Realistic Real-time Rendering Today and in the Future Ulf Assarsson - - PowerPoint PPT Presentation

realistic real time rendering today and in the future
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Realistic Real-time Rendering Today and in the Future Ulf Assarsson - - PowerPoint PPT Presentation

Realistic Real-time Rendering Today and in the Future Ulf Assarsson Chalmers University of Technology Department of Computer Engineering The screen consists of pixels Department of Computer Engineering Grafikkort Department of Computer


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Realistic Real-time Rendering Today and in the Future

Ulf Assarsson

Chalmers University of Technology

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Department of Computer Engineering

The screen consists of pixels

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Department of Computer Engineering

Grafikkort

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Department of Computer Engineering

3D-Rendering

  • Objects are often made
  • f triangles
  • x,y,z- coordinate for each

vertex

Z X Y

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Department of Computer Engineering

4D Matrix Multiplication

ú ú ú ú û ù ê ê ê ê ë é ú ú ú ú û ù ê ê ê ê ë é

  • w

z y x t s t s t s

z z y y x x

1

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Department of Computer Engineering

Real-Time Rendering

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Department of Computer Engineering

+ =

l One application of texturing is to ”glue”

images onto geometrical object

Textures

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Department of Computer Engineering

Texturing: Glue images onto geometrical objects

  • Purpose: more realism, and this is a cheap way to do it

+ =

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Department of Computer Engineering

Light computation per triangle

light

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Department of Computer Engineering

More

Materials Reflections Shadows Fire Water Airlight

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Light Bounces

Typical test box (Cornell box), often compared to actual photograph:

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Light Bounces

0 bounces 1 bounce 2 bounces 4 bounces 8 bounces infinite bounces

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The Problem of Computer Graphics

  • Is not CG soon a solved problem?
  • Will not computers soon be fast enough?

Probably not…

~20 to ~1015 photons/s

The eye has a resolution of 130M receptors: 120M gray scale (rods / stavar) 7M color (cones / tappar)

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  • Eye sensitivity: ~20 photons/s to ~ 1015 photons/s
  • So, if we could trace only the photons that hit the eye, the

problem would be limited.

  • But, the only really guaranteed 100% correct way (still) is tracing

photons from light to eye.

photon

The problem of Computer Graphics

Sunny day outdoor scene: ~ 1021 photons/m2s

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Facts:

  • Eye sensitivity: ~20 to ~1015 photons/s
  • Sensitivity is logarithmic
  • i.e., difference between 100 or 200

photons is as noticable as for 1010 or 2*1010 photons

  • ~ 1021 photons/m2s
  • 1 photon costs ~10.000 cycles

10 billion years per square meter for 1 computer

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Solutions For games: Smart specialized algorithms. And cheat, cheat, cheat…. as long as it is not too noticable For movies: we typically trace ~100M – 10B photon bounces (and also cheat).

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Typically: 100M – 1B photon bounces

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Beäst + Unreal Engine

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Beast used in e.g.: WET (A2M) Mirror's Edge (EA Digital Illusions Creative Entertainment) Mortal Kombat (Midway) EVE Online (CCP Games) CrimeCraft (Vogster Entertainment LLC) Alpha Protocol (Obsidian Entertainment Inc) Dragon Age: Origins (BioWare) God of War III [8] (Sony Computer Entertainment) Gran Turismo (Polyphony Digital) and also the Unreal Engine

Illuminate Labs produkt “Beäst” för realistisk belystning i spel

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19 5 100 1 63 79 1 5 19 63 79 100 e.g. sorting:

Avalanche Studios Bosch Intel Fallout 4, NVIDIA

Our Research

Projects

Millions of lights (games)

Airlight (games)

Hair and Fur (games) Shadows (games) Scene compression Free Viewpoint Video GPGPU

Splinter Cell Sim City Infamous 2

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Beast + Unreal Engine

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Mix of graphics and photographing

Textures from photographs

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  • Istället för att modellera 3D-grafik och beräkna

realistiskt utseende:

– Fotografera/filma verkligheten och konvertera den till 3D-grafik.

  • Ofta vill man mixa modellerade och verkliga

konverterade objekt.

Mix of graphics and photographing

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http://www.cse.chalmers.se/~uffe/mindary/demo/v2.html

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Reflective surfaces (=view-dependent colors) are a problem

The color of a reflective surface is view dependent. So, what color should we use?

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1. View-dependent colors. (here also different exposure times for the two cameras). The more reflective surface, the larger the problem. “Solution”:

  • Supress reflections when

photographing.

  • Computer-generate the

reflections when visualizing the 3D scene. Very reflective surfaces (e.g. mirror) does not work.

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The most important 1st light bounces (i.e., sharp and glossy reflections)

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Unreal Engine 4

The most important 1st light bounces (i.e., sharp and glossy reflections) Combinig photo textures and computer-generated view- dependent reflections

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Increasing the amount of geometric details

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Triangles

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Voxels

Voxel Volume – element 1 bit Triangle 36 bytes

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Voxels

  • Desirable to be able to use very high resolutions
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Why use voxels? Autodesk fluid simulation

Voxels

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Voxels

RealFlow by nextLimit

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One possible data structure:

  • Grids – 3D array of

0:s and 1:s

Grid

Voxels

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One possible data structure:

Voxels

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Sparse Voxel Octree

0 1

1

Each node has eight children, representing an

  • ctant of the parent node’s volume.
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Sparse Voxel Octree

0 1

1

Each node has eight children, representing an

  • ctant of the parent node’s volume.
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Sparse Voxel Octree

  • SVO: Id Software, rage 6
  • 1.15 bits/ non-empty voxel
  • We: 0.08 bit/non-empty

voxel

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Voxels

  • Voxel = 1 bit.
  • We currently handle scene of res = 128.0003

– Naively: 262 TB – We => < 1GB

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Our Voxel DAGs

0 1

1

For identical subgraphs, only store one instance, and point to that instance.

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Visualizing Identical Subtrees

Epic Citadel

Resolution: 128K × 128K × 128K Number of nodes SVO: 5.5 billion DAG: 45 million (0.8%)

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Hairball

Resolution: 8K × 8K × 8K Number of nodes SVO: 781 million DAG: 44 million (5.6%) Identical colors are identical subvolumes of size 4 × 4 × 4

Visualizing Identical Subtrees

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Visualizing Identical Subtrees

Node occurrence 370 586 70 915 69 974 37 326 10 987 275 143

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Compress geometry and colors separately

with different specialized methods.

0 1

1

Geometry: Voxel colors: Three problems: 1. How can we compress the colors efficiently? 2. Connection between voxels and their colors 3. Fast color lookups

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From static scenes to dynamic (moving) scenes to Free Viewpoint Video

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frames

Voxel DAGs – dynamic scenes

3D geometry + time dimension

For every time step (=frame) in a dynamic scene, convert the whole voxelized 3D scene to a DAG: 70 frames 2048³ grid Length: 2.9 sec @24Hz 1.9 MiB (=2.3 GiB/hour) 5.2 Mbits/s

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Voxel DAGs – dynamic scenes

3D geometry + time dimension

70 frames 2048³ grid Length: 2.9 sec @24Hz 1.9 MiB (=2.3 GiB/hour) 5.2 Mbits/s

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Free Viewpoint Video

Want: 1. convert a real scene to 3D graphics, 24 times/second. 2. Render scene from any viewpoint.

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Med 2 eller fler kameror kan man beräkna djup – precis som våra ögon.

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Med 2 eller fler kameror kan man beräkna djup – precis som våra ögon.

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Med 2 eller fler kameror kan man beräkna djup – precis som våra ögon.

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Med 2 eller fler kameror kan man beräkna djup – precis som våra ögon. Varje kub ~1cm3. Önskar ~1mm3

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Free Viewpoint Video

480 frames 512³ grid 20 sec @24Hz 5.2 MiB 0.9 GiB/hour 2.1 Mbits/s

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500 photos, static scene. Precomputation time: hours We: 3 cameras, dynamic scene. Precomputation time: 5 minutes.

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Microsoft: ~100 cameras, triangles Precomputation time: ~100 hours.

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Our method:

  • Does not change or throw

away input data.

  • Higher geometrical detail.
  • Same data sizes.
  • Faster computation times
  • Much simpler and also robust
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But we still have no view-dependent colors. I.e., no reflections that change with the view position

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Deadpool (to demonstrate view-dependent reflections)

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Deadpool (to demonstrate desired quality of FVV with view-dependent reflections)

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Framtidens mediatekniker

  • Filma (4-10 kameror)
  • 3D-rekonstruera varje frame

– För varje tidssteg i filmen:

  • 3D rekonstruera scenen från

kamerornas foton.

  • Komprimera från TB till GB.

– streambar över internet

  • Spela upp filmen från valfri

synvinkel

– Dvs vi kan gå omkring i filmen medan den spelar.

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Framtidens mediatekniker

  • Science Fiction visar vägen

– Visar vad vi vill ha – Människan skaffar det hon vill ha (bland annat…)

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Star Trek

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Star Trek

60:ies 2000

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Star Trek - Tablets

80:ies 2010

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Star Trek - Holodeck

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Star Trek - Holodeck

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Star Trek

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Oculus Rift HTC Vive

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Mid air display

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Mid air display

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Mid air displays 2015

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Mid air displays 2015

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Inget nytt under solen

  • Titta på Automan från 1983-1984.
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Inget nytt under solen

  • Titta på Automan från 1983-1984.
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Inget nytt under solen

  • Titta på Automan från 1983-1984.
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The Future?

  • Much science fiction will become possible
  • We want to enter computer-generated virtual worlds

– Holodeck (maybe in a few decades) – Or plug into brain like in Matrix…

  • We want computer-generated objects to enter our real world

– 3D printers – Mid-air displays – Virtual matter (particles)