Building Ray Tracing Applications with...
Transcript of Building Ray Tracing Applications with...
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SIGGRAPH 2013 Shaping the Future of Visual Computing
Building Ray Tracing Applications with OptiX™ David McAllister, Ph.D., OptiX R&D Manager
Brandon Lloyd, Ph.D., OptiX Software Engineer
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Why ray tracing? Ray tracing unifies rendering of visual phenomena
fewer algorithms with fewer interactions between algorithms
Easier to combine advanced visual effects robustly
soft shadows
indirect illumination
transparency
reflective & glossy surfaces
subsurface scattering
depth of field
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Recursive Ray Tracing
Whitted-style recursive
Reflection and refraction per hit
Beer’s Law attenuation
Depth cut-off
Importance cut-off
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Ray Tracing Algorithms
Computational Power
Interactive
Real-time
Batch
today
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Real Time Path Tracing
What would it take?
4 rays / sample
50 samples / pixel
2M pixels / frame
30 frames / second
= 12B rays / second
GeForce GTX 680: 350M rays / second
Need 35X speedup
1 shading sample
1 AA sample
9 shading samples
1 AA sample
18 shading samples
2 AA samples
72 shading samples
8 AA samples
144 shading samples
16 AA samples
36 shading samples
4 AA samples
Good enough
for games
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How to optimize ray tracing (or anything)
Better hardware (GPUs)
Better software (Algorithmic improvement)
Better middleware (Tune for the architecture)
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GPUs – the processor for ray tracing
Abundant parallelism, massive computational power
GPUs excel at shading
Opportunity for hybrid algorithms
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Acceleration Structures
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Callable
Program
OptiX Execution Model
rtContextLaunch Ray Generation
Program
Exception
Program
Selector Visit
Program
Miss
Program Node Graph
Traversal
Acceleration
Traversal
Launch
Traverse Shade
rtTrace
Closest Hit
Program
Any Hit
Program
Intersection
Program
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C Host API Sample
RTresult rtContextCreate (RTcontext* context);
RTresult rtContextDestroy (RTcontext context);
RTresult rtContextDeclareVariable (RTcontext context, const char* name, RTvariable* v);
RTresult rtContextSetRayGenerationProgram (RTcontext context, unsigned int entry_point_index, RTprogram program);
RTresult rtBufferCreate (RTcontext context, unsigned int bufferdesc, RTbuffer* buffer);
RTresult rtBufferSetFormat (RTbuffer buffer, RTformat format);
RTresult rtBufferMap (RTbuffer buffer, void** user_pointer);
RTresult rtBufferUnmap (RTbuffer buffer);
RTresult rtProgramCreateFromPTXString (RTcontext context, const char* ptx, const char* program_name, RTprogram* program);
RTresult rtProgramCreateFromPTXFile (RTcontext context, const char* filename, const char* program_name, RTprogram* program);
RTresult rtContextLaunch2D (RTcontext context, unsigned int entry_point_index, RTsize image_width, RTsize image_height);
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C++ Host API Sample
Context* context = Context::create();
context["max_depth"]->setInt( 5 );
context["scene_epsilon"]->setFloat( 1.e-4f );
// Ray gen program
Program ray_gen_program = context->createProgramFromPTXFile( “myprogram.ptx”,"pinhole_camera" );
context->setRayGenerationProgram( 0, ray_gen_program );
BasicLight lights[] = { ..... };
Buffer light_buffer = context->createBuffer(RT_BUFFER_INPUT);
light_buffer->setFormat(RT_FORMAT_USER);
light_buffer->setElementSize(sizeof(BasicLight));
light_buffer->setSize( sizeof(lights)/sizeof(lights[0]) );
memcpy(light_buffer->map(), lights, sizeof(lights));
light_buffer->unmap();
context["lights"]->set(light_buffer);
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OptiX 3.0.1
Bug fix release
Available this week
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OptiX Feature Sneak Peek
Next release coming in a few months
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Compilation Optimization
rtContextCompile()
3-7X faster
Still, you should avoid recompiles if possible.
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Updated Support
Visual Studio 2012 support
CUDA 5.5 support
Quadro K6000 support
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Visual Studio OptiX Wizard
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Acceleration Builder Options
Sbvh has world class ray tracing performance
Lbvh is extremely fast and works on very large datasets
Slow Build
Fast Render Fast Build
Slow Render
Sbvh Bvh MedianBvh Lbvh
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Acceleration Builder Options
Slow
Render
Slow Build
Bvh
Fast Build
Fast
Render
Sbvh
MedianBvh
Lbvh
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Fast BVH Builds
LBVH + refinement
A new approach introduced in OptiX 3.0
Very fast to build
Good for animation
Quality does not approach optimal
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TRBVH
LBVH + refinementnew + splits
New work by NVIDIA Research
VERY fast to build
40M tris / sec on a GeForce GTX Titan
World’s fastest high quality BVH builder
Quality averages 91% of SBVH
HPG 2013 paper: https://research.nvidia.com/publication/fast-
parallel-construction-high-quality-bounding-volume-hierarchies
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Acceleration Builder Options
Slow
Render
Slow Build
Bvh
Fast Build
Fast
Render
Sbvh
MedianBvh
Lbvh
Trbvh
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OptiX Low-Level Library
Specialized for ray tracing (no shading)
Replaces rtuTraversal
Improved performance
Uses latest algorithms from NVIDIA Research
ray tracing kernels [Aila and Laine 2009; Aila et al. 2012]
Treelet Reordering BVH (TRBVH) [Karras 2013]
Can use CUDA buffers as input/output
Support for asynchronous computation
Distributed as DLL and static library
Designed with an eye towards future features
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API Overview
C API with C++ wrappers
API Objects
Context
Buffer Descriptor
Model
Query
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Context
Context tracks other API objects and encapsulates the ray tracing
backend
Creating a context
OLLresult
ollContextCreate(OLLcontexttype type, OLLcontext* context)
Context types
OLL_CONTEXT_TYPE_CPU
OLL_CONTEXT_TYPE_CUDA
Default for CUDA backend uses all available GPUs
Selects “Master GPU” and makes it the current device
Master GPU builds acceleration structure
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Context
Selecting devices:
ollContextSetCudaDeviceNumbers( OLLcontext context, int deviceCount, const int* deviceNumbers )
First device is used as the master GPU
Destroying the context
destroys objects created by the context
synchronizes the CPU and GPU
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Buffer Descriptor
Buffers are allocated by the application
Buffer descriptors encapsulate
information about the buffers ollBufferDescCreate(
OLLcontext context,
OLLbufferformat format,
OLLbuffertype type,
void* buffer,
OLLbufferdesc* desc )
Specify region of buffer to use (in elements) ollBufferDescSetRange( OLLbufferdesc desc, int begin, int end )
Context
BufferDesc
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Buffer Descriptor
Variable stride supported for vertex format
ollBufferDescSetStride
Allows for vertex attributes
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Buffer Descriptor
Formats OLL_BUFFER_FORMAT_INDICES_INT3
OLL_BUFFER_FORMAT_VERTEX_FLOAT3,
OLL_BUFFER_FORMAT_RAY_ORIGIN_DIRECTION,
OLL_BUFFER_FORMAT_RAY_ORIGIN_TMIN_DIRECTION_TMAX,
OLL_BUFFER_FORMAT_HIT_T_TRIID_U_V
OLL_BUFFER_FORMAT_HIT_T_TRIID
…
Types OLL_BUFFER_TYPE_HOST
OLL_BUFFER_TYPE_CUDA_LINEAR
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Model
A model is a set of triangles
combined with an acceleration
data structure ollModelCreate
ollModelSetTriangles
ollModelFinalize
Asynchronous finalize ollModelFinalizeWait
ollModelFinalizePoll
Context
Model BufferDesc
BufferDesc
indices
vertices
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Query
Queries perform the ray
tracing on a model ollQueryCreate
ollQuerySetRays
ollQuerySetHits
ollQueryExecute
Query types OLL_QUERY_TYPE_ANY
OLL_QUERY_TYPE_CLOSEST
Asynchronous query ollQueryWait
ollQueryPoll
Context
Model BufferDesc
BufferDesc
indices
vertices
Query BufferDesc
BufferDesc
rays
hits
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Future
Features we want to implement
Animation support (refit/refine)
Instancing
Large-model optimizations
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Art And Animation Studio
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Vertex Light Baking
Working with Bungie
But will be made available. Contact us if interested.
Kavan, Bargteil, Sloan, “Least Squares Vertex Baking”, EGSR 2011
“NVIDIA's Optix has been instrumental when baking Ambient
Obscurance (AO) over the extremely complex geometry in the
worlds of Destiny. The high performance and ability to quickly
explore various formulations of AO were invaluable.”
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Vertex Light Baking
Working with Bungie
But will be made available. Contact us if interested.
Kavan, Bargteil, Sloan, “Least Squares Vertex Baking”, EGSR 2011
Compared to textures…
Less memory & bandwidth
No u,v parameterization
Good for low-frequency effects
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Typical Scene
Linear interpolation
Static mesh
Coarse mesh
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Piecewise Linear Approximation
Sample illumination on surface
Each sample is a hemisphere of rays
Reconstruct values at vertices
1
0 0
0
0 0
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x x
x
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x
x x
x x
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Weighted Averaging
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Least Squares Vertex Baking
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Pixar Research & NVIDIA OptiX Interactive Lighting Collaboration
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NVIDIA Visual Computing
Theater in NVIDIA Booth
Tue. 4:00 – 4:30
Wed. 2:00 – 2:30
Thur. 10:40 – 11:10
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See OptiX at Siggraph
Pixar Research Interactive Lighting NVIDIA Visual Computing Theater
Tue. 4:00, Wed. 2:00, Thur. 10:40
Mental ray with OptiX-powered Final Gather NVIDIA booth
Bunkspeed Shot / Move / Drive with IRay Bunkspeed booth, NVIDIA booth
NVIDIA Visual Computing Theater: Thur. 1:20
Course: “Physically Based Shading in Theory and Practice”
Thur. 9:00
10:00: “Crafting a Next-Gen Material Pipeline for The Order: 1886”
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OptiX Resources
Slides & Video GTC OptiX Introduction
GTC OptiX Optimization
http://www.gputechconf.com/gtcnew/on-demand-gtc.php?topic=39
This talk: http://www.nvidia.com/object/siggraph2013-tech-talks.html
Download OptiX Available for free: Windows, Linux, Mac
http://developer.nvidia.com
OptiX forum https://devtalk.nvidia.com/default/board/90