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PixelView. Graphics Hardware 2004 Grenoble, France. A View-Independent Graphics Rendering Architecture. Jason Stewart, Eric P. Bennett, and Leonard McMillan Presented by Anselmo Lastra University of North Carolina at Chapel Hill. Why View-Independence?.
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PixelView Graphics Hardware 2004 Grenoble, France A View-Independent Graphics Rendering Architecture Jason Stewart, Eric P. Bennett, and Leonard McMillan Presented by Anselmo Lastra University of North Carolina at Chapel Hill
Why View-Independence? • Decouples Rendering from Viewing • Eliminates latency • Provides uniform framerates • Allows increased shading complexity • Needed for future applications • Shared multi-user virtual environments • True three-dimensional (Autostereo) displays
Matusik’s lenticular 3D display Benton’s holographic 3D display Isaksen’s fly’s-eye display True 3-Dimensional Displays • Promising 3-D Display Technologies • Lenticular, and fly’s-eye optics • Barrier-based methods • Reflective optics • Holographic optics • Technology is Maturing • Problem: • How to generatethe content? • Requires 1000’s of simultaneous views
Using Today’s Architecture • I guess you could… buy 1024 GPUs • 10 years of Moore’s law would yield… • 4 doublings in performance (only need 64 GPUs) • At least 2 doublings in power (only needs 10 KW) • There has to be a better way • Traditional graphics architectures are inefficient for view-independent graphics
Previous Work • Low Latency Rendering • 3D Light field Viewing H/W [Regan 99] • Frameless Redering [Bishop 94 ] • Just-in-time Pixels [Mine & Bishop 93] • View-Independent Rendering • Multiple viewpoint rendering [Halle 98] • 4D Parameterization • Light Field [Levoy & Hanrahan 96], Lumigraph [Gortler 96] • Micropolygon Rasterization • Reyes [Cook 87] • Reyes streaming H/W pipeline [Owens 02]
View Specification Sampling Rearchitecting the Pipeline • Classic “view-dependent” pipeline Geometry VertexProcessing Rasterize Visibility 2DFramebuffer Scanout FragmentProcessing
Sampling View Specification Rearchitecting the Pipeline • Proposed “view-independent” pipeline Host PC Geometry Subdivideinto points FragmentProcessing Point-Casting Scatter 4DFramebuffer Scanout Hardware Prototype
PixelView Prototype • 100 Mhz XILINX SpartanII-E FPGA • 300k Gates • 16MB100MHzSDRAM • 5000 lines of Verilog • 6000 linesof C# onhost PC
Sampling View Specification System Partitioning • The prototype pipeline implementation Host PC Geometry Subdivideinto points FragmentProcessing Point-Casting Scatter 4DFramebuffer Scanout Hardware Prototype
PixelView 4D Framebuffer • 16 MBytes of Framebuffer memory • Reconfigurable (ex. 8x8x256x256x(rgb + z)) • 16 bits (5/6/5) rgb • 16 bits z
View Selection • Every view is just a 2D planar slice through the 4D framebuffer • Which, after some simplifying assumptions,reduces to:
ACCrow ACCcol Ai Bi + Linear Expression Evaluators • Simple datapath replicated for each ofs, t, u, and v • Pixel rate • TrivialH/W cost • Easy toparallelize • Drop inreplacement for traditional scanout
U (10.6 format) V (10.6 format) S (5.7 format) T (5.7 format) Memory Access Patterns • For each view the LEE generates: s(i,j), t(i,j), u(i,j), v(i,j)
Scan out Performance • Typical < 10% Memory bandwidth required for scan out • 640x480 VGA • 100 MHz SDRAM, and order of magnitude behind the state of the art (DDR @ 500MHz) • Can easily support multiple simultaneous “views”
Filling the Framebuffer • Elemental Rendering Primitive is the Outgoing Radiance from a Point
Point Casting • Instead of the natural “planar” radiance parameterizationabout each point • We align with parameterization planes • Simplifies mapping
In Other Words… • Parameterize outgoing radiance on fixed planes and resample it. q
Unexplored View Coherence • Outgoing radiance from a point is smoother than spatial variations • Today’s architectures do not exploit this • Still amplespatial coherence • We support 2formats • Uniform color • Spatially varying
Lambertian Occlusion Unexplored Coherence • Outgoing radiance from a point is smoother than spatial variations • Today’s architectures do not exploit this View-dependency
Geometry Subdivision • Subdivide until primitive is “point-sized” • Backward compatibility with polygons • Reminiscent of Reyes rendering pipeline • Every primitive requires a world-spacesubdivision method • However, Reyes subdivision is view-dependent (the stopping criterion is based on pixel grid) • Probably better methods
Prototype Limitations • Points are transferred via USB 1.1 • Achieved 80,000 points/second (which means 5,120,000 rays/second) • Each pointcast requires at least 64 reads • Requires 17% of memory B/W • Could easily include 4 or more parallel point-casting units • Entire design uses 23% of chip
A Practical PixelView System • The prototype demonstrates feasibility, but what would a real system entail? • Improve: • Scalability • Field of View • Subdivision Techniques • Output Bandwidth
Expanding Field of View 6 Slabs @ 64x64x1024x1024x(8+8) = 64 GBytes But … 1MB was huge for a 64k PDP-11
Addressing Output Bandwidth • Currently we can support only a handful of dynamic views out of the framebuffer • An Autostereoscopic Displays would require every pixel on every frame • High-speed interconnects are available >5GHz per pin without compression
Improving Subdivision • Our conservative subdivision methods oversample by a factor of 4 or more after factoring out depth complexity • Fast, on-the-fly, hardware friendly, uniform subdivision would be great
Conclusions • PixelView simultaneously supports low latency and complex shading • PixelView supports a wide range of primitives and IBR data structures • PixelView is scalable to: • A full field of view • High resolutions • Multi-user environments • PixelView can power the next generation of display technologies
PixelView Thank You – Questions? A View-Independent Graphics Rendering Architecture