component ..................................................................................................... 44 Summary ................................................................................................................................................
Recommended publications
  • Real-Time Finite Element Method (FEM) and Tressfx
    REAL-TIME FEM AND TRESSFX 4 ERIC LARSEN KARL HILLESLAND 1 FEBRUARY 2016 | CONFIDENTIAL FINITE ELEMENT METHOD (FEM) SIMULATION Simulates soft to nearly-rigid objects, with fracture Models object as mesh of tetrahedral elements Each element has material parameters: ‒ Young’s Modulus: How stiff the material is ‒ Poisson’s ratio: Effect of deformation on volume ‒ Yield strength: Deformation limit before permanent shape change ‒ Fracture strength: Stress limit before the material breaks 2 FEBRUARY 2016 | CONFIDENTIAL MOTIVATIONS FOR THIS METHOD Parameters give a lot of design control Can model many real-world materials ‒Rubber, metal, glass, wood, animal tissue Commonly used now for film effects ‒High-quality destruction Successful real-time use in Star Wars: The Force Unleashed 1 & 2 ‒DMM middleware [Parker and O’Brien] 3 FEBRUARY 2016 | CONFIDENTIAL OUR PROJECT New implementation of real-time FEM for games Planned CPU library release ‒Heavy use of multithreading ‒Open-source with GPUOpen license Some highlights ‒Practical method for continuous collision detection (CCD) ‒Mix of CCD and intersection contact constraints ‒Efficient integrals for intersection constraint 4 FEBRUARY 2016 | CONFIDENTIAL STATUS Proof-of-concept prototype First pass at optimization Offering an early look for feedback Several generic components 5 FEBRUARY 2016 | CONFIDENTIAL CCD Find time of impact between moving objects ‒Impulses can prevent intersections [Otaduy et al.] ‒Catches collisions with fast-moving objects Our approach ‒Conservative-advancement based ‒Geometric
    [Show full text]
  • AMD Powerpoint- White Template
    RDNA Architecture Forward-looking statement This presentation contains forward-looking statements concerning Advanced Micro Devices, Inc. (AMD) including, but not limited to, the features, functionality, performance, availability, timing, pricing, expectations and expected benefits of AMD’s current and future products, which are made pursuant to the Safe Harbor provisions of the Private Securities Litigation Reform Act of 1995. Forward-looking statements are commonly identified by words such as "would," "may," "expects," "believes," "plans," "intends," "projects" and other terms with similar meaning. Investors are cautioned that the forward-looking statements in this presentation are based on current beliefs, assumptions and expectations, speak only as of the date of this presentation and involve risks and uncertainties that could cause actual results to differ materially from current expectations. Such statements are subject to certain known and unknown risks and uncertainties, many of which are difficult to predict and generally beyond AMD's control, that could cause actual results and other future events to differ materially from those expressed in, or implied or projected by, the forward-looking information and statements. Investors are urged to review in detail the risks and uncertainties in AMD's Securities and Exchange Commission filings, including but not limited to AMD's Quarterly Report on Form 10-Q for the quarter ended March 30, 2019 2 Highlights of the RDNA Workgroup Processor (WGP) ▪ Designed for lower latency and higher
    [Show full text]
  • Roccat Ryos Mk Pro Gigabyte Force K7
    WESTERN DO-IT-YOURSELF GIGABYTE DIGITAL BLACK2 STEAM BOX BRIX PRO SSD and HDD How to get SteamOS Full-on desktop together in one running on your PC power you can hold chassis! PG. 82 PG. 66 in your hand! PG. 53 minimum BS • mARCH 2014 • www.maximumpc.com THE CHEAPSKATE'S GUIDE TO POWER COMPUTING • Tips for saving on hardware • Pointers to the best deal sites • A guide to free and cheap digital content • Instructions for building a $600 PC • And so much more! GAMING KEYBOARDS We review six high- performance planks PG. 40 where we put stuff table of contents WESTERN DO IT YOURSELF GIGABYTE DIGITAL BLACK2 STEAM BOX BRIX PRO SSD and HDD How to get SteamOS Full-on desktop together in one running on your PC power you can hold chassis! PG. 82 PG. 66 in your hand! PG. 53 MINIMUM BS • MARCH 2014 • www.maximumpc.com THE inside CHEAPSKATE'S TO POWER COMPUTING On the Cover GUIDE Illustration by • Tips for saving on hardware Georg Zumbulev MARCH 2014 • Pointers to the best deal sites • A guide to free and cheap digital content QUICKSTART • Instructions for building a $600 PC • And so much more! GAMING KEYBOARDS We review six high- performance planks PG. 40 08 THE NEWS Hardware vendors commit to SteamOS; Windows XP death watch; Gigabit Internet over phone lines? FEATURES 14 THE LIST The 10 coolest things we saw 22 at CES. 16 HEAD TO HEAD Nvidia GeForce Experience vs. AMD Gaming Evolved beta. R&D Razer Project Christine 61 HOW TO What Windows could learn from smartphones; fine-tune your SSD; edit photos with Gimp.
    [Show full text]
  • The Amd Linux Graphics Stack – 2018 Edition Nicolai Hähnle Fosdem 2018
    THE AMD LINUX GRAPHICS STACK – 2018 EDITION NICOLAI HÄHNLE FOSDEM 2018 1FEBRUARY 2018 | CONFIDENTIAL GRAPHICS STACK: KERNEL / USER-SPACE / X SERVER Mesa OpenGL & Multimedia Vulkan Vulkan radv AMDVLK OpenGL X Server radeonsi Pro/ r600 Workstation radeon amdgpu LLVM SCPC libdrm radeon amdgpu FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 2FEBRUARY 2018 | CONFIDENTIAL GRAPHICS STACK: OPEN-SOURCE / CLOSED-SOURCE Mesa OpenGL & Multimedia Vulkan Vulkan radv AMDVLK OpenGL X Server radeonsi Pro/ r600 Workstation radeon amdgpu LLVM SCPC libdrm radeon amdgpu FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 3FEBRUARY 2018 | CONFIDENTIAL GRAPHICS STACK: SUPPORT FOR GCN / PRE-GCN HARDWARE ROUGHLY: GCN = NEW GPUS OF THE LAST 5 YEARS Mesa OpenGL & Multimedia Vulkan Vulkan radv AMDVLK OpenGL X Server radeonsi Pro/ r600 Workstation radeon amdgpu LLVM(*) SCPC libdrm radeon amdgpu (*) LLVM has pre-GCN support only for compute FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 4FEBRUARY 2018 | CONFIDENTIAL GRAPHICS STACK: PHASING OUT “LEGACY” COMPONENTS Mesa OpenGL & Multimedia Vulkan Vulkan radv AMDVLK OpenGL X Server radeonsi Pro/ r600 Workstation radeon amdgpu LLVM SCPC libdrm radeon amdgpu FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 5FEBRUARY 2018 | CONFIDENTIAL MAJOR MILESTONES OF 2017 . Upstreaming the DC display driver . Open-sourcing the AMDVLK Vulkan driver . Unified driver delivery . OpenGL 4.5 conformance in the open-source Mesa driver . Zero-day open-source support for new hardware FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 6FEBRUARY 2018 | CONFIDENTIAL KERNEL: AMDGPU AND RADEON HARDWARE SUPPORT Pre-GCN radeon GCN 1st gen (Southern Islands, SI, gfx6) GCN 2nd gen (Sea Islands, CI(K), gfx7) GCN 3rd gen (Volcanic Islands, VI, gfx8) amdgpu GCN 4th gen (Polaris, RX 4xx, RX 5xx) GCN 5th gen (RX Vega, Ryzen Mobile, gfx9) FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 7FEBRUARY 2018 | CONFIDENTIAL KERNEL: AMDGPU VS.
    [Show full text]
  • A Review of Gpuopen Effects
    A REVIEW OF GPUOPEN EFFECTS TAKAHIRO HARADA & JASON LACROIX • An initiative designed to help developers make better content by “opening up” the GPU • Contains a variety of software modules across various GPU needs: • Effects and render features • Tools, SDKs, and libraries • Patches and drivers • Software hosted on GitHub with no “black box” implementations or licensing fees • Website provides: • The latest news and information on all GPUOpen software • Tutorials and samples to help you optimise your game • A central location for up-to-date GPU and CPU documentation • Information about upcoming events and previous presentations AMD Public | Let’s build… 2020 | A Review of GPUOpen Effects | May 15, 2020 | 2 LET’S BUILD A NEW GPUOPEN… • Brand new, modern, dynamic website • Easy to find the information you need quickly • Read the latest news and see what’s popular • Learn new tips and techniques from our engineers • Looks good on mobile platforms too! • New social media presence • @GPUOpen AMD Public | Let’s build… 2020 | A Review of GPUOpen Effects | May 15, 2020 | 3 EFFECTS A look at recently released samples AMD Public | Let’s build… 2020 | A Review of GPUOpen Effects | May 15, 2020 | 4 TRESSFX 4.1 • Self-contained solution for hair simulation • Implementation into Radeon® Cauldron framework • DirectX® 12 and Vulkan® with full source • Optimized physics simulation • Faster velocity shock propagation • Simplified local shape constraints • Reorganization of dispatches • StrandUV support • New LOD system • New and improved Autodesk® Maya®
    [Show full text]
  • Instructions for Preparing and Transferring Final
    REAL-TIME HAIR RENDERING WITH SCREEN SPACE ADPATIVE LEVEL OF DETAIL Markus Rapp, Simon Spielmann* *Institute of Animation – Filmakademie BW, Germany, [email protected] Keywords: hair, real-time, level of detail, tessellation the detail factor. As pre-calculation step, the angle between the previous segment and the current segment as, well as the Abstract angle between current segment and the next segment is We present an approach to render hair by using a small calculated. The larger angle is then used in the shader to number of guide strands to generate interpolated hairs on the influence the final detail factor. GPU. Each hair strand is composed by segments, which can be further subdivided to render smooth hair curves. The 4 Results appearance of the guide hairs as well as the size of the hair The main difference of the rendered hair in Figure 1 is the segments in screen space are used to calculate the amount of frame rate in which the hair is rendered on a NVidia Geforce detail, which is needed to display smooth hair strands. GTX 580. The frame rate is above 60 fps, without subdivision of the hair segments. The hair is rendered with only 1 fps 1 Introduction when the detail factor is set to 64. The screen space adaptive With the increased performance of newer graphic cards, the level of detail (SSALOD) version renders with 42 fps. rendering of hair in form of single hair strands became possible. The tessellation pipeline of the GPU allows to generate up to 64 hairs out of one hair guide and further subdivide each hair segment up to 64 times.
    [Show full text]
  • Real-Time Hybrid Hair Rendering
    Eurographics Symposium on Rendering (DL-only Track) (2019) T. Boubekeur and P. Sen (Editors) Real-Time Hybrid Hair Rendering Erik S. V. Jansson1 Matthäus G. Chajdas2 Jason Lacroix2 Ingemar Ragnemalm1 1Linköping University, Sweden 2Advanced Micro Devices, Inc. Figure 1: We present a volume-based approximation of strand-based hair that is suitable for level-of-detail minification. It scales better than existing raster-based solutions with increasing distances, and can be combined with them, to create a hybrid technique. This figure shows the split alpha blended level-of-detail transition between our strand-based rasterizer (left side) and its volume-based approximation (right side). The four subfigures on the right showcase the Bear’s individual components: Kajiya-Kay shading, tangents, shadows and ambient occlusion. Abstract Rendering hair is a challenging problem for real-time applications. Besides complex shading, the sheer amount of it poses a lot of problems, as a human scalp can have over 100,000 strands of hair, with animal fur often surpassing a million. For rendering, both strand-based and volume-based techniques have been used, but usually in isolation. In this work, we present a complete hair rendering solution based on a hybrid approach. The solution requires no pre-processing, making it a drop-in replacement, that combines the best of strand-based and volume-based rendering. Our approach uses this volume not only as a level-of-detail representation that is raymarched directly, but also to simulate global effects, like shadows and ambient occlusion in real-time. CCS Concepts • Computing Methodologies ! Rasterization; Visibility; Volumetric Models; Antialiasing; Reflectance Modeling; Texturing; 1.
    [Show full text]
  • AMD Linux Driver 2021.10 Release Notes
    [AMD Official Use Only - Internal Distribution Only] AMD Linux Driver 2021.10 Release Notes 1. Overview AMD’s Linux® Driver’s includes open source graphics driver for AMD’s embedded platforms and other peripheral devices on selected development platforms. New features supported in this release: 1. New LTS kernel 5.10.5. 2. Bug fixes and driver updates. 2. Linux® kernel Support 1. 5.10.5 LTS 3. Linux Distribution Support 1. Ubuntu 20.04.1 4. Component Versions The following table shows git commit details of the sources and binaries used in the package. The patches present in patches folder of this release package has to be applied on top of the git commit mentioned in the below table to get the full sources corresponding to this driver release. The sources directory in this package contains patches pre-applied to these commit ids. 2021.10 Linux Driver Release Notes 1 [AMD Official Use Only - Internal Distribution Only] Component Version Commit ID Source Link for git clone Name Kernel 5.10.5 f5247949c0a9304ae43a895f29216a9d876f https://git.kernel.org/pub/scm/linux/ker 3919 nel/git/stable/linux.git Libdrm 2.4.103 5dea8f56ee620e9a3ace34a99ebf0175efb5 https://github.com/freedesktop/mesa- 7b11 drm.git Mesa 21.1.0-dev 38f012e0238f145f4c83bf7abf59afceee333 https://github.com/mesa3d/mesa.git 397 Ddx 19.1.0 6234a1b2652f469071c0c9b0d8b0f4a8079e https://github.com/freedesktop/xorg- fe74 xf86-video-amdgpu.git Gstomx 1.0.0.1 5c4bff4a433dff1c5d005edfceaf727b6214b git://people.freedesktop.org/~leoliu/gsto b74 mx Wayland 1.15.0 ea09c2fde7fcfc7e24a19ae5c5977981e9bef
    [Show full text]
  • Gen Vulkan API
    Faculty of Science and Technology Department of Computer Science A closer look at problems related to the next- gen Vulkan API — Håvard Mathisen INF-3981 Master’s Thesis in Computer Science June 2017 Abstract Vulkan is a significantly lower-level graphics API than OpenGL and require more effort from application developers to do memory management, synchronization, and other low-level tasks that are spe- cific to this API. The API is closer to the hardware and offer features that is not exposed in older APIs. For this thesis we will extend an existing game engine with a Vulkan back-end. This allows us to eval- uate the API and compare with OpenGL. We find ways to efficiently solve some challenges encountered when using Vulkan. i Contents 1 Introduction 1 1.1 Goals . .2 2 Background 3 2.1 GPU Architecture . .3 2.2 GPU Drivers . .3 2.3 Graphics APIs . .5 2.3.1 What is Vulkan . .6 2.3.2 Why Vulkan . .7 3 Vulkan Overview 8 3.1 Vulkan Architecture . .8 3.2 Vulkan Execution Model . .8 3.3 Vulkan Tools . .9 4 Vulkan Objects 10 4.1 Instances, Physical Devices, Devices . 10 4.1.1 Lost Device . 12 4.2 Command buffers . 12 4.3 Queues . 13 4.4 Memory Management . 13 4.4.1 Memory Heaps . 13 4.4.2 Memory Types . 14 4.4.3 Host visible memory . 14 4.4.4 Memory Alignment, Aliasing and Allocation Limitations 15 4.5 Synchronization . 15 4.5.1 Execution dependencies . 16 4.5.2 Memory dependencies . 16 4.5.3 Image Layout Transitions .
    [Show full text]
  • 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
    [Show full text]
  • Codexl 2.6 GA Release Notes
    CodeXL 2.6 GA Release Notes Contents CodeXL 2.6 GA Release Notes ....................................................................................................................... 1 New in this version .................................................................................................................................... 2 System Requirements ............................................................................................................................... 2 Getting the latest Radeon™ Software release .......................................................................................... 3 Radeon software packages can be found here: .................................................................................... 3 Fixed Issues ............................................................................................................................................... 3 Known Issues ............................................................................................................................................. 4 Support ..................................................................................................................................................... 5 Thank you for using CodeXL. We appreciate any feedback you have! Please use the CodeXL Issues Page to provide your feedback. You can also check out the Getting Started guide and the latest CodeXL blog at GPUOpen.com This version contains: • For 64-bit Windows® platforms o CodeXL Standalone application o CodeXL Remote Agent
    [Show full text]
  • Optimizing for the Radeon RDNA Architecture
    OPTIMIZING FOR THE RADEONTM RDNA ARCHITECTURE LOU KRAMER DEVELOPER TECHNOLOGY ENGINEER, AMD WHO AM I? Lou Kramer Developer Technology Engineer at AMD since Nov. 2017 I work closely with game studios to make their games look amazing and run fast on AMD GPUs ☺ AMD Public | Let’s build… 2020 | Optimizing for the RadeonTM RDNA architecture | May 15, 2020 | 2 WHY THIS TALK? On July 7th 2019, we released a new GPU architecture with our RadeonTM RX 5700 cards! → RadeonTM New Architecture (RDNA) Today, we have several products based on RDNA AMD Public | Let’s build… 2020 | Optimizing for the RadeonTM RDNA architecture | May 15, 2020 | 3 WHY THIS TALK? RDNA is present in a bunch of different products Design goals of RDNA • Scalability • Special focus on • Geometry handling • Cache flushes • Amount of work in flight needed • Latency AMD Public | Let’s build… 2020 | Optimizing for the RadeonTM RDNA architecture | May 15, 2020 | 4 AGENDA • Architecture • Compute Unit (CU) Work Group Processor (WGP) • GCN RDNA • Highlights of changes • Optimizations • Texture access • Workload distribution • Shader optimizations AMD Public | Let’s build… 2020 | Optimizing for the RadeonTM RDNA architecture | May 15, 2020 | 5 COMPUTE UNIT (CU) SIMD16 SIMD16 SIMD16 SIMD16 SALU LDS Texture L1$ VGPR VGPR VGPR VGPR 64KB Units 16KB I$ SGPR 32KB 64KB 64KB 64KB 64KB K$ CU 16KB CU CU A GCN based GPU has several Compute Units - a CU has: • 4 SIMD16 + VGPRs This is where the shaders get • 1 Scalar ALU + SGPRs executed! • 1 L1 Cache • … AMD Public | Let’s build… 2020 | Optimizing
    [Show full text]