with VRWorks Ryan Prescott COME DO YOUR LIFES WORK JOIN NVIDIA We - - PowerPoint PPT Presentation

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with VRWorks Ryan Prescott COME DO YOUR LIFES WORK JOIN NVIDIA We - - PowerPoint PPT Presentation

Rendering Faster and Better with VRWorks Ryan Prescott COME DO YOUR LIFES WORK JOIN NVIDIA We are looking for great people at all levels to help us accelerate the next wave of AI-driven computing in Research, Engineering, and Sales and


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Ryan Prescott

Rendering Faster and Better with VRWorks

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COME DO YOUR LIFE’S WORK

JOIN NVIDIA

We are looking for great people at all levels to help us accelerate the next wave of AI-driven computing in Research, Engineering, and Sales and Marketing. Our work opens up new universes to explore, enables amazing creativity and discovery, and powers what were once science fiction inventions like artificial intelligence and autonomous cars. Check out our career opportunities:

  • www.nvidia.com/careers
  • Reach out to your NVIDIA social network or NVIDIA recruiter at

DeepLearningRecruiting@nvidia.com

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Talk Overview

VRWorks Features

Context Priority, VR SLI Multi-Res Shading, Lens Matched Shading, Single Pass Stereo

UnrealEngine 4 Integration

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NVIDIA VRWorks

COMPREHENSIVE SDK FOR VR DEVELOPERS

GRAPHICS HICS HEADSE SET PROFESSIO FESSIONAL NAL AUDIO TOUCH H & PHYSI SICS CS

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How is VR rendering different?

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How is VR rendering different?

High framerate, low latency High FPS, low latency Stereo Rendering Lens Distortion

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Improving Async Timewarp

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Context priority for asynchronous time warp

Reduces latency from head rotation

Frame (Left) Frame (Right) Head Tracking (t) Warped Frame Head Tracking (t+1)

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TRIANGLES COMMAND PUSHBUFFER PIXELS

PREEMPT MPT

Pascal Graphics Preemption

Improves responsiveness

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VR SLI

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VR SLI

Two eyes...two GPUs!

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VR SLI

GPU affinity masking: full control

Shadow maps, GPU physics, etc. Left eye rendering Right eye rendering

UINT SetGPUMask( [in] UINT GPUMask );

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VR SLI

Broadcasting reduces CPU overhead R L

Render scene

  • nce
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Multi-Resolution Shading

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VR headset optics

Distortion and counter-distortion

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VR headset optics

Distortion and counter-distortion

User’s view Image Displayed Optics

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Distorted rendering

Render normally, then resample

Rendered image Distorted image

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Distorted rendering

Over-rendering the outskirts

Rendered image Distorted image

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Multi-resolution shading

Subdivide the image, and shrink the outskirts

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Multi-resolution shading

Fast viewport broadcast on NVIDIA Maxwell and beyond GPUs

Viewport 1 Viewport 2 Viewport N

...

Geometry Pipeline

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UE4 Multi-resolution shading performance

UE4 Infiltrator demo: +30% to +40% FPS

@ approximate VR render res

Everest VR seeing up to +40% Best when pixel-bound

We’ve seen ~50% perf boosts

Performance

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Lens Matched Shading

RENDERS TO A LENS CORRECTED SURFACE

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LMS Image Original Image

Lens Matched Shading

RENDERS TO A LENS CORRECTED SURFACE

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TRADITIONAL STEREO RENDERING

REQUIRES 2 GEOMETRY PASSES

Left Eye (Pass 1) Right Eye (Pass 2)

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SINGLE PASS STEREO

RENDERS LEFT & RIGHT EYE IN ONE GEOMETRY PASS

Left Eye Right Eye

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Multi-Res in UnrealEngine 4

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Multi-resolution shading

We’ve integrated multi-res in UE 4.10, 4.11, and 4.12 Currently limited support for post effects with multi-res Available on GitHub

https://github.com/NvPhysX/UnrealEngine/tree/MultiRes-4.10 https://github.com/NvPhysX/UnrealEngine/tree/MultiRes-4.11 https://github.com/NvPhysX/UnrealEngine/tree/MultiRes-4.12 Pascal features coming soon

Unreal Engine integration

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Questions? rprescott@nvidia.com http://developer.nvidia.com/vrworks