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RTX-RSim Accelerated Vulkan Room Response Simulation for Time-of-Flight Imaging Peter Thoman, Markus Wippler, Robert Hranitzky, and Thomas Fahringer peter.thoman@uibk.ac.at IWOCL 2020 Background and Motivation IWOCL 2020 RTX-RSim 2 The


  1. RTX-RSim Accelerated Vulkan Room Response Simulation for Time-of-Flight Imaging Peter Thoman, Markus Wippler, Robert Hranitzky, and Thomas Fahringer peter.thoman@uibk.ac.at IWOCL 2020

  2. Background and Motivation IWOCL 2020 – RTX-RSim 2

  3. The Basic Idea  In room response simulation for time of flight imaging, we are interested in computing the propagation of light  from a light source ( L )  through a room L (defined by some geometry and S surface properties G )  to a sensor array ( S ) G In the real world, L and S are part of a Time-of-flight (ToF) camera assembly. IWOCL 2020 – RTX-RSim 3

  4. The Goal r  Unlike in e.g. image rendering or lighting computations, the goal of the simulation is to compute a radiosity time series for each geometric primitive  Based on this time series, which simulates the actual photons received by a ToF camera sensor, scene depth t can be reconstructed  With RSim, since the exact depth is known, different scenes and reconstruction schemes can be easily evaluated  Use during development of better ToF hardware implementations or software algorithms IWOCL 2020 – RTX-RSim 4

  5. Algorithm Overview 1. Read input data, including geometric primitives ( 𝐻 ), their surface material information ( 𝜍 ), and initial impulse 2. Pre-computation of the per-triangle area ( 𝐵 𝑗 ) 𝐵 𝑗 𝑕 𝑘 𝜐 𝑗𝑘 3. Mutual signal delay computation, storing the 𝑕 𝑗 signal delay for each triangle pair ( 𝑕 𝑗 , 𝑕 𝑘 ) in 𝜐 𝑗𝑘 𝑕 𝑘 4. Mutual visibility computation, evaluating the energy transfer between each triangle pair stochastically and storing in 𝐿 𝑗𝑘 𝑕 𝑗 5. For each timestep 𝑢 ∈ [0, 𝑈 ):  Propagate radiosity, computing 𝑠𝑏𝑒 𝑢,𝑗 for each triangle 𝑕 𝑗 in all pairs ( 𝑕 𝑗 , 𝑕 𝑘 ) based on 𝐿 𝑗𝑘 and 𝑠𝑏𝑒 𝑢−1,𝑗 6. Compute the distance from the light/sensor position to each triangle 𝑕 𝑗 , based on 𝑠𝑏𝑒 [0,𝑈),𝑗 IWOCL 2020 – RTX-RSim 5

  6. Algorithm Performance and Data Requirement Analysis IWOCL 2020 – RTX-RSim 6

  7. Algorithm Steps 1. Input data prep. 2. Pre-compute 𝐵 𝑗 3. Pre-compute 𝜐 𝑗𝑘 4. Mutual visibility Analyse time complexity for each step of the comp.  𝐿 𝑗𝑘 algorithm. 5. Radiosity propagation  𝑠𝑏𝑒 [0,𝑈),𝑗 6. Compute distance IWOCL 2020 – RTX-RSim 7

  8. Algorithm Steps 1. Input data prep. 2. Pre-compute 𝐵 𝑗 3. Pre-compute 𝜐 𝑗𝑘 Steps 1 and 2 iterate over 𝑶 triangles, with simple 4. Mutual visibility I/O operations and area computation for each comp.  𝐿 𝑗𝑘 element. Readily identified as 𝑷 𝑶 complexity. 5. Radiosity propagation  𝑠𝑏𝑒 [0,𝑈),𝑗 6. Compute distance IWOCL 2020 – RTX-RSim 8

  9. Algorithm Steps 1. Input data prep. 2. Pre-compute 𝐵 𝑗 3. Pre-compute 𝜐 𝑗𝑘 Computing propagation delay for each pair of triangles  𝑷 𝑶 𝟑 4. Mutual visibility comp.  𝐿 𝑗𝑘 However, the fixed factor is low, and compared to the remaining phases, even 𝑶 𝟑 complexity is largely 5. Radiosity negligible. propagation  𝑠𝑏𝑒 [0,𝑈),𝑗 6. Compute distance IWOCL 2020 – RTX-RSim 9

  10. Algorithm Steps 1. Input data prep. Stochastically evaluate the visibility between every 2. Pre-compute 𝐵 𝑗 pair of triangles – in naïve implementation requires a ray-triangle intersection check against all other 3. Pre-compute 𝜐 𝑗𝑘 triangles in the scene. With 𝑻 stochastic samples:  𝑃(𝑂 3 ∗ 𝑇) . 4. Mutual visibility comp.  𝐿 𝑗𝑘 In practice, use geometric acceleration structure. Current RSim on CPU uses octrees, resulting in a 5. Radiosity reduction of average-case query complexity from propagation 𝑃 𝑂 to 𝑃 log(𝑂) .  𝑠𝑏𝑒 [0,𝑈),𝑗  𝑷(𝑶 𝟑 ∗ 𝒎𝒑𝒉 𝑶 ∗ 𝑻) 6. Compute distance IWOCL 2020 – RTX-RSim 10

  11. Algorithm Steps 1. Input data prep. Uses signal delay 𝜐 𝑗𝑘 and mutual visibility 2. Pre-compute 𝐵 𝑗 information 𝐿 𝑗𝑘 , as well as the previous radiosity up 3. Pre-compute 𝜐 𝑗𝑘 to the currently computed timestep 𝑠𝑏𝑒 [0,t),𝑗 . 4. Mutual visibility For each timestep 𝑢 and each pair ( 𝑕 𝑗 , 𝑕 𝑘 ): comp.  𝐿 𝑗𝑘 Propagate energy between triangles in the pair from time 𝑢 − 𝜐 𝑗,𝑘 according to mutual visibility as well as 5. Radiosity their surface properties. propagation  𝑠𝑏𝑒 [0,𝑈),𝑗  𝑷(𝑶 𝟑 ∗ 𝑼) 6. Compute distance IWOCL 2020 – RTX-RSim 11

  12. Algorithm Steps 1. Input data prep. 2. Pre-compute 𝐵 𝑗 Distance computation usually based on cross- 3. Pre-compute 𝜐 𝑗𝑘 correlation of radiosity time series. 4. Mutual visibility  𝑷 𝑶 ∗ 𝑼 𝟑 comp.  𝐿 𝑗𝑘 T is usually much smaller than N, and fixed factor is 5. Radiosity very small as well. Usually negligible overall, similar propagation to step 3.  𝑠𝑏𝑒 [0,𝑈),𝑗 6. Compute distance IWOCL 2020 – RTX-RSim 12

  13. Measured Performance 120 Mutual Visibility  Scaling trend matches Relative Performance (Small = 1) 100 observations on Radiosity Simulation 80 algorithmic complexity Other  Clearly mutual visibility 60 computation and radiosity simulation are 40 main priority 20 0 Small Medium Large IWOCL 2020 – RTX-RSim 13

  14. Vulkan Raytracing and Compute for Room Response Simulation IWOCL 2020 – RTX-RSim 14

  15. Data Management  A Vulkan implementation needs to be massively data-parallel to be efficient  And we are constrained in the amount of data we can store on a GPU  Data-centric view of the algorithm IWOCL 2020 – RTX-RSim 15

  16. Data Management Contents Format Size Triangles (G) Indexed vertex buffer 𝑂 3 * FP32 Material information ( ρ ) 𝑂 Raytracing Buffers Internal / opaque 𝑃(𝑂) 2 * FP32 𝑇 Sample Coordinates 𝑂 2 Mutual Visibility ( 𝐿 𝑗𝑘 ) FP16 4 * FP32 Radiosity ( 𝑠𝑏𝑒 ) 𝑂 ∗ 𝑈 Distance FP32 𝑂  Generally, 𝑇 ≪ 𝑈 ≪ 𝑂 , therefore 𝐿 𝑗𝑘 dominates.  FP16 sufficient!  Signal delay 𝜐 𝑗𝑘 recomputed instead of stored. IWOCL 2020 – RTX-RSim 16

  17. Hardware Raytracing for Mutual Visibility Input Geometry Top-level AS Descriptor Set Build … … Dataset buff buff [ ] [ ] [ ] Acceleration Shader Binding Table Structures … Operation Bottom-level AS … Raygen Hit … Fixed function Miss GPU operation … GPU data structures Raytracing … RT shader Closest Hit yes Acceleration 𝐿 𝑗𝑘 … RT shader invocation Hit? Ray Generation Structure Traversal Miss no  Schematic representation of HW raytracing process IWOCL 2020 – RTX-RSim 17

  18. Hardware Raytracing for Mutual Visibility Input Geometry Top-level AS Descriptor Set Build … … Dataset buff buff [ ] [ ] [ ] Acceleration Shader Binding Table Structures … Operation Bottom-level AS … Raygen Hit … Fixed function Miss GPU operation … GPU data structures Raytracing … RT shader Closest Hit yes Acceleration 𝐿 𝑗𝑘 … RT shader invocation Hit? Ray Generation Structure Traversal Miss no  Geometry is static  we can optimize AS build for traversal speed rather than build/update performance IWOCL 2020 – RTX-RSim 18

  19. Hardware Raytracing for Mutual Visibility Input Geometry Top-level AS Descriptor Set Build … … Dataset buff buff [ ] [ ] [ ] Acceleration Shader Binding Table Structures … Operation Bottom-level AS … Raygen Hit … Fixed function Miss GPU operation … GPU data structures Raytracing … RT shader Closest Hit yes Acceleration 𝐿 𝑗𝑘 … RT shader invocation Hit? Ray Generation Structure Traversal Miss no  Descriptor Set: our RT shaders require read-only access to 𝐻 , 𝜍 , and the Sample Coordinates buffer, as well as write access to 𝐿 𝑗𝑘  Shaders: only require ray generation and a single hit and miss shader IWOCL 2020 – RTX-RSim 19

  20. Hardware Raytracing for Mutual Visibility Input Geometry Top-level AS Descriptor Set Build … … Dataset buff buff [ ] [ ] [ ] Acceleration Shader Binding Table Structures … Operation Bottom-level AS … Raygen Hit … Fixed function Miss GPU operation … GPU data structures Raytracing … RT shader Closest Hit yes Acceleration 𝐿 𝑗𝑘 … RT shader invocation Hit? Ray Generation Structure Traversal Miss no  Ray generation: generate 𝑇 rays for every pair of triangles (order independent, thus 𝑂²/2 − 𝑂 required size, 1D grid)  Aggregate results and write to 𝐿 𝑗𝑘 IWOCL 2020 – RTX-RSim 20

  21. Hardware Raytracing for Mutual Visibility Input Geometry Top-level AS Descriptor Set Build … … Dataset buff buff [ ] [ ] [ ] Acceleration Shader Binding Table Structures … Operation Bottom-level AS … Raygen Hit … Fixed function Miss GPU operation … GPU data structures Raytracing … RT shader Closest Hit yes Acceleration 𝐿 𝑗𝑘 … RT shader invocation Hit? Ray Generation Structure Traversal Miss no  Miss shader: trivial, simply set visible=false for use in raygen shader  Closest hit: check if expected triangle hit IWOCL 2020 – RTX-RSim 21

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