- Dr. Morgan McGuire, NVIDIA Research
May 9, 2017 GPU Technology Conference
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
May 9, 2017 GPU Technology Conference
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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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Pervasive Power User Technology
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sensors, algorithms, data structures, processors, and displays
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Deadpool (Marvel)
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Deadpool (Marvel)
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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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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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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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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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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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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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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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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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User’s View Rendered Image Optics
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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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sensors, algorithms, representations, processors, displays
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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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
+ 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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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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Conventional Approach: Aliasing
Patney et al., Towards Foveated Rendering for Gaze-Tracked Virtual Reality, SIGGRAPH Asia 2016
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Our Approach: Perceptually Optimized
Patney et al., Towards Foveated Rendering for Gaze-Tracked Virtual Reality, SIGGRAPH Asia 2016
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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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Light Fields
McGuire et al., Real-time global illumination with light field probes, I3D 2017
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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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Light Field Display
Lanman and Luebke, Near-Eye Light Field Displays, SIGGRAPH Asia 2013
Display Prototype GPU Output Observed Image
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Varifocal Optics
Akşit et al., Varifocal Virtuality: A Novel Optical Layout for Near-Eye Display, SIGGRAPH 2017 Emerging Technologies
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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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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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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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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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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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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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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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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
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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On-HMD Warping
Hardware Warp Prototype Head-Mounted Display Warped Static Point Set
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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)
10 rays/path
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Deadpool (Marvel)
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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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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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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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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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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sensors, algorithms, representations, processors, displays
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