Accelerated Stereo Rendering with Hybrid Reprojection-Based Rasterization and Adaptive Ray-Tracing
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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 -
Design and Evaluation of a Perceptually Adaptive Rendering System for Immersive Virtual Reality Environments Kimberly Ann Weaver Iowa State University
Iowa State University Capstones, Theses and Retrospective Theses and Dissertations Dissertations 2007 Design and evaluation of a perceptually adaptive rendering system for immersive virtual reality environments Kimberly Ann Weaver Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/rtd Part of the Cognitive Psychology Commons, and the Computer Sciences Commons Recommended Citation Weaver, Kimberly Ann, "Design and evaluation of a perceptually adaptive rendering system for immersive virtual reality environments" (2007). Retrospective Theses and Dissertations. 14895. https://lib.dr.iastate.edu/rtd/14895 This Thesis is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Retrospective Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. Design and evaluation of a perceptually adaptive rendering system for immersive virtual reality environments by Kimberly Ann Weaver A thesis submitted to the graduate faculty in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Major: Human Computer Interaction Program of Study Committee: Derrick Parkhurst (Major Professor) Chris Harding Shana Smith Iowa State University Ames, Iowa 2007 Copyright © Kimberly Ann Weaver, 2007. All rights reserved. UMI Number: 1449653 Copyright 2007 by Weaver, Kimberly Ann All rights reserved. UMI Microform 1449653 Copyright 2008 by ProQuest Information and Learning Company. All rights reserved. This microform edition is protected against unauthorized copying under Title 17, United States Code. ProQuest Information and Learning Company 300 North Zeeb Road P.O. -
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 -
The Application of Virtual Reality in Engineering Education
applied sciences Review The Application of Virtual Reality in Engineering Education Maged Soliman 1 , Apostolos Pesyridis 2,3, Damon Dalaymani-Zad 1,*, Mohammed Gronfula 2 and Miltiadis Kourmpetis 2 1 College of Engineering, Design and Physical Sciences, Brunel University London, London UB3 3PH, UK; [email protected] 2 College of Engineering, Alasala University, King Fahad Bin Abdulaziz Rd., Dammam 31483, Saudi Arabia; [email protected] (A.P.); [email protected] (M.G.); [email protected] (M.K.) 3 Metapower Limited, Northwood, London HA6 2NP, UK * Correspondence: [email protected] Abstract: The advancement of VR technology through the increase in its processing power and decrease in its cost and form factor induced the research and market interest away from the gaming industry and towards education and training. In this paper, we argue and present evidence from vast research that VR is an excellent tool in engineering education. Through our review, we deduced that VR has positive cognitive and pedagogical benefits in engineering education, which ultimately improves the students’ understanding of the subjects, performance and grades, and education experience. In addition, the benefits extend to the university/institution in terms of reduced liability, infrastructure, and cost through the use of VR as a replacement to physical laboratories. There are added benefits of equal educational experience for the students with special needs as well as distance learning students who have no access to physical labs. Furthermore, recent reviews identified that VR applications for education currently lack learning theories and objectives integration in their design. -
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 -
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. -
Lightdb: a DBMS for Virtual Reality Video
LightDB: A DBMS for Virtual Reality Video Brandon Haynes, Amrita Mazumdar, Armin Alaghi, Magdalena Balazinska, Luis Ceze, Alvin Cheung Paul G. Allen School of Computer Science & Engineering University of Washington, Seattle, Washington, USA {bhaynes, amrita, armin, magda, luisceze, akcheung}@cs.washington.edu http://lightdb.uwdb.io ABSTRACT spherical panoramic VR videos (a.k.a. 360◦ videos), encoding one We present the data model, architecture, and evaluation of stereoscopic frame of video can involve processing up to 18× more LightDB, a database management system designed to efficiently bytes than an ordinary 2D video [30]. manage virtual, augmented, and mixed reality (VAMR) video con- AR and MR video applications, on the other hand, often mix tent. VAMR video differs from its two-dimensional counterpart smaller amounts of synthetic video with the world around a user. in that it is spherical with periodic angular dimensions, is nonuni- Similar to VR, however, these applications have extremely de- formly and continuously sampled, and applications that consume manding latency and throughput requirements since they must react such videos often have demanding latency and throughput require- to the real world in real time. ments. To address these challenges, LightDB treats VAMR video To address these challenges, various specialized VAMR sys- data as a logically-continuous six-dimensional light field. Further- tems have been introduced for preparing and serving VAMR video more, LightDB supports a rich set of operations over light fields, data (e.g., VRView [71], Facebook Surround 360 [20], YouTube and automatically transforms declarative queries into executable VR [75], Google Poly [25], Lytro VR [41], Magic Leap Cre- physical plans. -
Ray-Tracing Procedural Displacement Shaders
Ray-tracing Procedural Displacement Shaders Wolfgang Heidrich and Hans-Peter Seidel Computer Graphics Group University of Erlangen fheidrich,[email protected] Abstract displacement shaders are resolution independent and Displacement maps and procedural displacement storage efficient. shaders are a widely used approach of specifying geo- metric detail and increasing the visual complexity of a scene. While it is relatively straightforward to handle displacement shaders in pipeline based rendering systems such as the Reyes-architecture, it is much harder to efficiently integrate displacement-mapped surfaces in ray-tracers. Many commercial ray-tracers tessellate the surface into a multitude of small trian- Figure 1: A simple displacement shader showing a gles. This introduces a series of problems such as wave function with exponential decay. The underly- excessive memory consumption and possibly unde- ing geometry used for this image is a planar polygon. tected surface detail. In this paper we describe a novel way of ray-tracing Unfortunately, because displacement shaders mod- procedural displacement shaders directly, that is, ify the geometry, their use in many rendering systems without introducing intermediate geometry. Affine is limited. Since ray-tracers cannot handle proce- arithmetic is used to compute bounding boxes for dural displacements directly, many commercial ray- the shader over any range in the parameter domain. tracing systems, such as Alias [1], tessellate geomet- The method is comparable to the direct ray-tracing ric objects with displacement shaders into a mul- of B´ezier surfaces and implicit surfaces using B´ezier titude of small triangles. Unlike in pipeline-based clipping and interval methods, respectively. renderers, such as the Reyes-architecture [17], these Keywords: ray-tracing, displacement-mapping, pro- triangles have to be kept around, and cannot be ren- cedural shaders, affine arithmetic dered independently. -
Getting Started (Pdf)
GETTING STARTED PHOTO REALISTIC RENDERS OF YOUR 3D MODELS Available for Ver. 1.01 © Kerkythea 2008 Echo Date: April 24th, 2008 GETTING STARTED Page 1 of 41 Written by: The KT Team GETTING STARTED Preface: Kerkythea is a standalone render engine, using physically accurate materials and lights, aiming for the best quality rendering in the most efficient timeframe. The target of Kerkythea is to simplify the task of quality rendering by providing the necessary tools to automate scene setup, such as staging using the GL real-time viewer, material editor, general/render settings, editors, etc., under a common interface. Reaching now the 4th year of development and gaining popularity, I want to believe that KT can now be considered among the top freeware/open source render engines and can be used for both academic and commercial purposes. In the beginning of 2008, we have a strong and rapidly growing community and a website that is more "alive" than ever! KT2008 Echo is very powerful release with a lot of improvements. Kerkythea has grown constantly over the last year, growing into a standard rendering application among architectural studios and extensively used within educational institutes. Of course there are a lot of things that can be added and improved. But we are really proud of reaching a high quality and stable application that is more than usable for commercial purposes with an amazing zero cost! Ioannis Pantazopoulos January 2008 Like the heading is saying, this is a Getting Started “step-by-step guide” and it’s designed to get you started using Kerkythea 2008 Echo. -
Ray Tracing (Shading)
CS4620/5620: Lecture 35 Ray Tracing (Shading) Cornell CS4620/5620 Fall 2012 • Lecture 35 © 2012 Kavita Bala • 1 (with previous instructors James/Marschner) Announcements • 4621 – Class today • Turn in HW3 • PPA3 is going to be out today • PA3A is out Cornell CS4620/5620 Fall 2012 • Lecture 35 © 2012 Kavita Bala • 2 (with previous instructors James/Marschner) Shading • Compute light reflected toward camera • Inputs: – eye direction – light direction (for each of many lights) l n – surface normal v – surface parameters (color, shininess, …) Cornell CS4620/5620 Fall 2012 • Lecture 35 © 2012 Kavita Bala • 3 (with previous instructors James/Marschner) Light • Local light – Position • Directional light (e.g., sun) – Direction, no position Cornell CS4620/5620 Fall 2012 • Lecture 35 © 2012 Kavita Bala • 4 (with previous instructors James/Marschner) Lambertian shading • Shading independent of view direction illumination from source l n Ld = kd I max(0, n l) Q v · diffuse coefficient diffusely reflected light Cornell CS4620/5620 Fall 2012 • Lecture 35 © 2012 Kavita Bala • 5 (with previous instructors James/Marschner) Image so far Scene.trace(Ray ray, tMin, tMax) { surface, t = hit(ray, tMin, tMax); if surface is not null { point = ray.evaluate(t); normal = surface.getNormal(point); return surface.shade(ray, point, normal, light); } else return backgroundColor; } … Surface.shade(ray, point, normal, light) { v = –normalize(ray.direction); l = normalize(light.pos – point); // compute shading } Cornell CS4620/5620 Fall 2012 • Lecture 35 © 2012 Kavita -
NVIDIA Ampere GA102 GPU Architecture Whitepaper
NVIDIA AMPERE GA102 GPU ARCHITECTURE Second-Generation RTX Updated with NVIDIA RTX A6000 and NVIDIA A40 Information V2.0 Table of Contents Introduction 5 GA102 Key Features 7 2x FP32 Processing 7 Second-Generation RT Core 7 Third-Generation Tensor Cores 8 GDDR6X and GDDR6 Memory 8 Third-Generation NVLink® 8 PCIe Gen 4 9 Ampere GPU Architecture In-Depth 10 GPC, TPC, and SM High-Level Architecture 10 ROP Optimizations 11 GA10x SM Architecture 11 2x FP32 Throughput 12 Larger and Faster Unified Shared Memory and L1 Data Cache 13 Performance Per Watt 16 Second-Generation Ray Tracing Engine in GA10x GPUs 17 Ampere Architecture RTX Processors in Action 19 GA10x GPU Hardware Acceleration for Ray-Traced Motion Blur 20 Third-Generation Tensor Cores in GA10x GPUs 24 Comparison of Turing vs GA10x GPU Tensor Cores 24 NVIDIA Ampere Architecture Tensor Cores Support New DL Data Types 26 Fine-Grained Structured Sparsity 26 NVIDIA DLSS 8K 28 GDDR6X Memory 30 RTX IO 32 Introducing NVIDIA RTX IO 33 How NVIDIA RTX IO Works 34 Display and Video Engine 38 DisplayPort 1.4a with DSC 1.2a 38 HDMI 2.1 with DSC 1.2a 38 Fifth Generation NVDEC - Hardware-Accelerated Video Decoding 39 AV1 Hardware Decode 40 Seventh Generation NVENC - Hardware-Accelerated Video Encoding 40 NVIDIA Ampere GA102 GPU Architecture ii Conclusion 42 Appendix A - Additional GeForce GA10x GPU Specifications 44 GeForce RTX 3090 44 GeForce RTX 3070 46 Appendix B - New Memory Error Detection and Replay (EDR) Technology 49 Appendix C - RTX A6000 GPU Perf ormance 50 List of Figures Figure 1.