THE VIRTUAL FRONTIER: Computer graphics challenges in virtual - - PowerPoint PPT Presentation

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THE VIRTUAL FRONTIER: Computer graphics challenges in virtual - - PowerPoint PPT Presentation

THE VIRTUAL FRONTIER: Computer graphics challenges in virtual reality Dr. Morgan McGuire, NVIDIA Research May 9, 2017 GPU Technology Conference VISION 1977 HPC 2017 HPC 1997 HPC Today, everyone is a high-performance computer user, with GPUs


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  • Dr. Morgan McGuire, NVIDIA Research

May 9, 2017 GPU Technology Conference

THE VIRTUAL FRONTIER:

Computer graphics challenges in virtual reality

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VISION

Today, everyone is a high-performance computer user, with GPUs in phones, tablets, desktops, game consoles, and cars 1997 HPC 1977 HPC 2017 HPC

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VISION

Pervasive Power User Technology

FUTURE VR

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  • 2. Virtual reality requires a new graphics system

sensors, algorithms, data structures, processors, and displays

  • 1. Virtual reality will be the new interface to computing for everyone
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MODERN GRAPHICS SYSTEMS

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Deadpool (Marvel)

VISUAL FIDELITY OF FILM CGI

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Deadpool (Marvel)

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FILM CGI: CONCEPT TO PHOTONS

Performance Modeling Rigging Animation Texturing Lighting Simulation Path Tracer Particles Triangles Sub-D Screen 24 Hz 9 Mpix Composite & Color Grade Direction Primitives Preproduction Renderer Production Display Script Characters Costumes Sets (Hours)

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FILM CGI: CONCEPT TO PHOTONS

Performance Modeling Rigging Animation Texturing Lighting Simulation Path Tracer Particles Triangles Sub-D Screen 24 Hz 9 Mpix Composite & Color Grade Direction Primitives Preproduction Renderer Production Script Characters Costumes Sets Display (Hours)

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3D GAME SYSTEM

AI Network Simulation HDMI, Sync User Input Monitor Renderer Primitives Rasterization Particles Triangles Shadow Maps Display 30Hz 2 MPix AO Shade Post FX* Direction Preproduction Production

Performance Modeling Rigging Animation Texturing Lighting Simulation Script Characters Costumes Sets

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3D GAME SYSTEM

AI Network Simulation HDMI, Sync User Input Monitor Renderer Primitives Rasterization Particles Triangles Shadow Maps Display 30Hz 2 MPix AO Shade Post FX* Direction Preproduction Production

Performance Modeling Rigging Animation Texturing Lighting Simulation Script Characters Costumes Sets

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3D GAME SYSTEM

AI Network Simulation HDMI, Sync User Input Monitor Renderer Primitives Rasterization Particles Triangles Shadow Maps Display 30Hz 2 MPix AO Shade Post FX*

* Includes depth of field, reflections, fog, color grading, motion blur, antialiasing

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3D GAME SYSTEM

AI Network Simulation HDMI, Sync User Input Monitor Renderer Primitives Rasterization Particles Triangles Shadow Maps Display 30Hz 2 MPix AO Shade Post FX*

* Includes depth of field, reflections, fog, color grading, motion blur, antialiasing

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Star Wars: Battlefront II (DICE)

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Forza Motorsport 6 (Turn 10 Studios)

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7X THROUGHPUT INCREASE

3D GAME = 60 MPIX/S

(1920 X 1080 @ MIN 30 FPS)

MODERN VR = 450 MPIX/S

(3024 X 1680* @ MIN 90 FPS) 1920 1080 1512 1680

*VR render resolution

1512

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AI Network Simulation HDMI, Sync User Input Monitor Renderer Primitives Rasterization Particles Triangles Shadow Maps Display 90Hz 5 MPix AO Shade Post FX*

* Includes depth of field, reflections, fog, color grading, motion blur, antialiasing

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MODERN VR SYSTEM

AI Network Simulation HDMI, Sync User Input and Tracking Head Tracking HMD Renderer Primitives Rasterization Particles Triangles Shadow Maps Time Warp Display 90Hz 5 MPix

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LENS DISTORTION

User’s View Rendered Image Optics

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MODERN VR SYSTEM

AI Network Simulation HDMI, Sync User Input and Tracking Head Tracking HMD Renderer Primitives Rasterization Particles Triangles Shadow Maps Time Warp + Lens Distortion Display 90Hz

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  • 1. Virtual reality will be the new interface to computing for everyone
  • 2. Virtual reality requires a new graphics system

sensors, algorithms, representations, processors, displays

  • 3. Pascal architecture upgrades the gaming system to modern VR

warping, lens matched shading, multiprojection, stereo projection, variable resolution

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FUTURE GRAPHICS SYSTEMS The remainder of the talk describes active research, including new results not previously presented in public. These are not products.

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LIMITS OF HUMAN PERCEPTION

Head image from http://jeffsearle.blogspot.com/2015/09/drawing-head-from-different-angles.html

x (120 pixels/degree)2 ≈ 400,000,000 pixels = 200 x 1080p TVs 220o Horizontal x 135o Vertical

100,000x to 1Mx Beyond Modern VR

+ High dynamic range (x2), photorealistic dynamic lighting (x10,000), …

x 240 fps Modern VR = 450 Mpix/s Future VR = 100,000 Mpix/s

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FOVEATED RENDERING

AI Network Simulation HDMI, Sync User Input and Tracking Eye Tracking Head Tracking HMD Renderer Primitives Foveated Rasterization Particles Triangles Shadow Maps Time Warp + Lens Distortion Display 90Hz

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FOVEATED RENDERING

Conventional Approach: Aliasing

Patney et al., Towards Foveated Rendering for Gaze-Tracked Virtual Reality, SIGGRAPH Asia 2016

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FOVEATED RENDERING

Our Approach: Perceptually Optimized

Patney et al., Towards Foveated Rendering for Gaze-Tracked Virtual Reality, SIGGRAPH Asia 2016

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BEYOND TRIANGLES

AI Network Simulation HDMI, Sync User Input and Tracking Eye Tracking Head Tracking HMD Renderer Primitives Foveated Rasterization Particles Triangles Points Text Voxels Light Fields Shadow Maps Time Warp + Lens Distortion Display 90Hz

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BEYOND TRIANGLES

Light Fields

McGuire et al., Real-time global illumination with light field probes, I3D 2017

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COMPUTATIONAL DISPLAYS

AI Network Simulation HDMI, Sync User Input and Tracking

Light Field

Eye Tracking Head Tracking HMD Renderer Primitives Foveated Rasterization Particles Triangles Points Text Voxels Light Fields Shadow Maps Time Warp Display 90Hz Varifocal Lens Distortion

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COMPUTATIONAL DISPLAYS

Light Field Display

Lanman and Luebke, Near-Eye Light Field Displays, SIGGRAPH Asia 2013

Display Prototype GPU Output Observed Image

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COMPUTATIONAL DISPLAYS

Varifocal Optics

Akşit et al., Varifocal Virtuality: A Novel Optical Layout for Near-Eye Display, SIGGRAPH 2017 Emerging Technologies

Hologram

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COMPUTATIONAL DISPLAYS

Varifocal Optics

Dunn et al, Wide field of view varifocal near-eye display using see-through deformable membrane mirrors, Proc. of IEEE VR 2017

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PNEUMATIC HAPTICS

AI Network Simulation HDMI, Sync User Input and Tracking Light Field Eye Tracking Haptics Head Tracking HMD Renderer Primitives Foveated Rasterization Particles Triangles Points Text 2½D Video Voxels Light Fields Shadow Maps Time Warp Display 90Hz Varifocal Lens Distortion

Shepherd et al., Stretchable Transducers for Haptic Interactions in Virtual Reality, GTC VR Village 2017 & SIGGRAPH Emerging Technologies, 2017

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LOW LATENCY

AI Network Simulation HDMI, Sync User Input and Tracking Light Field Eye Tracking Haptics Remote GPU Head Tracking HMD Renderer Primitives Foveated Rasterization Particles Triangles Points Text 2½D Video Voxels Light Fields Shadow Maps

Hierarchical Rendering

Time Warp Display 90Hz Varifocal Lens Distortion

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LOW LATENCY

Hierarchical Rendering

Crassin et al., CloudLight: A system for amortizing indirect lighting in real-time, JCGT 2015

Near-HMD Tegra Local GeForce

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LOW LATENCY

Hierarchical Rendering

Crassin et al., CloudLight: A system for amortizing indirect lighting in real-time, JCGT 2015

Near-HMD Tegra Cloud GRID Platform Tesla GPU Local GeForce

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LOW LATENCY

Hierarchical Rendering

Crassin et al., CloudLight: A system for amortizing indirect lighting in real-time, JCGT 2015

Near-HMD Tegra Compressed lighting data High speed network Cloud GRID Platform Tesla GPU

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LOW LATENCY

AI Network Simulation HDMI, Sync User Input and Tracking Light Field Eye Tracking Haptics Remote GPU Head Tracking HMD Renderer Primitives Foveated Rasterization Particles Triangles Points Text 2½D Video Voxels Light Fields Deep Focus Display 16000Hz Time Warp + Varifocal Lens Distortion Shadow Maps

Binary Frames

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ULTRA LOW LATENCY & HIGH THROUGHPUT

Binary Frames

Lincoln et al., From Motion to Photons in 80 Microseconds: Towards Minimal Latency for Virtual and Augmented Reality, IEEE VR 2016

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Binary Frames

Lincoln et al., From Motion to Photons in 80 Microseconds: Towards Minimal Latency for Virtual and Augmented Reality, IEEE VR 2016

0.08 ms LOW LATENCY

Lincoln et al., From Motion to Photons in 80 Microseconds: Towards Minimal Latency for Virtual and Augmented Reality, IEEE VR 2016

Binary Frames

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LOW LATENCY

On-HMD Warping

Hardware Warp Prototype Head-Mounted Display Warped Static Point Set

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RAY & PATH TRACING

AI Network Simulation HDMI, Sync User Input and Tracking Light Field Eye Tracking Haptics Remote GPU Head Tracking HMD Renderer Primitives Foveated Path Tracing Particles Triangles Points Text Voxels Light Fields Denoising Deep Focus Display 16000Hz Time Warp + Varifocal Lens Distortion Shadow Maps

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Deadpool (Marvel)

PATH TRACING

10 rays/path

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Deadpool (Marvel)

PATH TRACING

10 rays/path

Visualization of path tracing noise

2 paths/pixel

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10 rays/path 1000 paths/pixel

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PATH TRACING

Mara et al., Towards real-time path tracing: An efficient denoising algorithm for global illumination, in review 2017

Naïve result at 2 paths/pixel

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PATH TRACING

Mara et al., Towards real-time path tracing: An efficient denoising algorithm for global illumination, in review 2017

Real-Time Result with 2 paths/pixel

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MODERN VR SYSTEM

AI Network Simulation HDMI, Sync User Input and Tracking Head Tracking HMD Renderer Primitives Rasterization Particles Triangles Shadow Maps Time Warp + Lens Distortion Display 90Hz

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FUTURE VR SYSTEM

Particles Triangles Deep Focus Display 16000Hz AI Network Simulation HDMI, Sync User Input and Tracking Time Warp + Varifocal Lens Distortion Points Text Voxels Light Fields Light Field Eye Tracking Foveated Path Tracing Haptics Remote GPU Head Tracking Denoising HMD Renderer Primitives Shadow Maps

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  • 1. Virtual reality will be the new interface to computing for everyone
  • 2. Virtual reality requires a new graphics system

sensors, algorithms, representations, processors, displays

  • 3. Pascal architecture upgrades the gaming system to modern VR

warping, lens matched shading, multiprojection, stereo projection, simulation computational displays, varifocal optics, foveated & hierarchical rendering, voxels, light fields, binary frames, near-display warp, beam racing, haptics, path tracing

  • 4. NVIDIA research is innovating on the entire VR system