GPU Accelerated Ray-Tracing for Simulating Sound Propagation in Water
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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 -
Peter Shirley, NVIDIA
Course slides, resources, information: intro-to-dxr.cwyman.org Introduction to DirectX Raytracing Welcome & Introductions Chris Wyman, NVIDIA Shawn Hargreaves, Microsoft Peter Shirley, NVIDIA Colin Barré-Brisebois, SEED Course slides, resources, information: intro-to-dxr.cwyman.org Photography & Recording Encouraged 1 Image rendered with our course tutorials: Emerald Square scene from Open Research Content Archive Welcome • Why have this course? 2 Welcome • Why have this course? • Microsoft announced DirectX Raytracing at GDC • My Twitter feed blew up – With people (re)trying ray tracing How many times did you see this image on Twitter?3 Welcome • Why have this course? • Microsoft announced DirectX Raytracing at GDC • My Twitter feed blew up – With people (re)trying ray tracing A simple scene with added ray traced lighting • Now: Widely used API w/ray tracing support – Straightforward sharing of GPU resources – Compelling demos suggest real use cases 4 Welcome • Why have this course? • Microsoft announced DirectX Raytracing at GDC • My Twitter feed blew up – With people (re)trying ray tracing Left: Feasible sample count today in real-time • Now: Widely used API w/ray tracing support – Straightforward sharing of GPU resources – Compelling demos suggest real use cases • Not yet full path traced renderers – Only fast enough for a few rays per pixel – Research needed: reconstruct from low samples Right: Fully converged path tracing5 Welcome • Why have this course? • Microsoft announced DirectX Raytracing at GDC • My Twitter feed blew up – -
'Call of Duty: Modern Warfare' to Support Directx Raytracing on PC
‘Call of Duty: Modern Warfare’ to Support DirectX Raytracing on PC, Powered by NVIDIA GeForce RTX One of the Most Anticipated Games of the Year to Leverage NVIDIA RTX Technology on PC NVIDIA and Activision today announced that NVIDIA is the official PC partner for Call of Duty®: Modern Warfare®, the highly anticipated, all-new title scheduled for release on Oct. 25. NVIDIA is working side by side with developer Infinity Ward to bring real-time DirectX Raytracing (DXR), and NVIDIA® Adaptive Shading gaming technologies to the PC version of the new Modern Warfare. “Call of Duty: Modern Warfare is poised to reset the bar upon release this October,'' said Matt Wuebbling, head of GeForce marketing at NVIDIA. “NVIDIA is proud to partner closely with this epic development and contribute toward the creation of this gripping experience. Our teams of engineers have been working closely with Infinity Ward to use NVIDIA RTX technologies to display the realistic effects and incredible immersion that Modern Warfare offers.'' The most celebrated series in Call of Duty will make its return in a powerful experience reimagined from the ground up. Published by Activision and developed by Infinity Ward, the PC version of Call of Duty: Modern Warfare will release on Blizzard Battle.net. Modern Warfare features a unified narrative experience and progression across an epic, heart-racing, single-player story, an action-packed multiplayer playground, and new cooperative gameplay. “Our work with NVIDIA GPUs has helped us throughout the PC development of Modern Warfare,'' said Dave Stohl, co-studio head at Infinity Ward. “We've seamlessly integrated the RTX features like ray tracing and adaptive shading into our rendering pipeline. -
GPU Developments 2018
GPU Developments 2018 2018 GPU Developments 2018 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR. -
Adding RTX Acceleration to Iray with Optix 7
Adding RTX acceleration to Iray with OptiX 7 Lutz Kettner Director Advanced Rendering and Materials July 30th, SIGGRAPH 2019 What is Iray? Production Rendering on CUDA In Production since > 10 Years Bring ray tracing based production / simulation quality rendering to GPUs New paradigm: Push Button rendering (open up new markets) Plugins for 3ds Max Maya Rhino SketchUp … 2 SIMULATION QUALITY 3 iray legacy ARTISTIC FREEDOM 4 How Does it Work? 99% physically based Path Tracing To guarantee simulation quality and Push Button • Limit shortcuts and good enough hacks to minimum • Brute force (spectral) simulation no intermediate filtering scale over multiple GPUs and hosts even in interactive use GTC 2014 19 VCA * 8 Q6000 GPUs 5 How Does it Work? 99% physically based Path Tracing To guarantee simulation quality and Push Button • Limit shortcuts and good enough hacks to minimum • Brute force (spectral) simulation no intermediate filtering scale over multiple GPUs and hosts even in interactive use • Two-way path tracing from camera and (opt.) lights 6 How Does it Work? 99% physically based Path Tracing To guarantee simulation quality and Push Button • Limit shortcuts and good enough hacks to minimum • Brute force (spectral) simulation no intermediate filtering scale over multiple GPUs and hosts even in interactive use • Two-way path tracing from camera and (opt.) lights • Use NVIDIA Material Definition Language (MDL) 7 How Does it Work? 99% physically based Path Tracing To guarantee simulation quality and Push Button • Limit shortcuts and good -
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 -
The Growing Importance of Ray Tracing Due to Gpus
NVIDIA Application Acceleration Engines advancing interactive realism & development speed July 2010 NVIDIA Application Acceleration Engines A family of highly optimized software modules, enabling software developers to supercharge applications with high performance capabilities that exploit NVIDIA GPUs. Easy to acquire, license and deploy (most being free) Valuable features and superior performance can be quickly added App’s stay pace with GPU advancements (via API abstraction) NVIDIA Application Acceleration Engines PhysX physics & dynamics engine breathing life into real-time 3D; Apex enabling 3D animators CgFX programmable shading engine enhancing realism across platforms and hardware SceniX scene management engine the basis of a real-time 3D system CompleX scene scaling engine giving a broader/faster view on massive data OptiX ray tracing engine making ray tracing ultra fast to execute and develop iray physically correct, photorealistic renderer, from mental images making photorealism easy to add and produce © 2010 Application Acceleration Engines PhysX • Streamlines the adoption of latest GPU capabilities, physics & dynamics getting cutting-edge features into applications ASAP, CgFX exploiting the full power of larger and multiple GPUs programmable shading • Gaining adoption by key ISVs in major markets: SceniX scene • Oil & Gas Statoil, Open Inventor management • Design Autodesk, Dassault Systems CompleX • Styling Autodesk, Bunkspeed, RTT, ICIDO scene scaling • Digital Content Creation Autodesk OptiX ray tracing • Medical Imaging N.I.H iray photoreal rendering © 2010 Accelerating Application Development App Example: Auto Styling App Example: Seismic Interpretation 1. Establish the Scene 1. Establish the Scene = SceniX = SceniX 2. Maximize interactive 2. Maximize data visualization quality + quad buffered stereo + CgFX + OptiX + volume rendering + ambient occlusion 3. -
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 -
NVIDIA Quadro RTX for V-Ray Next
NVIDIA QUADRO RTX V-RAY NEXT GPU Image courtesy of © Dabarti Studio, rendered with V-Ray GPU Quadro RTX Accelerates V-Ray Next GPU Rendering Solutions for V-Ray Next GPU V-Ray Next GPU taps into the power of NVIDIA® Quadro® NVIDIA Quadro® provides a wide range of RTX-enabled RTX™ to speed up production rendering with dedicated RT solutions for desktop, mobile, server-based rendering, and Cores for ray tracing and Tensor Cores for AI-accelerated virtual workstations with NVIDIA Quadro Virtual Data denoising.¹ With up to 18X faster rendering than CPU-based Center Workstation (Quadro vDWS) software.2 With up to 96 solutions and enhanced performance with NVIDIA NVLink™, gigabytes (GB) of GPU memory available,3 Quadro RTX V-Ray Next GPU with RTX support provides incredible provides the power you need for the largest professional performance improvements for your rendering workloads. graphics and rendering workloads. “ Accelerating artist productivity is always our top Benchmark: V-Ray Next GPU Rendering Performance Increase on Quadro RTX GPUs priority, so we’re quick to take advantage of the latest ray-tracing hardware breakthroughs. By Quadro RTX 6000 x2 1885 ™ Quadro RTX 6000 104 supporting NVIDIA RTX in V-Ray GPU, we’re Quadro RTX 4000 783 bringing our customers an exciting new boost in PU 1 0 2 4 6 8 10 12 14 16 18 20 their GPU production rendering speeds.” Relatve Performance – Phillip Miller, Vice President, Product Management, Chaos Group Desktop performance Tests run on 1x Xeon old 6154 3 Hz (37 Hz Turbo), 64 B DDR4 RAM Wn10x64 Drver verson 44128 Performance results may vary dependng on the scene NVIDIA Quadro professional graphics solutions are verified and recommended for the most demanding projects by Chaos Group. -
RTX Beyond Ray Tracing
RTX Beyond Ray Tracing Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location -Now, let’s run a lot of experiments … I Wald (NVIDIA), W Usher, N Morrical, L Lediaev, V Pascucci (University of Utah) Motivation – What this is about - In this paper: We accelerate Unstructured-Data (Tet Mesh) Volume Ray Casting… NVIDIA Confidential Motivation – What this is about - In this paper: We accelerate Unstructured-Data (Tet Mesh) Volume Ray Casting… - But: This is not what this is (primarily) about - Volume rendering is just a “proof of concept”. - Original question: “What else” can you do with RTX? - Remember the early 2000’s (e.g., “register combiners”): Lots of innovation around “using graphics hardware for non- graphics problems”. - Since CUDA: Much of that has been subsumed through CUDA - Today: Now that we have new hardware units (RTX, Tensor Cores), what else could we (ab-)use those for? (“(ab-)use” as in “use for something that it wasn’t intended for”) NVIDIA Confidential Motivation – What this is about - In this paper: We accelerate Unstructured-Data (Tet Mesh) Volume Ray Casting… - But: This is not what this is (primarily) about - Volume rendering is just a “proof of concept”. - Original question: “What else” can you do with RTX? - Remember the early 2000’s (e.g., “register combiners”): Lots of innovation around “using graphics hardware for non- graphics →problems”.Two main goal(s) of this paper: -a)SinceGet CUDA: readers Much ofto that think has beenabout subsumed the “what through else”s CUDA… - Today: Nowb) Showthat -
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 -
RTX-Accelerated Hair Brought to Life with NVIDIA Iray (GTC 2020 S22494)
RTX-accelerated Hair brought to Life with NVIDIA Iray (GTC 2020 S22494) Carsten Waechter, March 2020 What is Iray? Production Rendering on CUDA In Production since > 10 Years Bring ray tracing based production / simulation quality rendering to GPUs New paradigm: Push Button rendering (open up new markets) Plugins for 3ds Max Maya Rhino SketchUp … … … 2 What is Iray? NVIDIA testbed and inspiration for new tech NVIDIA Material Definition Language (MDL) evolved from internal material representation into public SDK NVIDIA OptiX 7 co-development, verification and guinea pig NVIDIA RTX / RT Cores scene- and ray-dumps to drive hardware requirements NVIDIA Maxwell…NVIDIA Turing (& future) enhancements profiling/experiments resulting in new features/improvements Design and test/verify NVIDIA’s new Headquarter (in VR) close cooperation with Gensler 3 Simulation Quality 4 iray legacy Artistic Freedom 5 How Does it Work? 99% physically based Path Tracing To guarantee simulation quality and Push Button • Limit shortcuts and good enough hacks to minimum • Brute force (spectral) simulation no intermediate filtering scale over multiple GPUs and hosts even in interactive use • Two-way path tracing from camera and (opt.) lights • Use NVIDIA Material Definition Language (MDL) • NVIDIA AI Denoiser to clean up remaining noise 6 How Does it Work? 99% physically based Path Tracing To guarantee simulation quality and Push Button • Limit shortcuts and good enough hacks to minimum • Brute force (spectral) simulation no intermediate filtering scale over multiple