Illumination with large data sets Updating the Lanscape of Human - - PowerPoint PPT Presentation

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Illumination with large data sets Updating the Lanscape of Human - - PowerPoint PPT Presentation

Real Time Global Illumination with large data sets Updating the Lanscape of Human Engineering and Perceived Quality Dennis Malone Human Engineering Nissan Technical Center - North America Opening Intro Nissan began a global initiative to


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Real Time Global Illumination with large data sets

Updating the Lanscape of Human Engineering and Perceived Quality

Dennis Malone

Human Engineering Nissan Technical Center - North America

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Opening Intro

  • Nissan began a global initiative to become digitally orientated during the

development process

  • Design reviews of vehicle craftsmanship and perceived quality were only

partially focused in the digital realm in surfacing programs

  • In 2005-06 before digital prototype and mockup, all development stages

were handled in physical commodities

  • Design reviews were a multi-site collaborative event
  • A more efficient and cost effective method was needed that allowed for

fast, accurate evaluations from concept to production

  • 2007 new process and hardware developed internally
  • Photorealistic models was the decided direction
  • Software and hardware options were investigated
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First Photorealistic Model

  • Process needed to be improved
  • Improved workflow and focused on reducing cost
  • Higher detection rates
  • High content models
  • Complete system overview
  • Shortfalls
  • Baked shadows
  • Long model creation time
  • Closures and animations
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Model Complexity Grows

  • Separate models
  • Engine and chassis separate
  • Harness information separate
  • Sharing models with other users not possible
  • Hardware was complex and costly
  • Custom textures
  • Lower frame rates with certain textures
  • Materials internal to Nissan could not be used
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Complete Data Sets

  • More powerful workstations
  • Continuous upgrades to all hardware aspects
  • Graphics
  • RAM
  • Workstation
  • Low density poly mesh was used .1
  • Reduced poly count
  • Lacked fidelity
  • Tight fillets and small parts not possible to judge

.1 .01

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Complete Data Sets

  • Entire vehicle based on BOM structure
  • All class A surface data at .01 density
  • Multiple grade variants
  • Soft modeled components
  • No data cleaning/removal for ray trace
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Lighting - Shadows

  • Initial lighting was homogeneous
  • Shadowing was baked
  • Long calculating time
  • Some errors
  • During animation, baked shadows would remain.
  • Highlights unrealistic
  • Reflections unrealistic
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SLIDE 8

Lighting – Interactive Shadows

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Lighting - Environments

  • Improvements
  • Higher resolution surroundings
  • Custom HDR environments
  • Interactive ambient occlusion shadowing
  • Improved shadowing
  • No issues with animations
  • NTC-NA Farmington Hills
  • NTC-E Cranfield
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SLIDE 10

Lighting- Ray tracing

  • Improvements from hardware advancements
  • Full models
  • Lighting options
  • Bounces can be increased for real world results
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Lighting- Ray tracing

  • Veiling glare studies
  • Material selection
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Global illumination performance

  • 67 million polygon count!
  • Never before seen performance
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Lighting- Global Illumination

  • FR end internal component visibility
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Lighting- Global Illumination

  • Wheel house visibility
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Lighting- Global Illumination

  • Fr fender to door gap
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Lighting- Global Illumination

  • Under hood appearance
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Lighting- Global Illumination

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Lighting- Global Illumination

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Lighting- Global Illumination

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Lighting- Global Illumination

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Ever evolving technology- Graphics Cards

  • Workstations are not replaced often
  • OS and platforms are developed internally
  • Upgrade capable for GPU and RAM
  • Began with FX 5800 - 4GB
  • Quadroplex to increase GPU performance
  • Quadro 6000 – 6GB
  • Maxwell 5000 - 8GB
  • Quadro K6000 – 12GB
  • Quadro M6000 – 24GB
  • PCIe expander 24GB x 5!!
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Thank You – Questions?