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 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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  • Dr. Morgan McGuire | NVIDIA Research

THE VIRTUAL FRONTIER:

COMPUTER GRAPHICS CHALLENGES IN VIRTUAL REALITY

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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

BW

Ch1 Ch3 2.00 V Ch2 Ch4 1.00 V Ώ

BW

M 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