1 / 62

Introduction to Realtime Ray Tracing Course 41

Introduction to Realtime Ray Tracing Course 41. Philipp Slusallek Peter Shirley Bill Mark Gordon Stoll Ingo Wald. 8:30-10:15: Fundamentals. 8:30-9:15 Introduction Course overview (Shirley) Why ray tracing and why now (Slusallek) 9:15-10:15 Basic algorithms (Wald, Stoll)

darice
Télécharger la présentation

Introduction to Realtime Ray Tracing Course 41

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Introduction to Realtime Ray TracingCourse 41 Philipp Slusallek Peter Shirley Bill Mark Gordon Stoll Ingo Wald

  2. 8:30-10:15: Fundamentals • 8:30-9:15 Introduction • Course overview (Shirley) • Why ray tracing and why now (Slusallek) • 9:15-10:15 Basic algorithms • (Wald, Stoll) • 10:15-10:30 Break

  3. 10:30-12:15 Achieving Real-time • 10:30-11:15 Optimization Techniques (Stoll) • 11:15-11:50 Parallization • Clusters (Slusallek) • Shared-memory multiprocessors (Shirley) • 11:50-12:15 Dynamic Scenes (Wald) • 12:15-1:30 Lunch

  4. 1:30-3:15 Advanced Features • 1:30-2:00 Volume Rendering (Shirley) • 2:00-2:30 Massive Models (Slusallek) • 2:30-3:00 Hardware Support: • GPU ray tracing demo (Foley) • Ray processing unit (RPU) (Slusallek) • Future challenges (Mark) • 3:15-3:30 Break

  5. 3:30-5:15 OpenRT System • 3:30-4:50 Programming with OpenRT (Wald) • 4:50-5:15 Using OpenRT (Slusallek) • 5:15-5:30 Final Discussion

  6. Further Info • Link to course web site • http://www.openrt.de/siggraph05.php • OpenRT non-commercial SW distribution • Email: noncommercial@openrt.de

  7. Siggraph 2005:More Realtime Ray Tracing • Introduction to Realtime Ray Tracing • Full day course: Wednesday, Petree Hall D • Booth 1155: Mercury Computer Systems • Realtime ray tracing product on PC clusters • Realtime ray tracing on the Cell Processor • Realtime previewing in Cinema-4D • Booth 1511: SGI • Ray tracing massive model : Boeing 777

  8. Introduction to Realtime Ray Tracing • Introduction to Ray Tracing • What is Ray Tracing? • Comparison with Rasterization • Why Now? / Timeline • Reasons and Examples for Using Ray Tracing • Open Issues

  9. Rendering inComputer Graphics Introduction to Realtime Ray Tracing Rasterization:Projection geometry forward • Ray Tracing: • Project image samples backwards

  10. Application Vertex Shader Rasterization Fragment Shader Fragment Tests Framebuffer Current Technology:Rasterization • Rasterization-Pipeline • Highly successful technology • From graphics supercomputers to an add-on in a PC chip-set • Advantages • Simple and proven algorithm • Getting faster quickly • Trend towards full programmability

  11. Current Technology:Rasterization • Primitive operation of all interactive graphics !! • Scan converts a single triangle at a time • Sequentially processes every triangle individually • Cannot access more than one triangle at a time • But most effects need access to the entire scene: Shadows, reflection, global illumination

  12. What is Ray Tracing? Ray-Generation Ray-Traversal Intersection Shading Framebuffer

  13. What is Ray Tracing? Ray-Generation Ray-Traversal Intersection Shading Framebuffer

  14. What is Ray Tracing? Ray-Generation Ray-Traversal Intersection Shading Framebuffer

  15. What is Ray Tracing?Traversal Ray-Generation Ray-Traversal Intersection Shading Framebuffer

  16. What is Ray Tracing? Traversal Ray-Generation Ray-Traversal Intersection Shading Framebuffer

  17. What is Ray Tracing? Ray-Generation Ray-Traversal Intersection Shading Framebuffer

  18. What is Ray Tracing? Ray-Generation Ray-Traversal Intersection Shading Framebuffer

  19. What is Ray Tracing? Ray-Generation Ray-Traversal Intersection Shading Framebuffer

  20. What is Ray Tracing? Ray-Generation Ray-Traversal Intersection Shading Framebuffer

  21. What is Ray Tracing? Ray-Generation Ray-Traversal Intersection Shading Framebuffer

  22. What is Ray Tracing? Ray-Generation Ray-Traversal Intersection Shading Framebuffer

  23. What is Ray Tracing? Ray-Generation Ray-Traversal Intersection Shading Framebuffer

  24. What is Ray Tracing? Ray-Generation Ray-Traversal Intersection Shading Framebuffer

  25. What is Ray Tracing? • Global effects • Parallel (as nature) • Fully automatic • Demand driven • Per pixel operations • Highly efficient  Fundamental Technology for Next Generation Graphics

  26. ComparisonRasterization vs. Ray Tracing • Definition: Rasterization Given a set of rays and a primitive, efficiently compute the subset of rays hitting the primitive Uses 2D grid as an index structure for efficiency • Definition: Ray Tracing Given a ray and set of primitives, efficiently compute the subset of primitives hit by the ray Uses a (hierarchical) 3D spatial index for efficiency

  27. ComparisonRasterization vs. Ray Tracing • 3D object space index (e.g. kd-tree) • Limits scene dynamics (may require index rebuilt) • Increases scalability with scene size  O(log n) • Efficiently supports small & arbitrary sets of rays • Few rays reflecting off of surface  ray tracing problem • 2D image space grid • Rays limited to regular sampling & planar perspective

  28. ComparisonRasterization vs. Ray Tracing • Convergence: 2D grid plus object space index • Brings rasterization closer to ray tracing • Performs front to back traversal with groups of rays • At leafs parallel intersection computation using rasterization • Introduces same limitations (e.g. scene dynamics) • But coarser index may be OK (traversal vs. intersection cost) • Computation split into HW and application SW • More complex, latency, communication bandwidth, …

  29. ComparisonRasterization vs. Ray Tracing • Per Pixel Efficiency • Surface shaders principally have same complexity • Rasterization: • Incremental computation between pixels (triangle setup) • Overhead due to overdraw (Z-buffer) • Ray tracing: • No incremental computation (less important with complexity) • Caching works well even for finely tessellated surfaces • May shoot arbitrary rays to query about global environment

  30. ComparisonRasterization vs. Ray Tracing • Benefits of On-Demand Computation • Only required computations  efficiency • E.g.: must not compute entire reflection map • No re-sampling of pre-computed data  accuracy • Exact computation  reliability • Fully performed in renderer (not app.)  simplicity • Data loaded only if needed  resources

  31. ComparisonRasterization vs. Ray Tracing • Hardware Support • Rasterization has mature & quickly evolving HW • High-performance, highly parallel, stream computing engine • Ray tracing mostly implemented in SW • Requires flexible control flow, recursion & stacks, flexible i/o, … • Requires virtual memory and demand loading due scene size • Requires loops in the HW pipeline (e.g. generating new rays) • Depend heavily on caching and suitable working sets  Not well supported by current HW

  32. Requirements for Realtime Ray Tracing • Requirements • High floating point performance • Traversal & intersection computations • Flexible control flow, multiple threads • Recursion, efficient traversal of kd-tree, … • Exploitation of coherence • Caching, packets, efficient traversal, … • High bandwidth • Between traversal, intersection, and shading; to caches

  33. Why Now?Timeline • Early 1980s: • FLOPS in HW very expensive (8087 used 1980-89) • Very limited HW resources (“3M“) • Small 3D scenes with large triangles • Consequences • Raster-pipeline model for parallelism & throughput • Mainly rasterization, limited FLOPS • RT required many FLOPS, bandwidth, no pipeline

  34. Why Now?Timeline • Mid 1990s: • Nvidia & ATI create integrated 3D graphics chips • Mainly rasterization, limited FLOPS • Ray Tracing • SW research had mostly stopped, lack of progress • HW research limited by HW resources • Mostly focusing on intersection computation only

  35. Why Now?Timeline • 1998-2000: • GPUs: Geometry engine, many fixed function FLOPS • Parallel RTRT on supercomputers & PC clusters • 2001-2002 • Programmable GPUs • RT on GPUs: Unsuitable programming model • Simulation show: HW for RTRT is possible

  36. Why Now?Timeline • ~2004: • Fully programmable, high-performance GPUs • Limited control flow, no recursion, no stack • First fixed-function RTRT-HW (FPGA) • Now: • Fully programmable, scalable RPU (FPGA)

  37. Why Now? • Summary • Success of rasterization and lack of progress eliminated RT research in 1990s • Little low level optimization, assumption there is no coherence • CPUs got faster but RT did not take advantage of it • SSE, stalls due to long pipelines, coherence, … • Better algorithms later allowed to catch up with HW • RT in HW: resources only became available recently

  38. Reasons for Using RTRT • What are the reasons for industry to chooseRealtime Ray Tracing? • Highly realistic images by default • Physical correctness and dependability • Support for massive scenes • Integration of many different primitive types • Declarative scene description • Realtime global illumination

  39. Reasons for Using RTRTHighly Realistic Images • Highly Realistic Images by Default • Typical effects are automatically accounted for • E.g.: shadows, reflection, refraction, … • No special code necessary, but tricks can still be used • All effects are correctly ordered globally • Do need for application to do sorting (e.g. for transparency) • Orthogonality of geometry, shading, lighting, … • Can be created independently and used without side effects • Reusability: e.g. shader libraries

  40. Reasons for Using RTRTHighly Realistic Images Volkswagen Beetle with correct shadows and (multi-)reflections on curved surfaces

  41. Reasons for UsingRay Tracing • Physical Correctness and Dependability • Numerous approximations caused by rasterization • Might be good enough for games (but maybe not?) • Industry needs dependable visual results • Benefits • Users develop trust in the visual results • Important decisions can be based on virtual models

  42. Reasons for Using RTRT:Physical Correctness Fully ray traced car head lamp, faithful visualization requires up to 50 rays per pixel

  43. Reasons for Using RTRT:Physical Correctness Rendered directly from trimmed NURBS surfaces, with smooth environment lighting

  44. Reasons for Using RTRT:Physical Correctness Textured Phong for comparison Rendered with accurately measured BTF datathat accounts for micro lighting effects BTF Data Courtesy R. Klein, Uni Bonn

  45. Reasons for Using RTRT:Physical Correctness VR scene illuminated from realtime video feed, AR with realtime environment lighting

  46. Reasons for Using RTRT:Massive Models • Massive Scenes • Scales logarithmically with scene size • Supports billions of triangles • Benefits • Can render entire CAD models without simplification • Greatly simplifies and speeds up many tasks

  47. Reasons for Using RTRT:Massive Models

  48. Reasons for Using RTRT:Flexible Primitive Types • Flexible Primitive Types • Triangles • Volumes data sets • Iso-surfaces & direct visualization • Regular, rectilinear, curvilinear, unstructured, … • Splines and subdivision surfaces • Points

  49. Reasons for Using RTRT:Flexible Primitive Types Triangles, Bezier splines, and subdivision surfaces fully integrated

  50. Reasons for Using RTRT:Flexible Primitive Types Volume visualization using multiple iso-surfaces in combination with surface rendering

More Related