- Dr. Morgan McGuire | NVIDIA Research
THE VIRTUAL FRONTIER: COMPUTER GRAPHICS CHALLENGES IN VIRTUAL - - PowerPoint PPT Presentation
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 NVIDIA RESEARCH 120 World-Class Ph.D. Researchers 3 VISION 1977 HPC 1997 HPC 2017 HPC Today, everyone is a high-performance computer
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NVIDIA RESEARCH
120 World-Class Ph.D. Researchers
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VISION
Today, everyone is a high-performance computer user, with GPUs in phones, tablets, desktops, game consoles, and cars
1977 HPC 2017 HPC 1997 HPC
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Power User Technology Pervasive
FUTURE VR VISION
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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, physics, rendering, AI, data structures, processors, optics, and displays
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MODERN GRAPHICS SYSTEMS
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VISUAL FIDELITY OF FILM CGI
Deadpool (Marvel)
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VISUAL FIDELITY OF FILM CGI
Deadpool (Marvel)
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FILM CGI: CONCEPT TO PHOTONS
Path Tracer Screen 24 Hz 9 Mpix Composite & Color Grade (Hours) Script Characters Costumes Sets Direction
Renderer Display Preproduction
Performance Modeling Rigging Animation Texturing Lighting Simulation
Production
Particles Triangles Sub-D
Primitives
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Production Preproduction Renderer Display
3D GAME SYSTEM
Display 30Hz 2 MPix Performance Modeling Rigging Animation Texturing Lighting Simulation Script Characters Costumes Sets
Rasterization Shadow Maps AO Shade Post FX*
User Input Direction
* Includes depth of field, reflections, fog, color grading, motion blur, antialiasing
Primitives
Particles Triangles HDMI, Sync AI Network Simulation
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3D GAME SYSTEM
Display 30Hz 2 MPix Direction Performance Modeling Rigging Animation Texturing Lighting Simulation Script Characters Costumes Sets User Input
* Includes depth of field, reflections, fog, color grading, motion blur, antialiasing
Production Preproduction Renderer Display
Particles Triangles
Primitives
Rasterization Shadow Maps AO Shade PostFX*
HDMI, Sync AI Network Simulation
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Primitives Renderer Display
3D GAME SYSTEM
Display 30Hz 2 MPix Particles Triangles
Rasterization Shadow Maps AO Shade Post FX*
AI Network Simulation User Input HDMI, Sync
* Includes depth of field, reflections, fog, color grading, motion blur, antialiasing
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Primitives Renderer Display
3D GAME SYSTEM
Display 30Hz 2 MPix Particles Triangles
Rasterization Shadow Maps AO Shade Post FX*
AI Network Simulation User Input HDMI, Sync
* Includes depth of field, reflections, fog, color grading, motion blur, antialiasing
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Star Wars: Battlefront II (DICE)
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17 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 1512
* VR render resolution
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Primitives Renderer Display
3D GAME SYSTEM
Display 30Hz 2 MPix Particles Triangles
Rasterization Shadow Maps AO Shade Post FX*
AI Network Simulation User Input HDMI, Sync
* Includes depth of field, reflections, fog, color grading, motion blur, antialiasing
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Display 90 Hz 5 MPix Particles Triangles
Rasterization Shadow Maps AO Shade Post FX*
AI Network Simulation User Input HDMI, Sync
* Includes depth of field, reflections, fog, color grading, motion blur, antialiasing
3D GAME SYSTEM
Primitives Renderer Display
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Primitives Renderer
Head Tracking
HMD
Particles Triangles
Rasterization Shadow Maps Time Warp
AI Network Simulation User Input and Tracking HDMI, Sync
MODERN VR SYSTEM
Display 90 Hz 5 MPix
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LENS DISTORTION
User’s View Predistorted Image Optics
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Renderer
Head Tracking
HMD
Particles Triangles
Rasterization Shadow Maps Time Warp + Lens Distortion
AI Network Simulation User Input and Tracking HDMI, Sync
MODERN VR SYSTEM
Display 90Hz
Primitives
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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, data structures, processors, and 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
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 Hz Modern VR = 450 Mpix/s Future VR = 100,000 Mpix/s
Head image from http://jeffsearle.blogspot.com/2015/09/drawing-head-from-different-angles.html
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Display 90Hz Particles Triangles
Foveated Rasterization Shadow Maps Time Warp + Lens Distortion
AI Network Simulation User Input and Tracking HDMI, Sync
FOVEATED RENDERING
Eye Tracking
Primitives Renderer
Head Tracking
HMD
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FOVEATED RENDERING
Conventional Approach: Aliasing
Patney et al., Towards Foveated Rendering for Gaze-Tracked Virtual Reality, SIGGRAPH Asia 2016
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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Primitives
Display 90Hz Particles Triangles
Foveated Rasterization Shadow Maps Time Warp + Lens Distortion
AI Network Simulation User Input and Tracking HDMI, Sync
BEYOND TRIANGLES
Points Text Voxels Light Fields Eye Tracking Head Tracking
Renderer HMD
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McGuire et al., Real-time global illumination with light field probes, I3D 2017
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Renderer HMD Primitives
Display 90Hz Particles Triangles AI Network Simulation User Input and Tracking HDMI, Sync
COMPUTATIONAL DISPLAYS
Foveated Rasterization Shadow Maps Time Warp
Points Text Voxels Light Fields Varifocal Lens Distortion Light Field Eye Tracking Head Tracking
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COMPUTATIONAL DISPLAYS
Light Field Display
GPU Output Display Prototype Observed Image
Lanman and Luebke, Near-Eye Light Field Displays, SIGGRAPH Asia 2013
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COMPUTATIONAL DISPLAYS
Varifocal Optics
Hologram
Akşit et al., Varifocal Virtuality: A Novel Optical Layout for Near-Eye Display, SIGGRAPH 2017 Emerging Technologies
Curved sunglasses Laser
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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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Head Tracking Particles Triangles Points Text 2½D Video Voxels Light Fields
Renderer Primitives HMD
Display 90Hz Renderer AI Network Simulation User Input and Tracking HDMI, Sync
PNEUMATIC HAPTICS
Foveated Rasterization Shadow Maps Time Warp
Varifocal Lens Distortion Haptics Particles Triangles Points Text 2½D Video Voxels Light Fields
Primitives
Light Field
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Display 90Hz AI Network Simulation User Input and Tracking HDMI, Sync
LOW LATENCY
Hierarchical Rendering
Foveated Rasterization Shadow Maps Time Warp
Varifocal Lens Distortion Haptics Remote GPU Head Tracking Light Field Eye Tracking Particles Triangles Points Text 2½D Video Voxels Light Fields
Renderer Primitives HMD
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LOW LATENCY
Hierarchical Rendering
Crassin et al., CloudLight: A system for amortizing indirect lighting in real-time, JCGT 2015
Wearable Tegra Local GeForce
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LOW LATENCY
Hierarchical Rendering
Wearable Tegra Cloud GRID Platform Tesla GPU Local GeForce
Crassin et al., CloudLight: A system for amortizing indirect lighting in real-time, JCGT 2015
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LOW LATENCY
Hierarchical Rendering
Wearable Tegra Compressed lighting data High speed network Cloud GRID Platform Tesla GPU
Crassin et al., CloudLight: A system for amortizing indirect lighting in real-time, JCGT 2015
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Primitives
Head Tracking Particles Triangles Points Text 2½D Video Voxels Light Fields
Renderer HMD
AI Network Simulation User Input and Tracking HDMI, Sync
LOW LATENCY
Binary Frames
Foveated Rasterization Shadow Maps
Eye Tracking Time Warp + Varifocal Lens Distortion Haptics Remote GPU Deep Focus Display 16000 Hz Light Field
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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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LOW LATENCY
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
Motion Initiated Data Received Pixel Transmitted Light Emitted
1 2 3 4
C1 C2 Dly 27.560µs C1 C3 Dly 74.360µs C1 C4 Dly 97.312µs C2 C3 Dly 46.802µs
Ch1 Ch3 2.00 V 2.00 V
BWCh1 Ch3 2.00 V Ch2 Ch4 1.00 V Ώ
BWM 20.0µs Ch1 √ 1.20 V
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LOW LATENCY
On-HMD Warping
Hardware Warping Prototype Photographed in HMD Warped Static Point Set
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Particles Triangles AI Network Simulation User Input and Tracking HDMI, Sync
RAY & PATH TRACING
Foveated Rasterization Shadow Maps
Eye Tracking Points Text Voxels Light Fields Time Warp + Varifocal Lens Distortion Haptics Remote GPU Deep Focus Display 16000Hz Denoising Light Field
Renderer HMD Primitives
Head Tracking
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PATH TRACING
10 rays/path
Deadpool (Marvel)
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Deadpool (Marvel)
PATH TRACING
10 rays/path
Visualization of path tracing noise
1 path/pixel
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10 rays/path 1000 paths/pixel
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DENOISING PATH TRACING
Naïve Real-time Result
Chaitanya et al., Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoder, SIGGRAPH 2017 Schied et al., Spatiotemporal variance guided filtering: real-time reconstruction for path tracing, High Performance Graphics 2017 Mara et al., An efficient denoising algorithm for global illumination, High Performance Graphics 2017
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DENOISING PATH TRACING
Denoised Real-Time Result
Chaitanya et al., Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoder, SIGGRAPH 2017 Schied et al., Spatiotemporal variance guided filtering: real-time reconstruction for path tracing, High Performance Graphics 2017 Mara et al., An efficient denoising algorithm for global illumination, High Performance Graphics 2017
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Chaitanya et al., Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoder, SIGGRAPH 2017 Schied et al., Spatiotemporal variance guided filtering: real-time reconstruction for path tracing, High Performance Graphics 2017 Mara et al., An efficient denoising algorithm for global illumination, High Performance Graphics 2017
DENOISING PATH TRACING
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NVIDIA CONFIDENTIAL. DO NOT DISTRIBUTE.
AI GRAPHICS NVIDIA RESEARCH
AI Facial Animation
SIGGRAPH 2017
AI Denoising AI Anti-Aliasing AI Light Transport
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Display 90Hz Particles Triangles
Rasterization Shadow Maps Time Warp + Lens Distortion
AI Network Simulation User Input and Tracking HDMI, Sync
MODERN VR SYSTEM
Primitives Renderer HMD
Head Tracking
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Primitives
Particles Triangles AI Network Simulation User Input and Tracking HDMI, Sync
FUTURE VR SYSTEM
Foveated Rasterization Shadow Maps
Eye Tracking Points Text Voxels Light Fields Time Warp + Varifocal Lens Distortion Haptics Light Field Remote GPU Deep Focus Display 16000Hz Denoising
Renderer HMD
Head Tracking
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- 1. Virtual reality will be the new interface to computing for everyone
- 2. Pascal architecture upgrades the gaming system to modern VR
GPU warping, lens matched shading, multiprojection, stereo projection, variable resolution
- 3. NVIDIA is innovating for a revolutionary new future VR system
computational displays, varifocal optics, foveated & cloud rendering, light fields, binary frames,
- n-display warping, beam racing, haptics, path tracing, denoising
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http://research.nvidia.com
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MODERN VR EXPERIENCES
Mechanics & Design The Climb (Crytek) SUPERHOT (Superhot Team) Narrative & Characters The Labs (Valve) Simulation & Performance NVIDIA VR Funhouse Content Google Earth VR
+Batman replacing Aperture
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PROJECTOR-BASED DISPLAY
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The Vanishing of Ethan Carter (The Astronauts)
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CHALLENGE: FOCUS CUES
Video from Narain et al., Optimal Presentation of Imagery with Focus Cueson Multi-Plane Displays, SIGGRAPH 2015
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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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NVIDIA AR/VR RESEARCH
Computational Displays
Light field displays and varifocal optics
Foveated Rendering
Perceptually-guided rendering for massive throughput
Ultra-Low Latency
Hierarchical & binary rendering, beam racing, near-display warp
Beyond Triangles
Points, voxels, light fields, and text
Path Tracing
Extending ray tracing leadership to cinematic quality rendering
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NVIDIA VRWORKS SDK
SIGHT SOUND PHYSICS & TOUCH CAPTURE
BRINGING REALITY TO VR
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NVIDIA HOLODECK HANDS-ON DEMO AT SIGGRAPH
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NVIDIA PROJECT HOLODECK
PHOTOREALISTIC MODELS COLLABORATION INTERACTIVE PHYSICS
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NVIDIA VRWORKS & PASCAL
Accelerating Modern VR
GRAPHICS HEADSET AUDIO TOUCH & PHYSICS PROFESSIONAL VIDEO
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VRWORKS & PASCAL
Hardware Acceleration for Modern VR
Single-Pass Stereo Lens Matched Shading & Multiprojection Preemption for Timewarp
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VRWORKS & PASCAL
PhysX Flex Hairworks Flow VRWorks Audio Cloth
Hardware Acceleration for Modern VR
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FOVEATED RENDERING
High-fidelity foveal pixels Low-fidelity peripheral pixels