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
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
Nathaniel Jones and Christoph Reinhart GPU Technology Conference 2015
Massachusetts Institute of Technology Sustainable Design Lab
1 10 100 1000 10000
Events Time
CAD User Activity
Command GH Add Delete Draw Save
Lawrence Berkeley National Laboratory. Daylighting The New York Times
138,844,405 rays 49 minutes 41,010,721 rays 1.5 minutes
1.18 1 66.3 2 147 3 194 4 204 5 214 Diffuse Bounces Mean Luminance cd/m2
100% 0%
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)
source code
all ray tracing
20 40 60 80 100 Standard on Core i7-4770 OptiX™ on Quadro K4000 OptiX™ on Tesla K40
Time (seconds)
GPU CPU
2000 4000 6000 8000 10000 12000 14000 Standard on Core i7-4770 OptiX™ on Quadro K4000 OptiX™ on Tesla K40
Time (seconds) GPU CPU
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.
Direct
Final Gather Irradiance Cache
1st Bounce
K-Means Clustering
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
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
10 104 103 102 cd/m2
10 104 103 102 cd/m2
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.
HDR Photograph Radiance Accelerad
10 104 103 102 cd/m2
303 Minutes 11 Minutes
HDR Photograph Radiance
10 104 103 102 cd/m2
321 Minutes Accelerad 11 Minutes
HDR Photograph Radiance
10 104 103 102 cd/m2
294 Minutes Accelerad 12 Minutes
Daylight Glare Probability (DGP) Monitor Contrast Ratio (CR)
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
100 200 300 Small Office Gund Hall Media Lab Time (minutes) Accelerad Radiance
Nathaniel Jones <nljones@mit.edu>
http://mit.edu/sustainabledesignlab/projects/Accelerad/