RAYTRACING SCIENTIFIC DATA IN (R) NVIDIA OPTIX WITH TM GVDB - - PowerPoint PPT Presentation

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RAYTRACING SCIENTIFIC DATA IN (R) NVIDIA OPTIX WITH TM GVDB - - PowerPoint PPT Presentation

April 4-7, 2016 | Silicon Valley RAYTRACING SCIENTIFIC DATA IN (R) NVIDIA OPTIX WITH TM GVDB SPARSE VOLUMES Rama Karl Hoetzlein, April 6 th 2016 CONVERGENCE Video Motion Games Pictures CONVERGENCE Physical Sciences Video


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April 4-7, 2016 | Silicon Valley

Rama Karl Hoetzlein, April 6th 2016

RAYTRACING SCIENTIFIC DATA IN NVIDIA OPTIX WITH GVDB SPARSE VOLUMES

(R) TM

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CONVERGENCE

Video Games Motion Pictures

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CONVERGENCE

Video Games Motion Pictures Data Visualization Mathematics Physical Sciences SpaceX

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CONVERGENCE

Video Games Motion Pictures Data Visualization ProVis / CAD NVIDIA OptiX

GVDB

Mathematics Physical Sciences SpaceX

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  • Science - SpaceX
  • Volume Visualization
  • Motion Pictures – OpenVDB
  • Provis Graphics – NVIDIA OptiX
  • GVDB S

parse Volumes

  • Results

OUTLINE

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SPACEX

Wavelet Simulation Source Data S paceX Dragon Capsule Re-entry

3D S parse Volume data: 3864 x 944 x 464

Adam Lichtl, S tephen Jones, GPU Technology Conference 2015

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SPACEX

Data Preparation

Wavelet Cloud Data Visualization

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A Numerical S tudy of High-Pressure Oxygen/ Methane Mixing and Combustion of a S hear Coaxial Inj ector, Nan Zong & Vigor Y ang, AIAA 2005

NVIDIA INDEX HPC Visualization Using NVIDIA Index

Tom-Michael Thamm, Christopher Lux, Marc Nienhaus

S ee show floor!

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VOLUME VISUALIZATION

Dense Volumes

16 x 16 = 256 data values

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VOLUME VISUALIZATION

Dense Volumes

16 x 16 = 256 data values

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VOLUME VISUALIZATION

Dense Volumes

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VOLUME VISUALIZATION

Dense Volumes

8 empty steps 5 sample steps

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VOLUME VISUALIZATION

Sparse Volumes

2 DDA skip steps 5 sample steps 52 data values (instead of 256!)

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VOLUME VISUALIZATION

Topology Value Atlas

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VOLUME VISUALIZATION

Octree Topology Tilemap Topology

Many levels Every level divided in half Only two levels Map has uniform divisions

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SPACEX

Data Preparation with OpenVDB

Wavelet Cloud Ideal for GPU Simulation. Difficult to directly visualize. OpenVDB Grid Sparse, Spatial Grid Hierarchy. Efficent storage and visualization.

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MOTION PICTURES: OPENVDB

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MOTION PICTURES: OPENVDB

S parse Hierarchy of Grids

VDB: High-Resolution Sparse Volumes with Dynamic Topology Ken Muset h, Dreamworks Animation. Transactions on Graphics, 2013

Novel topology for very large volumes. Multi-core CPU Design

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OPENVDB

VDB Topology

Many levels Each level is a grid Each level has its

  • wn resolution

e.g. top = 4x4 mid = 3x3 brick = 4x4

Key features:

Can store

very large volumes

with only a few levels. Efficient to traverse, since every level is a grid.

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OPENVDB VS AMR

S parse Hierarchy of Voxel Grids

OpenVDB: 1) Children are strictly contained 2) Spatial extent is a voxel of parent 3) All siblings have same resolution Adaptive Mesh Refinement (AMR): 1) Children are strictly contained 2) Spatial extent is free in parent 3) Siblings can have different res

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SUMMARY OF GOALS

  • 1. Load and Visualize S

parse Grids

  • 2. Using the VDB Data S

tructure

  • 3. ..with.. Efficient Rendering on GPU
  • 4. ..and.. High qualit y Rayt racing
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1 3

RENDERING MATERIALS DISPLA Y LIVE VIDEO VIRTUAL REALITY

Multi-Display GRID SDK Virtual Reality GPUDirect for Video Video Codec S DK VR Works Iray SDK OptiX VXGI GVDB MDL SDK vMaterials

NVIDIA DesignWorks™

  • Advanced technologies for design applications

https:/ / developer.nvidia.com/ designworks

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1 3

RENDERING MATERIALS DISPLA Y LIVE VIDEO VIRTUAL REALITY

Multi-Display GRID SDK Virtual Reality GPUDirect for Video Video Codec S DK VR Works Iray SDK OptiX VXGI GVDB MDL SDK vMaterials

NVIDIA DesignWorks™

  • Advanced technologies for design applications

https:/ / developer.nvidia.com/ designworks

* NEW *

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OptiX: A General Purpose Ray Tracing Engine, S teven Parker, NVIDIA ACM Transactions on Graphics, Vol. 29, No. 4, July 2010

GTC 2016 Talks: S 6643, S 6244 S 6258, S 6844, S 6261, S 6320

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Acceleration Structures JIT Compiler Scheduler

GPU OptiX API User Application

Mesh Hit Program Ray Shade Program

User Application

Launch!

launch describe

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NVIDIA GVDB SPARSE VOLUMES

GVDB

NVIDIA OptiX OpenVDB

Efficient GPU Structures, Raytracing and Compute CPU Format and Layout

Data Visualization

High Quality Raytracing

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What is GVDB?

VDB Sparse Voxel Structures entirely on GPU Efficient Direct Raytracing Compatible with OpenVDB files and layout Integrated with NVIDIA OptiX Compute Operations on Sparse Volumes

NVIDIA GVDB SPARSE VOLUMES

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VDB Topology S ame t opology as OpenVDB

Additional features:

Run-time tree configuration Dynamic topology Efficient construction

NVIDIA GVDB SPARSE VOLUMES

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CPU GPU

VDB Topology VDB Topology Value Atlas Brick Voxels

NVIDIA GVDB SPARSE VOLUMES

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624 x 304 x 304 (133 MB/ frame)

RESULTS

A Numerical S tudy of High-Pressure Oxygen/ Methane Mixing and Combustion of a S hear Coaxial Inj ector, Nan Zong & Vigor Y ang, AIAA 2005

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A Numerical S tudy of High-Pressure Oxygen/ Methane Mixing and Combustion of a S hear Coaxial Inj ector, Nan Zong & Vigor Y ang, AIAA 2005

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A Numerical S tudy of High-Pressure Oxygen/ Methane Mixing and Combustion of a S hear Coaxial Inj ector, Nan Zong & Vigor Y ang, AIAA 2005

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Scalability Testing

Fluid simulations from S mooth Particle Hydrodynamics 1,000,000 Particle simulation on GPU using Fluids v.3, http:/ / fluids3.com Generated volumes at multiple resolutions by resampling velocity field Low-res: 512 x 180 x 256, 50 MB/ frame, 60 GB total Med-res: 1024 x 360 x 512, 338 MB/ frame, 408 GB total High-res: 2048 x 720 x 1024, 2.4 GB/ frame, 3 TB total

RESULTS

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Source Data: 1 million Particles Simulated at 20 fps

RESULTS

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RESULTS

512 x 180 x 256 2048 x 720 x 1024

# of Leaves: 12,131 File size: 50 MB/ frame GPU Resampling: 16 seconds/ frame Load Atlas: 450 msec/ frame Raytracing: 27 msec/ frame # of Leaves: 616,444 File size: 2400 MB/ frame GPU Resampling: 804 seconds/ frame Load Atlas: 5420 msec/ frame Raytracing: 64 msec/ frame

High Resolution Low Resolution

38 fps 15 fps

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RESULTS

512 x 180 x 256 2048 x 720 x 1024

# of Leaves: 12,131 File size: 50 MB/ frame GPU Resampling: 16 seconds/ frame Load Atlas: 450 msec/ frame Raytracing: 27 msec/ frame # of Leaves: 616,444 File size: 2400 MB/ frame GPU Resampling: 804 seconds/ frame Load Atlas: 5420 msec/ frame Raytracing: 64 msec/ frame

High Resolution Low Resolution

38 fps 15 fps

48x more data 2x time

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Empty S kipping Isoval Render Volume Render Time (ms)

Low Res 512

6.3 9.8 28.2 26.4 7.4 38.0 43.2 9.6 54.3 58.1 67.4 68.2

35 fps 26 fps 19 fps 16 fps Medium Res 1024 High Res 1536 Highest Res 2048

INTERACTIVE RENDERING

1 ray / pixel

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check bit check bit j ump down sample

Data Management

GVDB .raw .vdb .obj .vdb .vdb .vdb .vdb .vbx .vbx .vbx OpenVDB Sparse data Dense data Polygonal data Time Series

voxelized resample direct Fast cache format

OptiX

Rendered Images

NVIDIA GVDB SPARSE VOLUMES

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check bit

Data Example: Simulate, Process and Raytrace of 1200 frames

NVIDIA GVDB SPARSE VOLUMES

S PH Simulation

1 min 6 hours

Resample Points to 10243 Grid

On GPU / w Fluids v.3 On GPU S parse resample

1 hours

Write VBX

Disk t ot al 530 GB

9 min Read VBX Raytrace 46 min Rendering: 1200 frames in <1 hour wit h shadows and scat t ering Processing S imulat e Render 4 seconds/ frame Total:

192 rays / pixel

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Acceleration Structures JIT Compiler Scheduler

GPU OptiX API User Application

Mesh Hit Program Ray Shade Program

User Application

Launch!

launch describe

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Acceleration Structures JIT Compiler Scheduler

GPU OptiX API User Application

Mesh Hit Program Ray Shade Program

User Application

Launch!

launch describe

GVDB Hit Program GVDB S hade Program GVDB Structure

describe

* NEW *

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Poly-to-Voxel Scattering

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Poly-to-Poly Scattering

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NVIDIA GVDB SPARSE VOLUMES

Interested in GVDB? Let us know! http:/ / developer.nvidia.com/ gvdb

Rama Karl Hoetzlein NVIDIA

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S paceX Stephen Jones Victor X. Guerrero Andre Kessler Ken Museth, Dreamworks Animation NVIDIA NVIDIA IndeX

Tom Fogal Christopher Lux Tristan Lorach Marc Nienhaus Craig Fullman Tom-Michael Thamm Steven Parker

THANKS! TO..

This research used resources of the Oak Ridge Leadership Computing Facility, which is a DOE Office of S cience User Facility supported under Contract DE-AC05-00OR22725

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April 4-7, 2016 | Silicon Valley

THANK YOU

JOIN THE NVIDIA DEVELOPER PROGRAM AT developer.nvidia.com/ j oin GVDB INTEREST SURVEY

developer.nvidia.com/ gvdb