1 / 15

Real-time visualization of large detailed volumes on GPU

Explore real-time visualization of vast detailed volumes with GigaVoxels technology on GPU, creating impressive natural scenes, accurate effects, and realistic models for games. Learn about voxel engines, global illumination, and more.

scottcurtis
Download Presentation

Real-time visualization of large detailed volumes on GPU

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Interactive GigaVoxels Real-timevisualization of large detailed volumes on GPU Cyril Crassin,Fabrice Neyret, Sylvain Lefebvre INRIA Rhône-Alpes / Grenoble Universities

  2. Volumetric representations for special effects • Volumetric special effects [KH05, KAP02] • Impressive natural scenes • Accurate director vision modeling • Realistic and controllable model • Voxel engines • Realistic global illumination models • Effects compositing • Particles, fluids, etc. • Unified rendering • Costly rendering solutions • Computations time • Memory occupation Source: [Digital Domain]

  3. What we do • Voxels ray-casting for real-time scenes in Video Games • Full scenes representation • Multi-Scale: Large and detailed • Hyper-texture usage • Details enhancement on surface-based scenes • Procedural amplification • Advantages • Compact representation for very small details • Memory and rendering efficiency • Easy filtering and LOD • 3D Mip-Mapping • A lot of tricky effects becomes easy • Depth Of Field, volumetric light effects

  4. Pictures and videos

  5. Data structure • Hybrid data structure • N3-tree : Generalized Octree • Allow multi-scale subdivision depending on data densities • Limit tree depth for rendering performances • Acceleration structure • Empty space skipping • Dense, empty and detailed zones encoding • Small voxel grids in leafs • Rendering performances • Allow hardware filtering (Tri/Quadri-linear) • Mip-Mapping • Memory efficiency • Improve storage cost/structure cost efficiency • Local density hypothesis in complex zones • Data generation and transfer efficiency • Regular blocs generation/loading • Bloc transfers to the GPU

  6. Rendering • Screen space volume ray-casting • Direct N3-tree traversal on GPU • Close to GPU Kd-tree traversal for triangle ray-tracing [EVG04,FS05,HSHH07] • Kd-Restart is the most efficient on current architectures (G80/G92/GT200) • Regular bricks rendering in leafs • Volumetric ray-casting [KW03, Sch05] • Hardware filtering • Mip-Mapping • Adaptive sampling • Distance dependant • Advantages • Good scaling on huge volumes • Low dependency on data volume, low overdraw, few geometrical manipulation • Early rays termination • Lighting • Classical Blinn-Phong per ray sample • On the fly computed or stored gradient data • Shadow maps

  7. Out-of-core data streaming (1) • Produce / Store on GPU only data needed for the current point of view • Tree update and bricks loading in real time during exploration • GPU Cache mechanism • Pools of chunks • Implemented in texture memory • Sub-Texture update operations • Manually managed LRU mechanism • Time stamps updated during rendering • Via visibility mechanism • Tree storage: Nodes-Pool • Classical pointer-based structure • Small size 3D texture • Bricks storage: Bricks-Pool • Very large 3D texture • Usually the whole remaining GPU memory

  8. Out-of-core data streaming (2) • Visibility based loading and LOD • Loaded tree branches subdivision/merging • Depending on brick distance to the view • A voxel project to one pixel constraint • Nodes visibility detection • Per ray needed nodes information provided by rendering • Screen space Nodes ID buffers • Fast stream compaction operation • Reduced Nodes ID buffer read back to CPU • Progressive loading • Upper nodes used while waiting for new data • Bricks kept in parents nodes • Min of 3 levels kept for mip-mapping implementation

  9. Results • Scenes • Lizard • 2048^3 SP FLOAT, 32GB • Visible Man • 2048^3 RGBA8, 32GB • Bones field • 8192^3 ALPHA8, 512GB (1GB on disk) • Sierpinski sponge • 8.4M^3 ALPHA8 • Clouds • 512^3 SP FLOAT • Hyper-texture usage

  10. Visible Man • 2048^3 RGBA8, 32GB, 20FPS@512^2

  11. Lizard • 2048^3 SP FLOAT, 32GB, 15FPS@512^2

  12. Sierpinski sponge • 8.4M^3 ALPHA8 procedural, 80FPS@512^3

  13. Bones Field • 8192^3 ALPHA8, 512GB (1GB on disk)

  14. Clouds • 512^3 SP FLOAT

  15. G80 Reverse Engineering • Results • Dzdz • See online: • http://www.icare3d.org/GPU/CN08

More Related