high fidelity light field vr playback using nvidia gpus
play

High-Fidelity Light Field VR Playback Using NVIDIA GPUs Tim - PowerPoint PPT Presentation

High-Fidelity Light Field VR Playback Using NVIDIA GPUs Tim Milliron, Vice President of Engineering Nikhil Karnad, Architect for Image-Based Rendering 1 An Introduction to Light Field 2 THE LIGHT FIELD HOW IT WORKS KEY BENEFITS Capture


  1. High-Fidelity Light Field VR Playback 
 Using NVIDIA GPUs Tim Milliron, Vice President of Engineering Nikhil Karnad, Architect for Image-Based Rendering 1

  2. An Introduction to Light Field 2

  3. THE LIGHT FIELD HOW IT WORKS KEY BENEFITS Capture the natural flow of every ray of Every pixel contains color, brightness and ⨠ ⨠ light depth properties (RGBZ) Leverages either hundreds of individual Every scene becomes a 3D model vs. a ⨠ ⨠ cameras or millions of microscopic lenses flat 2D image Requires tightly coupled hardware and Each captured perspective encodes ⨠ ⨠ software proper view-dependent illumination CONFIDENTIAL 3

  4. Light Field for VR 4

  5. THE LIGHT FIELD VOLUME ⨠ Capture ray data from every angle at all locations entering a given volume at high frame rate ⨠ Generate virtual views 
 from any point within the volume, 
 facing any direction, 
 with any field of view. ⨠ Breakthrough sense of presence & realism for live action VR 5

  6. THE LIGHT FIELD FOR VR - 6DOF ⨠ Parallax – Ability to “see behind objects” ⨠ View Dependent Illumination – Specular highlights, reflections, … 
 ⨠ Truly Correct Stereo – Any viewing orientation - even when the viewer’s head is sideways – Any inter-ocular distance - adjustable 
 on-the-fly 6

  7. Lytro Immerge 7

  8. LYTRO IMMERGE Rendering Capture Processing Playback • Rendering process to • Configurable multi- • Light-field playback in • Color matching generate final assets for camera system • Depth estimation leading HMDs efficient playback and compression

  9. PRODUCTION-READY ⨠ Planar configuration comprised of 
 95 individual cameras ⨠ Nodal capture in 5 “wedges” ⨠ 475 cameras used to synthesize 
 a full 360 view ⨠ Generates a 1-meter-wide “Viewing Volume” ⨠ Designed for modern high-end production ⨠ Director & film-crew can be behind the camera ⨠ Works well in practical on-set conditions ⨠ Highest resolution camera on the market today - 
 up to 8k 360 resolution CONFIDENTIAL 9

  10. CREATING A 360 LIGHT FIELD VOLUME 1 5 2 4 3 Lytro Immerge 
 Light Field Merging 
 Rotate to Capture “Wedges” 
 Planar Configuration 
 reconstructs the data into a five rotations to film a 
 captures the environment from one 360 Light Field volume, enabling 
 full 360 view of the environment direction creating a “wedge” 6DoF movement for viewers during playback CONFIDENTIAL 10

  11. What’s the catch? 11

  12. What’s the catch? 12

  13. The Bad News 100-1,000x data 13

  14. The Good News 14

  15. The Good News 15

  16. Light Field Capture & Playback is (barely) within reach today… 16

  17. Lytro Immerge Rendering & Playback 
 with NVIDIA GPUs 17

  18. Light Field rendering: Requirements ⨠ Need two views, one per eye ⨠ High quality throughout the 6- DoF viewing volume ⨠ Close objects need to shift relative to far ones ⨠ Fill in occlusions seamlessly ⨠ Illumination variation across views should not be lost ⨠ Low latency, typically 90+ fps 18

  19. Light Field rendering: Requirements ⨠ Need two views, one per eye ⨠ High quality throughout the 6- DoF viewing volume ⨠ Close objects need to shift relative to far ones ⨠ Fill in occlusions seamlessly ⨠ Illumination variation across views should not be lost ⨠ Low latency, typically 90+ fps Viewing volume DoF: Degrees of freedom 19

  20. Light Field rendering: Requirements ⨠ Need two views, one per eye ⨠ High quality throughout the 6- DoF viewing volume ⨠ Close objects need to shift relative to far ones ⨠ Fill in occlusions seamlessly ⨠ Illumination variation across views should not be lost ⨠ Low latency, typically 90+ fps Viewing volume DoF: Degrees of freedom 20

  21. Light Field rendering: Requirements ⨠ Need two views, one per eye ⨠ High quality throughout the 6- DoF viewing volume ⨠ Close objects need to shift relative to far ones ⨠ Fill in occlusions seamlessly ⨠ Illumination variation across views should not be lost ⨠ Low latency, typically 90+ fps Viewing volume DoF: Degrees of freedom 21

  22. Light Field rendering: Requirements ⨠ Need two views, one per eye ⨠ High quality throughout the 6- DoF viewing volume ⨠ Close objects need to shift relative to far ones ⨠ Fill in occlusions seamlessly ⨠ Illumination variation across views should not be lost ⨠ Low latency, typically 90+ fps Viewing volume DoF: Degrees of freedom 22

  23. Light Field rendering: Requirements ⨠ Need two views, one per eye ⨠ High quality throughout the 6- DoF viewing volume ⨠ Close objects need to shift relative to far ones ⨠ Fill in occlusions seamlessly ⨠ Illumination variation across views should not be lost ⨠ Low latency, typically 90+ fps Viewing volume DoF: Degrees of freedom 23

  24. Light Field rendering: Background ⨠ Each wedge is a planar camera array ⨠ Captured rays sample the plenoptic function – Light slab [Levoy and Hanrahan, 1 1996] 5 2 – Lumigraph [Gortler et al., 1996] – Digital Light Field Photography 4 3 [Ng, 2006] – Light Field Camera Design [Wei et al., 2015] Theoretical two-plane Light Field parametrization 24

  25. Light Field rendering: Background ⨠ Each wedge is a planar camera array Lytro Light Field ⨠ Captured rays sample the plenoptic camera function 2012 – Light slab [Levoy and Hanrahan, 1996] – Lumigraph [Gortler et al., 1996] – Digital Light Field Photography Lytro ILLUM [Ng, 2006] 2014 – Light Field Camera Design [Wei et al., 2015] 25

  26. Lytro Immerge rendering: Practice ⨠ LOTS of captured rays! – Hundreds of cameras – Video capture rate 1 – Tens of billions of rays per 5 2 sec 4 3 ⨠ Per-ray payload multiplies data size Subset of the Light Field captured for Hallelujah 26

  27. Lytro Immerge rendering: Practice ⨠ We use NVIDIA GPUs to crunch these massive datasets 1 2 5 ⨠ Assuming we could sift through 3 4 lots of rays per second during HMD render… ⨠ Upload to GPU would still be a bottleneck – Bandwidth requirement of hundreds of GB/s Image courtesy NVIDIA http://images.nvidia.com/pascal/img/titanx/titanx-design.png HMD: Head-mounted display 27

  28. Lytro Immerge rendering: Acceleration ⨠ Goal – Unburden the GPU from having to consider the entire dataset ⨠ Solution – A proprietary acceleration structure that caches rays Eye center Camera center of perspective (in HMD) of perspective HMD: Head-mounted display 28

  29. Lytro Immerge playback: Example 1 2 Limited field of view capture Left-eye and right-eye across two wedges views rendered to the HMD HMD: Head-mounted display 29

  30. Lytro Immerge playback: Pipeline ⨠ Load: Cache allows order-of-magnitude improvement – Under 10 GB/s ⨠ Decode: Proprietary compression technique for further bandwidth reduction – Both CPU and GPU used ⨠ Shaders: Compute and graphics ⨠ OpenGL and DirectX implementations 30

  31. Lytro Immerge playback: Performance ⨠ Require 90 fps or higher, i.e., 11 ms or faster ⨠ Careful balance between compute and graphics ⨠ Average GPU render times for Hallelujah – 980 Ti : 10.3 ms – Titan X Maxwell : 9.2 ms – Titan X Pascal : 6.5 ms 31

  32. Acknowledgements ⨠ Representing the work of the entire LYTRO IMMERGE team ⨠ Shoutouts specifically for this section of the talk – Kurt Akeley, Trevor Carothers, Zeyar Htet, Derek Pang, Mike Ma, Alex Song, Cathy Ashenbremer ⨠ Contact information – Nikhil Karnad <nkarnad@lytro.com> – Tim Milliron @timmilliron 32

  33. QUESTIONS & ANSWERS CONFIDENTIAL CONFIDENTIAL 33

  34. High-Fidelity Light Field VR Playback 
 Using NVIDIA GPUs Tim Milliron, Vice President of Engineering Nikhil Karnad, Architect for Image-Based Rendering 34

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend