Gregory Fotiades.  Global illumination techniques are highly desirable for realistic interaction due to their high level of accuracy and photorealism.

Slides:



Advertisements
Similar presentations
Sven Woop Computer Graphics Lab Saarland University
Advertisements

Scalable Multi-Cache Simulation Using GPUs Michael Moeng Sangyeun Cho Rami Melhem University of Pittsburgh.
IIIT Hyderabad Hybrid Ray Tracing and Path Tracing of Bezier Surfaces using a mixed hierarchy Rohit Nigam, P. J. Narayanan CVIT, IIIT Hyderabad, Hyderabad,
GI 2006, Québec, June 9th 2006 Implementing the Render Cache and the Edge-and-Point Image on Graphics Hardware Edgar Velázquez-Armendáriz Eugene Lee Bruce.
THINC: A Virtual Display Architecture for Thin-Client Computing Ricardo A. Baratto, Leonard N. Kim, Jason Nieh Network Computing Laboratory Columbia University.
Distributed Multimedia Systems
HPCC Mid-Morning Break High Performance Computing on a GPU cluster Dirk Colbry, Ph.D. Research Specialist Institute for Cyber Enabled Discovery.
© Fastvideo, Key Points We implemented the fastest JPEG codec Many applications using JPEG can benefit from our codec.
Rasterization and Ray Tracing in Real-Time Applications (Games) Andrew Graff.
Multi Agent Simulation and its optimization over parallel architecture using CUDA™ Abdur Rahman and Bilal Khan NEDUET(Department Of Computer and Information.
Distributed Interactive Ray Tracing for Large Volume Visualization Dave DeMarle Steven Parker Mark Hartner Christiaan Gribble Charles Hansen.
Programming with CUDA, WS09 Waqar Saleem, Jens Müller Programming with CUDA and Parallel Algorithms Waqar Saleem Jens Müller.
3D Graphics Processor Architecture Victor Moya. PhD Project Research on architecture improvements for future Graphic Processor Units (GPUs). Research.
Z-Buffer Optimizations Patrick Cozzi Analytical Graphics, Inc.
Adaptive Streaming and Rendering of Large Terrains: a Generic Solution WSCG 2009 Raphaël Lerbour Jean-Eudes Marvie Pascal Gautron THOMSON R&D, Rennes,
Gnort: High Performance Intrusion Detection Using Graphics Processors Giorgos Vasiliadis, Spiros Antonatos, Michalis Polychronakis, Evangelos Markatos,
Real-Time Ray Tracing 3D Modeling of the Future Marissa Hollingsworth Spring 2009.
GPU Graphics Processing Unit. Graphics Pipeline Scene Transformations Lighting & Shading ViewingTransformations Rasterization GPUs evolved as hardware.
NVIDIA Confidential. Product Description World’s most popular 3D content creation tool Used across Design, Games and VFX markets Over +300k 3ds Max licenses,
Data Communications and Networks
Ray Tracing Primer Ref: SIGGRAPH HyperGraphHyperGraph.
Visualization Linda Fellingham, Ph. D Manager, Visualization and Graphics Sun Microsystems Shared Visualization 1.1 Software Scalable Visualization 1.1.
Computing on the Cloud Jason Detchevery March 4 th 2009.
Week 5 Video on the Internet. 2 Overview Video & Internet: The problem Solutions & Technologies in use Video Compression Available products Future Direction.
Invitation to Computer Science 5th Edition
GPUs and Accelerators Jonathan Coens Lawrence Tan Yanlin Li.
Parallel Applications Parallel Hardware Parallel Software IT industry (Silicon Valley) Users Efficient Parallel CKY Parsing on GPUs Youngmin Yi (University.
Chris Kerkhoff Matthew Sullivan 10/16/2009.  Shaders are simple programs that describe the traits of either a vertex or a pixel.  Shaders replace a.
General Purpose Computing on Graphics Processing Units: Optimization Strategy Henry Au Space and Naval Warfare Center Pacific 09/12/12.
Matrices from HELL Paul Taylor Basic Required Matrices PROJECTION WORLD VIEW.
Stefan PopovHigh Performance GPU Ray Tracing Real-time Ray Tracing on GPU with BVH-based Packet Traversal Stefan Popov, Johannes Günther, Hans- Peter Seidel,
Karthik Lakshminarayanan Group Program Manager - RemoteFX Microsoft Corporation SESSION CODE: VIR305.
The Way Forward Factors Driving Video Conferencing Dr. Jan Linden, VP of Engineering Global IP Solutions.
MULTIMEDIA TECHNOLOGY SMM 3001 MEDIA - VIDEO. In this chapter How digital video differs from conventional analog video How digital video differs from.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
GPU Architecture and Programming
Dense Image Over-segmentation on a GPU Alex Rodionov 4/24/2009.
Vray Siamak khalighi V-Ray is a rendering engine that is used as an extension of certain 3D computer graphics software. It is a rendering engine.
Interactive Rendering With Coherent Ray Tracing Eurogaphics 2001 Wald, Slusallek, Benthin, Wagner Comp 238, UNC-CH, September 10, 2001 Joshua Stough.
Parallel Ray Tracer Computer Systems Lab Presentation Stuart Maier.
Efficient Streaming of 3D Scenes with Complex Geometry and Complex Lighting Romain Pacanowski and M. Raynaud X. Granier P. Reuter C. Schlick P. Poulin.
Advanced Computer Graphics Spring 2014 K. H. Ko School of Mechatronics Gwangju Institute of Science and Technology.
Dynamic Scenes Paul Arthur Navrátil ParallelismJustIsn’tEnough.
1)Leverage raw computational power of GPU  Magnitude performance gains possible.
Page 1 Printing & Terminal Services Lecture 8 Hassan Shuja 11/16/2004.
From Turing Machine to Global Illumination Chun-Fa Chang National Taiwan Normal University.
Threads. Readings r Silberschatz et al : Chapter 4.
1 Perception and VR MONT 104S, Fall 2008 Lecture 20 Computer Graphics and VR.
3/12/2013Computer Engg, IIT(BHU)1 CUDA-3. GPGPU ● General Purpose computation using GPU in applications other than 3D graphics – GPU accelerates critical.
A network without routers is a very simple concept. When information is sent across a network line, all devices connected to that line read the data. If.
1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Models and Architectures 靜宜大學 資訊工程系 蔡奇偉 副教授 2012.
Postmortem: Deferred Shading in Tabula Rasa Rusty Koonce NCsoft September 15, 2008.
Image Fusion In Real-time, on a PC. Goals Interactive display of volume data in 3D –Allow more than one data set –Allow fusion of different modalities.
SHADOW CASTER CULLING FOR EFFICIENT SHADOW MAPPING JIŘÍ BITTNER 1 OLIVER MATTAUSCH 2 ARI SILVENNOINEN 3 MICHAEL WIMMER 2 1 CZECH TECHNICAL UNIVERSITY IN.
GPU Architecture and Its Application
Virtual Video Transcoding in the Cloud
CMSC 611: Advanced Computer Architecture
Hybrid Ray Tracing and Path Tracing of Bezier Surfaces using a mixed hierarchy Rohit Nigam, P. J. Narayanan CVIT, IIIT Hyderabad, Hyderabad, India.
Chapter 10 Computer Graphics
VirtualGL.
Graphics Processing Unit
From Turing Machine to Global Illumination
CDA 6938 Final Project Triangulation from Point Cloud
Interactive Computer Graphics
Models and Architectures
Introduction to Computer Graphics with WebGL
3D IN THE CLOUD Ray Kaplan - synglyphx.
Coding Approaches for End-to-End 3D TV Systems
Parallel Spectral Renderer
Hardware Accelerated Video Decoding in
Presentation transcript:

Gregory Fotiades

 Global illumination techniques are highly desirable for realistic interaction due to their high level of accuracy and photorealism  Mobile devices are typically too weak in terms of computational abilities to perform global illumination techniques

 For real time performance we need rendering speeds in the order of < 40ms (25fps)  Low powered devices by their nature do not have access to high performance hardware

 Pre-rendering the scene using tools such as “RenderMan on Demand” [5] is not feasible as we do not know what commands the user will send  Lorio et al. [6] did work in using cloud computational power to model urban environments in a realistic time frame

 Low powered device will offload intensive global illumination computations to the cloud  Cloud will perform computations on distributed parallel architecture  Rendered scenes will be sent back to client

 Renderer in cloud must perform operations real time (< 40ms) – even less  Renderer will be hardware accelerated to achieve said real time  Renderer will need to scale in future works

 RAW formats are too large even if we use convert colorspaces to make use of subsampling HeightWidthFormat Bytes Per Pixel (BPP) Frames per Second (FPS) Required Bandwidth 432 RGBA424137Mbps RGBA Mbps 432 YUV Mbps 432 YUV Mbps 432 YUV Mbps YUV Mbps

 Video compression must be utilized ◦ Compression codec is rather irrelevant, but VP8/VP9 come to mind first [29][30]  Real time encoding/decoding in software is very common (ie. video conferencing)  Network transmission takes a lot of time

 Renderer is the ray tracing core  Renderer makes use of Nvidia GTX 280 GFX  CUDA API [24] is used for HW acceleration  432x432 resolution used ◦ 16x16 threads used across 27x27 blocks  Only modified objects updated to lower overhead (copy scene to GPU)  QT Toolkit [27] used for UI

 Recursion not supported by GFX card ◦ No stack pointer or concept of frames ◦ Iterative conversion done  Static frame stack implemented and used ◦ Recursion supported on newer HW, future work may investigate possible port to recursion  Stack/recursion depth of 8 used ◦ Higher than 8 had no noticeable improvement  Some basic optimizations performed, but all trivial

 Triangle intersection detection not implemented, so complex meshes cannot be rendered ◦ This is topic to analyze in future work as triangular meshes will drastically increase render time ◦ Multiple client implementation may be necessary  Ray tracer based on CG2 ray tracer, so lacks advanced shading techniques  Ray tracer uses static scene intersection detection, needs some form of dynamic detection in future

 Implementation video compression is outside the scope of project  RDP clients fill niche of transmission assuming they perform well enough for UX to be smooth as they also handle cmds to server  Kinoni Remote Desktop [33] used for transmission  Future work should explore its own compression or direct compression control and color space conversion

CPUGPU Min Render Time Max Render Time Avg Render Time  Rendering speedup of ~5.6x ◦ More important than speedup is scalability

 200Kbits/sec bandwidth usage  4.4Mbit/sec download easily feasible over 4g ◦ Not enough for raw transfers Commands to serverRendering to Client Avg bytes / second Avg Kbits / second Avg Mbits / second UploadDownload Avg bytes / second Avg Kbits / second Avg Mbits / second

 Real time interactive global illumination is feasible if parallel resources and a network connection are available  Video compression is necessary to transmit images

 Scalability across multiple systems and multiple GPUs  Implement triangular mesh intersection detection  Implement dynamic object management  In-house video compression