April 4-7, 2016 | Silicon Valley
John Spitzer, April 4, 2016
RENDERING FASTER AND BETTER WITH VRWORKS John Spitzer, April 4, - - PowerPoint PPT Presentation
April 4-7, 2016 | Silicon Valley RENDERING FASTER AND BETTER WITH VRWORKS John Spitzer, April 4, 2016 VR Ready Headset Hardware Developers Partners HELPING THE ECOSYSTEM BUILD AMAZING VR App Engine Developers Developers 2 LEADING
April 4-7, 2016 | Silicon Valley
John Spitzer, April 4, 2016
2
VR Ready Hardware Partners Headset Developers Engine Developers App Developers
3
Multi-Res Shading VR SLI Multi-Res Shading VR SLI
4
Direct Mode Context Priority Direct Mode VR SLI
5
VR workstations Location-based VR CAVEs 360 video capture/streaming M5000M6000
Quadro
Mobile VR headsets Embedded video capture and streaming devices
Tegra
VR gaming and entertainment PCs World’s only VR notebooks Consumer 360 video capture 970 / 980 Ti / Titan X
GeForce
6
Gaming Movies Sports Concerts Travel Retail
7
M&E AEC Medical Energy Manufacturing Collaboration
8
Source: Goldman Sachs
9
10
11
WARP AND BLEND
Increase performance via an innovative new way to render for VR Scale performance with multiple GPUs Minimize head tracking latency with asynchronous time warp Plug and play compatibility from GPU to HMD Reduce latency by rendering directly to the front buffer API for geometry and intensity adjustments for seamless VR Provides tear free VR environments by synchronizing multi GPU’s Fine grain control to pin OGL contexts to specific GPU’s Reduces latency for video transfer to and from the GPU
SYNCHRONIZATION GPU AFFINITY GPUDIRECT FOR VIDEO
App Headset Pro only
12
13
14
15
16
17
Multi-GPU API
Engine
18
19
20
21
22
23
24
25
Geometry Pipeline
26
https://developer.nvidia.com/vrworks NVAPI for Maxwell viewport broadcast in DX11/12 Helper code for configuring viewports, shader math, etc DX11 sample app Guide to integrating in an existing engine OpenGL extensions are also available
27
Postprocessing passes supported:
Bloom & lens flare Tonemapping Temporal AA Reflection environment Height fog Decals Distortion/refraction
28
Infiltrator demo seeing 30-40% increase Everest game seeing up to 40% increase Up to 50% when entirely pixel-bound!
NVIDIA CONFIDENTIAL. DO NOT DISTRIBUTE.
29
Geometry passes: add FastGS; render with 9 viewports & scissors
Base pass, decals, deferred lights, depth prepass, distortion, shadow projection, translucency, velocity
Image-space passes: remap linear/multi-res UVs as needed
Decals, deferred lights, postprocessing, shadow projection, tiled deferred lights
Text/HUD would be done after multi-res
30
Reconstruct 3D position from 2D+depth
Map 2D position to linear before reconstructing
Large filter kernels
Map sample point to linear, apply offset, map back to multi-res
31
32
33
WARP AND BLEND
Increase performance via an innovative new way to render for VR Scale performance with multiple GPUs Minimize head tracking latency with asynchronous time warp Plug and play compatibility from GPU to HMD Reduce latency by rendering directly to the front buffer API for geometry and intensity adjustments for seamless VR Provides tear free VR environments by synchronizing multi GPU’s Fine grain control to pin OGL contexts to specific GPU’s Reduces latency for video transfer to and from the GPU
SYNCHRONIZATION GPU AFFINITY GPUDIRECT FOR VIDEO
App Headset Pro only
34
Reduces latency from head rotation
Frame (Left) Frame (Right) Head Tracking (t) Warped Frame Head Tracking (t+1)
35
Plug-and-play Compatibility Via Direct Interface with the VR Headset
Operating System
36
Reduces Latency By Rendering Directly to the Headset
Scan Out Warp
37
WARP AND BLEND
Increase performance via an innovative new way to render for VR Scale performance with multiple GPUs Minimize head tracking latency with asynchronous time warp Plug and play compatibility from GPU to HMD Reduce latency by rendering directly to the front buffer API for geometry and intensity adjustments for seamless VR Provides tear free VR environments by synchronizing multi GPUs Fine grain control to pin OGL contexts to specific GPU’s Reduces latency for video transfer to and from the GPU
SYNCHRONIZATION GPU AFFINITY GPUDIRECT FOR VIDEO
App Headset Pro only
38
API for Geometry, Intensity and Black Offset
Adjustments applied to the full desktop image Zero latency Application independent
Image courtesy of Joachim Tesch — Max Planck Institute for Biological Cybernetics
APIs for rendering custom immersive environments
39
Swap Groups and Swap Barriers: HW based swap synchronization within a node or between clusters
Co-ordinate Buffer Swaps
Prevent tearing and image misalignment in VR environments
Frame Lock: Align the scan out of multiple displays, GPU’s, and systems Stereo Lock: Maintain Stereo alignment between multiple systems Synchronize to an internal or external timing source
Synchronize multiple displays
40
Enables real-time, low latency video transfers in VR environments 360 degree video capture and stitching Capture, render & output in less than 3 frames Synchronized Transfers Minimal CPU Overhead Sub Frame Transfer Size
41
WARP AND BLEND
Increase performance via an innovative new way to render for VR Scale performance with multiple GPUs Minimize head tracking latency with asynchronous time warp Plug and play compatibility from GPU to HMD Reduce latency by rendering directly to the front buffer API for geometry and intensity adjustments for seamless VR Provides tear free VR environments by synchronizing multi GPU’s Fine grain control to pin OGL contexts to specific GPU’s Reduces latency for video transfer to and from the GPU
SYNCHRONIZATION GPU AFFINITY GPUDIRECT FOR VIDEO
App Headset Pro only
42
April 4-7, 2016 | Silicon Valley
JOIN THE NVIDIA DEVELOPER PROGRAM AT developer.nvidia.com/join