Real-Time Raytracing in Virtual Production FRANCESCO GIORDANA - - PowerPoint PPT Presentation

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Real-Time Raytracing in Virtual Production FRANCESCO GIORDANA - - PowerPoint PPT Presentation

Genesis: Real-Time Raytracing in Virtual Production FRANCESCO GIORDANA Realtime Architect MARCO GIORDANO Senior Developer Technicolor has the industrys most prominent portfolio of VFX brands, including MPC, MILL FILM and MR. X, Our VFX


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FRANCESCO GIORDANA Realtime Architect MARCO GIORDANO Senior Developer

Genesis: Real-Time Raytracing in Virtual Production

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Each studio brings their own unique approach to the market while leveraging Technicolor’s R&D teams to harness the new technological demands of compelling Technicolor has the industry’s most prominent portfolio of VFX brands, including MPC, MILL FILM and MR. X, Our VFX studios add VISUAL WONDER and CREATIVE EXPERTISE to film and episodic.

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LOS ANGELES VANCOUVER TORONTO MONTREAL LONDON MUMBAI BANGALORE ADELAIDE MPC FILM MR X TECHNICOLOR MILL FILM

VISUAL EFFECTS

GLOBAL FOOTPRINT

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GENESIS

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VR SCOUTING

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MOCAP

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VIRTUAL CAMERA

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LAYERING

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Phases of Virtual Production

1) Scout the environment, find shots, dress your set 2) Capture performance, add animations 3) Shoot virtual cameras 4) Iterate and layer

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LED WALLS

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LED Walls

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Rendering Challenges

1) Advanced lighting for DP on set 2) Good approximation of final render 3) Final pixels in real time

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AREA LIGHTS

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VXGI

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VOLUMETRIC LIGHTING

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DEPTH OF FIELD

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Not enough

  • Need more parity with lighting in post
  • Need raytracing:
  • Live link with a path tracer
  • Raytracing in engine
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Live-Link with Prism

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S9197 – Prism & RTX

Victor Yudin, Lead Software Developer, Mill Film

Wednesday, Mar 20, 9:00 AM - 09:50 AM SJCC Room 230B (Concourse Level)

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Live link with RenderMan XPU

  • Same framework as Prism (Millefiori)
  • Prism is a delegate for Hydra, can replace

with RenderMan delegate

  • USD enables loading the scene both in

engine and in Millefiori

  • USD Shade for transferring materals, but still

needs lots of work (MaterialX, MDL)

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Raytracing in Unity HDRP

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DXR INTEGRATION DETAILS

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The goal:

  • Leverage DXR to improve the quality of our

renders

  • Different FPS targets based on the use case

The challenges:

  • New to DX12 and DXR
  • Small team
  • Unity low level integration
  • New tech, with possible bugs to deal with

RAYTRACING IN GENESIS

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AMBIENT OCCLUSION

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AMBIENT OCCLUSION

First effect implemented Plugin: boils down to a C interface dll Faced the first issues with Unity integration:

  • Data marshalling
  • Synchronization
  • Delayed reaction of editor events
  • Issue with resources lifetime
  • Integration of gameworks denoisers
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AO: TIMINGS

5 10 15 20 25 1 spp 4spp 16 spp

AO

raytracing denoise

1 spp 4spp 16 spp raytracing 2.2 4.3 17.4 denoise 2.1 2.1 2.1

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HDRP INTEGRATION

  • Unity use an AO renderer manager
  • Harder to integrate without drilling down in

the call stack

  • Opted for simpler blit over Unity texture
  • Render moves on as usual
  • No tricks for increasing contrast
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SOFT SHADOWS

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AMBIENT OCCLUSION

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SOFT SHADOWS

  • Heavy use of area lights
  • Previously using in house solution with

raymarched depth map.

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HDRP INTEGRATION

  • Did not find an easy way to get screen-space shadows
  • Modified HDRP shader binding extra shadow map
  • Multiply final lighting value by shadow
  • Crude approximation
  • Needed to extract texture from denoiser to C# texture to use

it in Unity

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Soft Shadows

Experimenting with several ways to combine multiple are alights

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AMBIENT OCCLUSION

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Timings

1 spp 4 spp 16 spp raytracing 3.29 10.41 36.11 denoise 4.08 4.01 4.06

5 10 15 20 25 30 35 40 45 1 spp 4 spp 16 spp

Shadows

raytracing denoise

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REFLECTIONS

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Reflections

Most tricky effect to deal with:

  • No way to evaluate a Unity shader on hit
  • Marshalling textures and textures lifetime
  • Lighting
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Reflections

  • One bounce only
  • No texture marshalling
  • Investigating bindless textures
  • Only tracking directional light for simple

Phong model

  • Extra shadow ray
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Timings

2 4 6 8 10 12 14 16 18 20 1 SPP 4 SPP 16 SPP

Reflections

1 SPP 4 SPP 16 SPP 2.3 3.01 17.9

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RECAP

  • DXR allowed us to step up quality of renders

quite a bit

  • Steep learning curve for DX12 and DXR
  • Tricky Unity integration
  • Resource life time
  • Editor events
  • Render loop sync
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WHAT IS NEXT

  • Investigate new Unity DXR integration
  • Focus more on effects rather than

plumbing

  • Performance, performance, performance
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Special thanks to the twitter community for RTX and game dev help: Matt Pettineo - @MyNameIsMJP Alex Tardif - @longbool Peter Morley - @Biblo_Shwag Sebastian Altonen - @SebAltonen Sebastien Lagarde - @SebLagarde Kostas Anagnostou - @KostasAAA Jesper Flicks - @catlikecoding Special thanks to Nvidia and the outstanding Microsoft Pix Team

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THANK YOU!

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THE ADVENTURE IS ABOUT TO BEGIN… WE’RE HIRING!

APPLY AT

www.moving-picture.com www.mpc-rnd.com

OR EMAIL

recruitment@moving-picture.com