hybrid deferred approach Thomas Schander @ThomasSchander Clemens - - PowerPoint PPT Presentation

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hybrid deferred approach Thomas Schander @ThomasSchander Clemens - - PowerPoint PPT Presentation

Real-time path tracing using a hybrid deferred approach Thomas Schander @ThomasSchander Clemens Musterle GTC EUR 2017, Talk #23026 What stops us from real-time PT? Unbiased quality High performance How can we create an intermediate,


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Real-time path tracing using a hybrid deferred approach

GTC EUR 2017, Talk #23026

Thomas Schander

@ThomasSchander

Clemens Musterle

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What stops us from real-time PT?

Unbiased quality High performance How can we create an intermediate, scalable solution?

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What is Enscape?

Real-time rendering plugin for architectural construction programs

Used by 78 of the Top 100 architecture companies world wide

The construction tool serves as the editor WYSIWYG for CAD model changes Huge projects, massive polycount, unprepared for rendering Offline quality without precalculation

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Problems of real-time GI

Light leaking Offscreen reflections Incompatible to complex BRDFs Indirect shadows High frequency indirect lighting Precomputation necessary Do not scale to ground truth Scene size assumptions

SSDO, Ritschel Voxel Cone Tracing, Crassin Light Field Probes, McGuire LPVs, Kaplanyan

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Deferred Path Tracing

Overview for diffuse and specular GBuffer Last frameβ€˜s reprojection Decide if new ray is necessary Trace in SS Trace in BVH Filter BVH construction Ray queue Radiance buffer

  • r
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Hybrid Approach

Rasterization techniques where possible

Gbuffer Shadow Maps Post processing techniques

Complements rasterization rendering Eliminates the need for primary rays

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Ray traversal scheme

Sample arbitrary BRDF with N number of rays per fragment Check for ray in screen space

If not, append to queue and traverse BVH later

Temporally accumulate per pixel radiance and recycle until fragment canβ€˜t be reused Lazy request of new rays only when sampling density becomes too low

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BVH Construction

Async BVH construction and streaming with LOD based on scene location Calculate a score for each object based on its

  • cclusion relevance vs traversal cost

Include the best objects until maximum BVH size is reached Bake direct artificial light

Evaluate sun shading at traversal time to allow quick time of day changes

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Sample Accumulation

Calculate desired spp based on albedo, material parameters and direct light amount

Skip ray if spp is sufficient

Use variable filter kernel depending on number of existing samples in sample accumulation buffer Keep accumulating for a while when camera stops before idling

Add more spp for powerful machines

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Sample Accumulation

Variance tile-based over the whole image to stop accumulating where we reached a sufficient noise level 𝜏 = 𝑏𝑀𝑕2 βˆ’ π‘π‘€π‘•π‘‡π‘Ÿπ‘  Bicubic tile filtering for stenciling and erosion mask for passes that are the source of a non-local filter kernel

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Ground Truth Comparison

Reliable in-app debug validation of indirect lighting results CPU based classic path tracer Same shading models as real-time renderer Outputs an HDR target which is then injected into the normal post processing chain

Allows to toggle results immediately

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Ground Truth Comparison

Enscape Ground Truth

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Ground Truth Comparison

Ground Truth Enscape

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Results

Pass ms GBuffer 0.7 Direct Light 0.6 Transparency 1.8 Diffuse Rays 1.4 Diffuse Filtering 2.5 Specular Rays 1.6 Specular Filtering 0.3 Post Processing 1.6 Total 10.5

Average Timings @1080p on GTX1080

Reaches stable real-time framerates Scalable for low spec machines & VR (spp, range) up to ground truth Async BVH Update every 2 seconds Scales well even to huge architectural projects Complete diffuse & specular indirect light paths except for caustics and indirect specular Almost no light leaking. Only cause are missing relevant objects in BVH, which is rare.

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Thank you!

Contact us for licensing or API Weβ€˜re hiring for our office in Karlsruhe, Germany

www.enscape3d.com