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IGNACIO LLAMAS, 07/29/2019
OMNIVERSE RTX
REAL-TIME RAY TRACER
2
AGENDA
What is OMNIVERSE?
OMNIVERSE RTX
OMNIVERSE RTX Real-Time Ray Tracer
SIMULATING REALITY
Design Robotics Autonomous Vehicles Media & Entertainment
NVIDIA TECHNOLOGIES TOOLS
NVIDIA TECHNOLOGIES TOOLS
NVIDIA OMNIVERSE
MDLRealtime
Collaboration
Top Industry ToolsOpen Standards
CONNECTING ALL THE TOOLS TOGETHER THROUGH USD
USD HYDRA
RTX
RTX
60+ FPS multi-GPU Photoreal Rendering
Push limits of RTX, multi-GPU and Cloud
Omniverse Reference Renderer: USD+MDL
Target Platforms:
APIs: DX12/DXR, Vulkan/VKR, CUDA/OptiX
GPU: Pascal+ (DXR/VKR-enabled)
OS: Windows 10 1809+, Linux
Customers:
NV Robotics: Isaac Sim, Research
NV Auto: Drivesim, DriveAR
External Partners
OMNIVERSE RTX
What makes OMNIVERSE RTX unique?
Real-Time Gaming Renderers
Typically target wide range of devices
High end and multi-GPU not primary targets
Offline renderers
Minutes to hours per frame
Not designed for real-time animation and simulation
Traditionally two types of renderers
What makes OMNIVERSE RTX unique?
Target high-end Turing RTX GPUs
Multi-GPU across RTX Servers
Real-time animation and simulation
Hydra-based: run on any tool using Hydra
Built-in streaming even on headless Linux systems
Real-Time Photoreal Scalable Rendering
OMNIVERSE RTX
Lower CPU overhead [vs raster-based renderer]
Update only what changes every frame
Render 100s of small views (e.g.: for Robotics research)
MDL: Material Definition Language
Represent wide variety of materials
Facilitate material exchange across tools
Supports auto-differentiation: generates derivatives for texture sampling
Other Advantages
OMNIVERSE RTX
Render Modes
Real-Time Path Traced
OMNIVERSE RTX
Render Modes
Real-Time Path Traced
OMNIVERSE RTX
Render Modes
Real-Time Path Traced
OMNIVERSE RTX PATH TRACING
Reference Path Tracer
Using NVIDIA MDL SDK & OptiX AI Denoiser
Unidirectional
Next Event Estimation
Multiple-Importance Sampling
Support all light Primitives in USD
BSDF sampling & evaluation by MDL SDK
Volume Scattering + Absorption / SSS
Depth of Field
Our Reference
OMNIVERSE RTX REAL-TIME
Based on our work with Epic Games in UE4(see Ray Tracing Gems Chapter 19)
Ray Tracing and Denoising split light paths
Ambient Occlusion
Direct Light Visibility (Shadows)
Indirect Diffuse
Indirect Specular (Reflections)
Translucency
Splitting Light Paths
REAL-TIME RAY TRACINGSPLITTING THE LIGHT PATHS
Diffuse Reflectance * Ambient Light Ray Traced and Denoised Analytic LTC
REAL-TIME RAY TRACINGSPLITTING THE LIGHT PATHS
+ (Ray Traced and Denoised Ray Traced and Denoised Ray Traced and Denoised
REAL-TIME RAY TRACINGTRANSLUCENCY
OMNIVERSE RTX REAL-TIME
Real-Time target constrains rays and shading invocations per pixel
Naïve Path Tracing with 1-2 samples per pixel is hard to denoise
Splitting light paths
Easier to denoise a cleaner signal
Easier temporal reuse
Improved coherence
Why Split Light Paths?
OMNIVERSE RTX REAL-TIME
Lighting + Denoising based on our past work in UE4
Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising, Edward Liu, Ignacio Llamas, Juan Cañada, Patrick Kelly
Direct Lighting based on Linear Transform of Cosines (LTC)(Heitz et al. 2016, 2017)
Ray Traced Reflections & Denoising borrows from Heitz et al 2018
Combining Analytic Direct Illumination and Stochastic Shadows, Eric Heitz, Stephen Hill and Morgan McGuire
Optional use of DDGI for Diffuse Indirect GI
Dynamic Diffuse Global Illumination, Majercik et al. 2019
Related Work
OMNIVERSE RTX REAL-TIME
Cinematic Lighting in Unreal EngineJerome Plateau, Ignacio Llamas, Marcus Wassmer, Arne Schober, GDC 2018
Ray Tracing in Games with NVIDIA RTXIgnacio Llamas, Edward Liu, GDC 2018
Ray Tracing with Low Sample CountsEdward Liu, SIGGRAPH 2018
Real-Time Global Illumination and CausticsJacopo Pantaleoni, SIGGRAPH 2018
Related Past Presentations
OMNIVERSE RTX DENOISING
NVRTD = NVIDIA Ray Tracing Denoising library
Evolution of GameWorks Ray Tracing Denoising libraries
Our real-time Ray Tracing Denoising algorithms in one library
DXBC and SPIR-V bytecode
Graphics API agnostic:
Target your graphics API abstraction, DX12 or Vulkan
Available to license for binary distribution in Q4 2019
Get source code access too: HLSL + C++
NVRTD
POST PROCESSING
DLSS or Temporal Anti-Aliasing
Depth of Field
FFT Bloom & Lens Flares
Chromatic Aberration
Tonemapping
ACES Color Correction
Film Grain
Finishing the Frame
REAL-TIME RAY TRACINGANIMATION
RAL-TIME RAY TRACINGANIMATION
OMNIVERSE RTX MULTI GPU
Real-Time Path Tracing with high SPP and OptiX AI Denoising
RTX Servers4 to 8 Quadro RTX GPUs per serverMellanox Infiniband NICs (e.g.: 100 Gbit)
Distribute Path Tracing work across many GPUs
Composite, AI Denoise and Post Process on master
Leverage NVIDIA HPC and DL scaling expertise
Near-linear scaling
SCALING ACROSS MULTIPLE RTX SERVERS
OMNIVERSE RTX NEXT
Very High Quality Real-Time PreVis with Multi-GPU Path Tracing
Multi-GPU (10-100x spp) + Temporal reuse (10x spp) + AI Denoising 2.0 (10x)
Continue improving sampling and denoising
Efficient many-light support: NVResearch (Pharr & Clarberg, 2019)
Dynamic Many-Light Sampling for Real-Time Ray Tracing
Fully compliant MDL support in real-time: lift limitations on number of BSDF layers
Post processing: Motion Blur, Reshade integration
And a lot more…
FEATURES AND PERF
OMNIVERSE & RTX AT SIGGRAPH 2019
Tuesday 11am - 12:15pm, Room 501AB, NVIDIA Presents:NVIDIA Omniverse: An Open, USD Based Collaboration Platform for Constructing and Simulating Virtual Worlds, Michael Kass, Frank DeLise, Tae-Yong Kim (NVIDIA)
Tuesday 2pm - 3pm, Room 501AB, NVIDIA Presents: Optimizing and Deploying Ray-Traced Dynamic Global Illumination, Morgan McGuire (NVIDIA)
Tuesday 2pm - 5:15pm, Room 408AB, SIGGRAPH Course: Open Problems in Real-Time Rendering, moderators: Natalya Tatarchuk (Unity Technologies), Aaron Lefohn (NVIDIA)
Wednesday 9am - 10:45am, Room 501AB, NVIDIA Presents: Ray Tracing Special Topics, Latest Research
Wednesday 10:45am - 12:15pm, Room 501AB, NVIDIA Presents: Advanced Real-Time Ray Tracing Tutorial, Pawel Koslowski, Evan Hart, Alex Dunn, Aurelio Reis (NVIDIA)
Wednesday noon - 12:25pm, NVIDIA booth #1313, Booth Talk: Collaborative Workflow for Media and Entertainment, Boris Ustaev (NVIDIA)
Wednesday 2pm - 5:15pm, Room 501AB, NVIDIA Presents: Ray Tracing Gems 1.1
Too Many more to list! See Eric Haine’s page for all the Ray Tracing content at SIGGRAPH 2019: http://www.realtimerendering.com/raytracing/roundup.html
FOUR OMNIVERSE-BASED DEMOS AT THE NVIDIA BOOTHAND DON’T MISS THESE TALKS
THANK YOU!