Accelerad: Daylight Simulation for Architectural Spaces Using GPU - - PowerPoint PPT Presentation

accelerad
SMART_READER_LITE
LIVE PREVIEW

Accelerad: Daylight Simulation for Architectural Spaces Using GPU - - PowerPoint PPT Presentation

Accelerad: Daylight Simulation for Architectural Spaces Using GPU Ray Tracing Nathaniel Jones and Christoph Reinhart GPU Technology Conference 2015 Massachusetts Institute of Technology Sustainable Design Lab What is Architectural Lighting


slide-1
SLIDE 1

Accelerad: Daylight Simulation for Architectural Spaces Using GPU Ray Tracing

Nathaniel Jones and Christoph Reinhart GPU Technology Conference 2015

Massachusetts Institute of Technology Sustainable Design Lab

slide-2
SLIDE 2
slide-3
SLIDE 3

What is Architectural Lighting Simulation?

Experiential qualities of light

  • Orientation
  • Safety
  • Aesthetics

Quantifying performance of buildings

  • How often a space is sufficiently lit to perform a task
  • Whether a space may cause visual discomfort
slide-4
SLIDE 4

Why Simulate Daylight?

Predict appearance with physical accuracy Reduce demand for electric lighting Balance lighting and views with cooling loads Light levels affect worker productivity Daylight spectrum affects alertness and health Simulation contributes to USGBC LEED certification Increasingly an input for other simulations

slide-5
SLIDE 5

When to Simulate Daylight?

1 10 100 1000 10000

Events Time

CAD User Activity

Command GH Add Delete Draw Save

slide-6
SLIDE 6

How Long Does It Take?

Point sensor 103 primary rays Sensor grid 105 Glare prediction 106 Annual glare prediction 108 Adaptive glare prediction 1010 Glare mapping 1012

slide-7
SLIDE 7

Global Illumination Irradiance Caching Validation Testing

slide-8
SLIDE 8

Radiance

Industry standard for architectural lighting and daylighting simulation Whitted-style recursive ray tracing Well validated and open source Simulation engine used by:

Lawrence Berkeley National Laboratory. Daylighting The New York Times

  • Building. http://windows.lbl.gov/comm_perf/nyt_visualizing.html
  • Adeline
  • DAYSIM
  • Desktop Radiance
  • DesignBuilder
  • DIVA
  • Ecotect
  • IES<VE>
  • OpenStudio
  • SHADERADE
  • umi
slide-9
SLIDE 9

Radiance Tradeoff

138,844,405 rays 49 minutes 41,010,721 rays 1.5 minutes

slide-10
SLIDE 10

Ambient Bounces

1.18 1 66.3 2 147 3 194 4 204 5 214 Diffuse Bounces Mean Luminance cd/m2

100% 0%

slide-11
SLIDE 11

Whitted-Style Ray Tracing: CPU

slide-12
SLIDE 12

Whitted-Style Ray Tracing: GPU

slide-13
SLIDE 13

OptiX™

  • Built-in ray traversal using BVH
  • r KD trees
  • User-defined shader programs
  • Ray generation
  • Intersection testing
  • Closest hit
  • Any hit
  • Miss

Implement to match Radiance

if (rayorigin(&p, REFLECTED, r, refl) == 0) { VSUM(p.rdir, r->rdir, pnorm, 2.*pdot); checknorm(p.rdir); rayvalue(&p); multcolor(p.rcol, p.rcoef); addcolor(r->rcol, p.rcol); } if (prd.weight >= minweight && prd.depth <= abs(maxdepth)) { float3 rdir = reflect(ray.dir, pnorm); Ray ray = make_Ray(hit_point, rdir, ray_type, RAY_START, RAY_END); rtTrace(top_object, ray, prd); result += prd.result * rcoef; }

Radiance (C/C++) Accelerad (CUDA/OptiX)

slide-14
SLIDE 14

Accelerad

  • Fork of Radaince

source code

  • Uses OptiX™ for

all ray tracing

  • Free in beta
slide-15
SLIDE 15

Results: Single Image

Accelerad Radiance 12 seconds 92 seconds

slide-16
SLIDE 16

Results: Single Image

20 40 60 80 100 Standard on Core i7-4770 OptiX™ on Quadro K4000 OptiX™ on Tesla K40

Time (seconds)

GPU CPU

4x 7x

slide-17
SLIDE 17

Results: 120 Images

2000 4000 6000 8000 10000 12000 14000 Standard on Core i7-4770 OptiX™ on Quadro K4000 OptiX™ on Tesla K40

Time (seconds) GPU CPU

5x 17x

slide-18
SLIDE 18

Speedup

0.1 1 10 100 1000 10000 256 4096 65536 1048576

Time (seconds) Primary Rays Standard on Core i7-4770 OptiX™ on Quadro K4000 OptiX™ on Tesla K40

10x Improvement 20x Improvement

Jones and Reinhart, 2014. Physically based global illumination calculation using graphics hardware. Proceedings of eSim 2014: The Canadian Conference on Building Simulation, 474-487.

slide-19
SLIDE 19

Global Illumination Irradiance Caching Validation Testing

slide-20
SLIDE 20

Irradiance Caching: CPU

slide-21
SLIDE 21

Irradiance Caching: GPU

?

slide-22
SLIDE 22

First Pass: Geometry Sampling

slide-23
SLIDE 23

Second Pass: Ambient Sampling

slide-24
SLIDE 24

Parallel Irradiance Cache

Direct

Final Gather Irradiance Cache

1st Bounce

K-Means Clustering

slide-25
SLIDE 25

Ambient Sampling: Second Bounce

slide-26
SLIDE 26

Parallel Multiple-Bounce Irradiance Cache

Direct

Final Gather K-Means Clustering Irradiance Cache

1st Bounce

Irradiance Cache 2

2nd Bounce

Irradiance Cache 3

3rd Bounce

Irradiance Cache n

nth Bounce

slide-27
SLIDE 27

Shortcoming

slide-28
SLIDE 28

Parallel Multiple-Bounce Irradiance Cache

Direct

Final Gather K-Means Clustering Irradiance Cache

1st Bounce

Irradiance Cache 2

2nd Bounce

Irradiance Cache 3

3rd Bounce

Irradiance Cache n

nth Bounce

K-Means Clustering K-Means Clustering K-Means Clustering

slide-29
SLIDE 29

Results: 5 Ambient Bounces

Accelerad Radiance 10 minutes 198 minutes

slide-30
SLIDE 30

Results: 5 Ambient Bounces

Accelerad Radiance

10 104 103 102 cd/m2

slide-31
SLIDE 31

Results: 5 Ambient Bounces

Accelerad Radiance

10 104 103 102 cd/m2

slide-32
SLIDE 32

Speedup and Error

0% 20% 40% 60% 80% 100% 5 10 15 20 25 1 2 3 4 5 6 7 8

Error Speedup Factor Ambient Bounces

0% 20% 40% 60% 80% 100% 20 40 60 80 100 512 1024 2048 4096 8192

Error Speedup Factor Clusters Dual Tesla K40 Tesla K40 Quadro K4000 Error

Jones and Reinhart, 2014. Irradiance caching for global illumination calculation on graphics hardware. 2014 ASHRAE/IBPSA-USA Building Simulation Conference, 111-120.

slide-33
SLIDE 33

Global Illumination Irradiance Caching Validation Testing

slide-34
SLIDE 34

Validation Study

slide-35
SLIDE 35

Clear Sky, 9:30 AM

HDR Photograph Radiance Accelerad

10 104 103 102 cd/m2

303 Minutes 11 Minutes

slide-36
SLIDE 36

Clear Sky, 12:30 PM

HDR Photograph Radiance

10 104 103 102 cd/m2

321 Minutes Accelerad 11 Minutes

slide-37
SLIDE 37

Overcast Sky

HDR Photograph Radiance

10 104 103 102 cd/m2

294 Minutes Accelerad 12 Minutes

slide-38
SLIDE 38

Visual Comfort Metrics

Daylight Glare Probability (DGP) Monitor Contrast Ratio (CR)

slide-39
SLIDE 39

Accuracy

20 40 60 80

% Error Time of Day DGP Error in Radiance: 24% DGP Error in Accelerad: 19% CR Error in Radiance: 24% CR Error in Accelerad: 25%

Overcast Sky Clear Sky

slide-40
SLIDE 40

Speedup

100 200 300 Small Office Gund Hall Media Lab Time (minutes) Accelerad Radiance

28 x 54 x 33 x

slide-41
SLIDE 41

Where Are We Going?

Annual simulation using daylight coefficients Spatial mapping for adaptive glare analysis Detailed spectral analysis for alertness and health Optimized number and location of ambient records Performance optimization

slide-42
SLIDE 42

Thanks

slide-43
SLIDE 43

Questions?

Nathaniel Jones <nljones@mit.edu>

Information

http://mit.edu/sustainabledesignlab/projects/Accelerad/