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WIDA 2012. GPU RAYTRACING FOR REAL-TIME SENSOR-BAND PHENOMENOLOGY MODELING JRM Technologies, Inc. Spectral Sciences, Inc. Army Research Laboratory. JRM Christopher E. Fink, Ph.D. Daniel Bybee, BSCS Joseph Russ Moulton, Jr., MSEE Karl Leodler, BSAE SSI Dave Robertson, Ph.D. ARL - PowerPoint PPT Presentation
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UNCLASSIFIED
GPU RAYTRACING FOR REAL-TIME SENSOR-BAND PHENOMENOLOGY MODELING
JRM Technologies, Inc.
Spectral Sciences, Inc.
Army Research Laboratory
WIDA 2012
UNCLASSIFIED
Personnel
JRM •Christopher E. Fink, Ph.D.•Daniel Bybee, BSCS •Joseph Russ Moulton, Jr., MSEE•Karl Leodler, BSAE
SSI•Dave Robertson, Ph.D.
ARL•Richard Shirkey, Ph.D.
UNCLASSIFIED
Goal : A fast, radiometrically-correct sensor-band scene renderer.
Typical Application : NVG target-to-background contrast assessments in highly-cluttered urban scenes. Could provide input to TAWS.
Solution : GPU-based raytracing
1. Start with nVidia Scenix/Optix engines (CUDA language)2. Add On-the-Fly Scene Geometry Generator3. Support loading OpenFlight models & textures4. Ephemeris & Natural Irradiance Prediction (solar, lunar, stellar, airglow, etc.)5. Planckian & Gas Discharge Local Lighting6. Modtran Atmospherics & Local Atmospheric Scattering7. Sandford-Robertson BRDF Reflection with measured material data8. Sensor Effects Processing (optics, detector, electronics)
OVERVIEW
UNCLASSIFIED
Why GPU Raytracing?
Wireframe/Polygonal
Raster Graphics
Raytraced
Raytracing allows for :
High spatial resolution
Local and area sources
Specularity
Refraction/Transmission
Shadowing
Multiple reflections
Atmospheric Scattering
GPU processing brings speed.
UNCLASSIFIED
Backtracing vs. Forward-Tracing
Back-Tracing
Pros: Rays only generated where they contribute to viewpoint.Cons: Poor sampling of sources.
Have to regenerate rays for every viewpoint change.
Forward-Tracing
Pros: Good source samplingCons: Extra bookkeeping needed to direct rays to observer.
Photon Mapping Hybrid
• Forward to deposit photon energy from sources onto surfaces, scatter, and repeat. Produces global illumination solution.
• Backward to sample the distribution from multiple arbitrary viewpoints, without recalculating global solution.
“Backward”
“Forward”
Hybrid : Photon Map
UNCLASSIFIED
Additional Radiometric Optimizations
Separation of “Scene-External” and “Scene-Internal” Atmospherics:
Outside SkyDome : Offline pre-processing of multi-layer/multi-path models to form hemispherical radiance map for inward raycasts.
Inside SkyDome : Atmospheric photon-map based scattering & propagation.
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Atmospheric Photons : Allowing photons to “stick” in atmosphere, not just on surfaces, allows prediction of atmospheric scattering, without expensive volumetric gridding.
Importance Sampling : Reduces number of raycasts required for sufficient sampling of BRDF, BSDF, and SkyDome Irradiance functions.
Bounding Volume Hierarchy (BVH) : Advanced photon-map storage/retrieval technique.
Progressive Refinement : Iterative photon buffering & re-use technique.
UNCLASSIFIED
Building Spec
Road Spec
Wall Spec
Story Spec
Window Spec
MMLS Spec
Grid Spec
Option 1 : User-defined on-the-fly geometry creation
Scene Graph / Geometry Loading
UrbanSceneSimple UrbanScenePhaseI
1 ROAD_ROW
1 ROAD
1 BUILDING_ROW
1 BUILDING
1 STORY
1 ROAD_ROW
1 ROAD
2 BUILDING_ROWs
2 BUILDINGs per row
1 STORY per building
Examples
UNCLASSIFIED
Scene Graph / Geometry Loading
Option 2 : Pre-generated, reusable 3D CAD models
• OpenFlight 3D terrain and entity models & associated material-encoded textures (MCMs, Emat fractions)
• CSG CMMW terrains (height field + material code + RF sigma0) • Wavefront OBJ • Collada
Use of material-encoded textures (rather than just polygons) allows for higher spatial resolution.
These all required creation of database format converters to feed Nvidia’s Scenix v.7.2 scenegraph traverser.
UNCLASSIFIED
Sensor-Band Requirements
• Ephemeris model & stellar data
• Atmospherics model & input specification or data
• Irradiance model
• Man-Made local sources & spectral power density data
• Thermal modeling & material data
• Reflection modeling & surface BRDF data
• Sensor Effects (optics, detector, electronics)
CSE Matls 1-8
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UNCLASSIFIED
RF 10GHz LWIR
MWIR
EO
MWIR
LWIR
RF 10GHz “Noise”
RF 10GHz LWIR
MWIR
EO
MWIR
LWIR
RF 10GHz “Noise”
Seamless Modtran/Radtran Integration
Atmospheric Radiance, Scattering & Transmission Loss
Scene-External Contributions
•Direct Lunar
•Diffuse Lunar (single + multiply-scattered)
•Diffuse Skyshine (thermal)
•Diffuse (aggregate) stellar
•Airglow/Aurorae (via SAMM/SHARC model)
•Nearby Cityglow
Scene-Internal Data
• Extinction Coefficient
• Scattering Albedo
• Henyey-Greenstein Parameter
• Thermal Emission per unit volume parameter
UNCLASSIFIED
NVG-band Backtraced Example Scenes
Default VIS-band Sensor-specific NVG band
Note shadows, transmission, refraction, local lights, and sensor effects.
UNCLASSIFIED
Forward-traced Photon mapping combined with material properties and local irradiance.
Single-reflection-only caseTwo reflections : Note appearance of
human threat in the corner!
Forward-Traced Multiple Surface Scattering Example
UNCLASSIFIED
Atmospheric Scattering & Transmission Loss
Note :• shadows
• direct local radiance
• surface reflection
• atmospheric scattering
• atmospheric transmission loss
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UNCLASSIFIED
User Interface
OSVPhysics-enabledRaster Graphics
OSV/RT GUI
Image/Video OutputScenario/Sensor Control
Materially-encoded3D OpenFlight
Database
Optix/JRM/SSIPhysics-enabled
Raytraced Graphics
ScenixScenegraph Converter
SigSimPre-processing
•Atmospherics•Thermal•MMLSOTF Scene Geometry
Spec
UNCLASSIFIED
User Interface
Waveband & Resolution / FOV Optics Parameters
UNCLASSIFIED
User InterfaceDetector Params Electronics Params
UNCLASSIFIED
User InterfaceEnvironmental Params Raytrace Control
UNCLASSIFIED
Performance
BACKTRACING
640x480 @ 80 Hz for : 27000 polys & 95 textures
6 secondary raycasts per pixel
FORWARD-TRACED PHOTON MAPPING
640x480 @ 23Hz for : 27000 polys & 95 textures
1024 x 1024 photons reflecting 3 times each
UNCLASSIFIED
Goals for Follow-Up Funding
• Validation against SSI’s MC-Scene and DARPA field data• Extension to Infrared regime• Extension to RF regime• Addition of localized clouds, dust, smokes/obscurants• GUI additions, e.g. for On-the-fly Geometry Generator• TAWS Integration
UNCLASSIFIED
ValidationOptions
•Analytical Calculations for simple scenes
•SSI’s MC-Scene NRT CPU Backtracer
•DARPA field data
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MCScene Simulation Tool : SSI’s Monte Carlo Based Scene Simulation
• UV to LWIR • 3D atmospheres & surfaces • Molecular absorption• Rayleigh scattering • Aerosol absorption & scattering• Multiple scattering • Thermal emission• Reflections from topographic
terrain• Scattering, emission, and
transmission by 3D clouds
UNCLASSIFIED
Thermal-band Backtraced Implementation
Frictional BC on treads
Diffraction blur
Thermal noise
Internal heat generation
Horizon & earthshine-loading on vertical surfaces
MWIR 4pm
MWIR 4pm
LWIR 11pm
UNCLASSIFIED
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Each ray now carries polarized, complex components.
RCS reflection is now a complex Jones matrix multiplication :
RF-Implementation : Coherence & Polarization
cnfi 2expEach ray path now also has to carry a propagation phase factor :
SAR with horizontal field SAR with vertical field
UNCLASSIFIED
RF Implementation : Correlated Local Clutter Maps
Original Uncorrelated Map Single-angle Correlated
Multiply-Scattered Correlated with 4x4 angle-averaging
Multiply-Scattered Correlated with 18x72 angle-averaging
Improving RF clutter maps by including effects of multiple scattering
UNCLASSIFIED
RF Implementation : Bistatic Scatter Center Sets
Bistatic scatter centers compress the “internal” multiple reflections into a small set of localized transfer functions for later composition into a scene, thus saving a lot of run-time processing / raycasting.