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GCAFE 28 Feb 20081 Real-time REYES Jeremy Sugerman
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GCAFE 28 Feb 20082 This Talk Still exploring future GPUs, Direct3D / GL This time in a software context Offline REYES, as RenderMan, is king of the rendering world What would real-time REYES look like? Where are current GPUs / Direct3D and REYES the same? Similar? Different?
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GCAFE 28 Feb 20083 Background “The Reyes Image Rendering Architecture” –Pixar: Rob Cook, Loren Carpenter, Ed Catmull –SIGGRAPH 1987, First film 1985, Oscar 1993 “An architecture optimized for fast high-quality rendering of complex animated scenes.” Fast: feature-length film in a year High-Quality: virtually indistinguishable from live action Complex: as visually rich as real scenes.
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GCAFE 28 Feb 20084 REYES Features Primitives are smooth surfaces –Automatic, adaptive refinement Programmable shading including displacement –On surface-space grids Very high resolution geometry for visibility –After shading Stochastic sampling in time, space, lens –Motion-blur, anti-aliasing, depth of field Order-independent (depth sorted) blending Wide pixel reconstruction filtering
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GCAFE 28 Feb 20085 Basic REYES Pipeline Split Blend & Filter Sample Bust & Bound Shade Dice Bound Primitives Unshaded Grids Shaded Grids Micropolygons Visible Points Primitives Multiple Primitives Parallel scalability is added with screen-space bucketing computed during the Bounding and Splitting. Deferring Dicing also allows each bucket to be depth-sorted and occlusion culled.
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GCAFE 28 Feb 20086 REYES on a GPU? If you squint at it right… ‘Grids of micropolygons’ → ‘quads’ ‘Displace and shade’ → ‘shade vertices’(*) ‘Bust & bound, sample’ → ‘rasterize’(*) ‘Blend & filter’ → ‘blend & filter’(*) Technically, OpenGL even includes implicit surface (NURBS) evaluators, but there is no serious support in (current) GPUs.
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GCAFE 28 Feb 20087 Opaque GPU-REYES Tesselate to grids in advance (CPU, cache, …) Render grids as GL_QUADS Displace, shade grids with a vertex shader Cull, sample, and produce visible points with the rasterizer (MSAA / FSAA) Reconstruction during ROP / FB Flat fragment shading with micropolygons! Current GPU lacking in tesselation, shading richness, stochastic sampling, blending
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GCAFE 28 Feb 20088 GPU Mismatches High level surfaces versus triangles Surface vertex shading versus fragment shading –Including a constrained shading language Stochastic sampling versus MSAA rasterization Depth order versus primitive order blending Note: REYES only tries to make ‘pictures’. Bonus: Opaque REYES is totally unordered.
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GCAFE 28 Feb 20089 Straightforward GPU Evolution High level surfaces are already coming –Without ordering, performance is easy Shading surface points versus pixels is fakeable –Less flexible GLSL/HLSL is fine –Unified shader cores help a lot –Adjust rast for small quad workloads Stochastic sampling versus MSAA rasterization –Allow rast to time-sample linear motion
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GCAFE 28 Feb 200810 Sticking Point: Blending Primitive order blending generates poor images Depth order risks unbounded storage needs –Samples must be buffered until all closer samples are blended. –Closest sample may not happen until the last grid of the last primitive. Unbounded storage is anathema in GPU environments and real-time systems in general.
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GCAFE 28 Feb 200811 Options for Depth-Order Blending Classic REYES buckets grids into screen-space partitions. –Reduces, but still does not bound, footprint Assume GPU REYES has fixed on-chip buffers Three options when a bucket fills: –Rendering fails (awful) –Spill to memory (slow? when memory fills?) –Shrink bucket, discard samples newly outside (recomputation hard? too compute wasteful?)
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GCAFE 28 Feb 200812 GPU REYES Summary Unordered Retained mode input (at least for blending) Simplified shading language Separate opaque and blended modes Constrained reconstruction filters Bound and split on CPU? Simplified adaptivity? Mandatory displacement shader separation? Constraints on stochastic sampling? Blending policy– Primitive order? Spill? Shrink?
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GCAFE 28 Feb 200813 Acknowledgements Kayvon has provided explanation and discussion beyond a point where I can separate any ideas unique to myself. Kurt and Pat provided excellent historical context and insight. Gordon Stoll and Bill Mark repeated the word ‘REYES’ and insisted that its shading / anti- aliasing properties were valuable until I dug into it in self-defense.
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