Current Research in VR Display Technology

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Presentation transcript:

Current Research in VR Display Technology CS 498VR: Virtual Reality UNIVERSITY OF ILLINOIS AT URBANA-CHAMPAIGN Eric Shaffer

Current(ish) Research in VR Display Pipeline Based on article: How NVIDIA Research is Reinventing the Display Pipeline for the Future of VR by Dr. Morgan McGuire From 2017…you can find it with the Google

Background: Cinematic CGI Pipeline

3D Game Pipeline

Modern VR Systems Increased Throughput 450 Mpix/s on Rift or Vive is 7x of standard 1080p at 30fps Must Reduce Latency 100-150ms between player input and pixel change in traditional game Need to reduce this by a factor of at least 7 for VR

Reducing Latency Reducing the number of pipeline stages reduces latency No deferred shading? No post fx passes Reduced throughput and image quality

What is Deferred Shading? No shading done in first pass of vertex and fragment shaders Instead positions, normal, material info is gathered Stored in the G-Buffer (geometry buffer) using render to texture Final pass performs shading Advantage: shading is only performed pixels that will be seen

Time Warp Images shown updated without full trip through the graphics pipeline Tracking data are routed to a GPU stage that appears after rendering is complete Warps the already-rendered image to match the latest head-tracked data This brings the perceived latency down from about 50ms to zero in the best case.

Lens Distortion: Multi-Resolution Shading Image must be distorted to correct for lens Can use that knowledge to optimize rendering Multi-resolution shading Subdivide image Shrink the outskirts

Lens Distortion: Lens-Matched Shading Slightly newer technique Uses 4 sub-images and distorts geometry in clip-space

Simultaneous Multiprojection

Modern VR Pipeline

What Would be the Perfect VR Display? Equivalent to 200 HDTVs updating at 240 Hz 100,000 megapixels per second Need 200x performance increase

Future: Foveated Rendering Track eye…render at lower res on periphery

Real-Time Ray Tracing Volta architecture: ~1 billion rays/per second (almost good enough) Ray-tracing removes the need for shadow map generation can render lens distortion directly can update each pixel on the fly…no frames?

Real-Time Path Tracing Path-tracing is ray-tracing…with more recursion Generates indirect lighting effects (global illumination) A single path per-pixel will be noisy…need thousands So…maybe 1000x more expensive than simple ray-tracing

Image Denoising New image denoising functions generated through machine learning …faster than shooting more rays

Solving Vergence-Accommodation

Solving Vergence-Accommodation

Solving Vergence-Accommodation SIGGRAPH Asia 2017

Solving Vergence-Accommodation Track the eye and distort image depth of field to match

Computing on the HMD Local GPU(s) in HMD plus Cloud-based GPU

Computing on the HMD

What do you think?