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Dr. Morgan McGuire | NVIDIA Research THE VIRTUAL FRONTIER: COMPUTER GRAPHICS CHALLENGES IN VIRTUAL REALITY

THE VIRTUAL FRONTIER - GTC On-Demand …on-demand.gputechconf.com/gtc-eu/2017/presentation/23262-morgan... · Script Characters Costumes Sets User Input * Includes depth of field,

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Page 1: THE VIRTUAL FRONTIER - GTC On-Demand …on-demand.gputechconf.com/gtc-eu/2017/presentation/23262-morgan... · Script Characters Costumes Sets User Input * Includes depth of field,

Dr. Morgan McGuire | NVIDIA Research

THE VIRTUAL FRONTIER:COMPUTER GRAPHICS CHALLENGES IN VIRTUAL REALITY

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3

NVIDIA RESEARCH120 World-Class Ph.D. Researchers

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4

VISION

Today, everyone is a high-performance computer user, with

GPUs in phones, tablets, desktops, game consoles, and cars

1977 HPC 2017 HPC1997 HPC

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5

Power User Technology Pervasive

FUTURE VR

VISION

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6

1. Virtual reality will be the new interface to computing for everyone

2. Virtual reality requires a new graphics systemsensors, algorithms, physics, rendering, AI, data structures, processors, optics, and displays

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7

MODERN GRAPHICS SYSTEMS

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8

VISUAL FIDELITY OF FILM CGI

Deadpool (Marvel)

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9

VISUAL FIDELITY OF FILM CGI

Deadpool (Marvel)

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10

FILM CGI: CONCEPT TO PHOTONS

Path TracerScreen24 Hz9 Mpix

Composite &Color Grade

(Hours)

ScriptCharactersCostumes

Sets

Direction

Renderer DisplayPreproduction

PerformanceModelingRigging

AnimationTexturingLighting

Simulation

Production

ParticlesTriangles

Sub-D

Primitives

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12

ProductionPreproduction Renderer Display

3D GAME SYSTEM

Display30Hz2 MPix

PerformanceModelingRigging

AnimationTexturingLighting

Simulation

ScriptCharactersCostumes

Sets

RasterizationShadowMaps

AO ShadePost FX*

User Input

Direction

* Includes depth of field, reflections, fog, color grading, motion blur, antialiasing

Primitives

ParticlesTriangles

HDMI, Sync

AINetwork

Simulation

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13

3D GAME SYSTEM

Display30Hz2 MPix

Direction

PerformanceModelingRigging

AnimationTexturingLighting

Simulation

ScriptCharactersCostumes

Sets

User Input

* Includes depth of field, reflections, fog, color grading, motion blur, antialiasing

ProductionPreproduction Renderer Display

ParticlesTriangles

Primitives

RasterizationShadowMaps

AO Shade PostFX*HDMI, Sync

AINetwork

Simulation

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14

Primitives Renderer Display

3D GAME SYSTEM

Display30Hz2 MPix

ParticlesTriangles Rasterization

ShadowMaps

AO Shade Post FX*

AINetwork

Simulation

User Input

HDMI, Sync

* Includes depth of field, reflections, fog, color grading, motion blur, antialiasing

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15

Primitives Renderer Display

3D GAME SYSTEM

Display30Hz2 MPix

ParticlesTriangles Rasterization

ShadowMaps

AO Shade Post FX*

AINetwork

Simulation

User Input

HDMI, Sync

* Includes depth of field, reflections, fog, color grading, motion blur, antialiasing

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16Star Wars: Battlefront II (DICE)

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1717 Forza Motorsport 6 (Turn 10 Studios)

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7X THROUGHPUT INCREASE

3D GAME = 60 MPIX/S(1920 X 1080 @ MIN 30 FPS)

MODERN VR = 450 MPIX/S(3024 X 1680* @ MIN 90 FPS)

1920

1080

1512

1680

1512

* VR render resolution

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19

Primitives Renderer Display

3D GAME SYSTEM

Display30Hz2 MPix

ParticlesTriangles Rasterization

ShadowMaps

AO Shade Post FX*

AINetwork

Simulation

User Input

HDMI, Sync

* Includes depth of field, reflections, fog, color grading, motion blur, antialiasing

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20

Display90 Hz5 MPix

ParticlesTriangles Rasterization

ShadowMaps

AO Shade Post FX*

AINetwork

Simulation

User Input

HDMI, Sync

* Includes depth of field, reflections, fog, color grading, motion blur, antialiasing

3D GAME SYSTEM

Primitives Renderer Display

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21

Primitives Renderer

Head Tracking

HMD

ParticlesTriangles Rasterization

ShadowMaps

Time Warp

AINetwork

Simulation

User Input and Tracking

HDMI, Sync

MODERN VR SYSTEM

Display90 Hz5 MPix

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22

LENS DISTORTION

User’s ViewPredistorted Image Optics

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23

Renderer

Head Tracking

HMD

ParticlesTriangles Rasterization

ShadowMaps

Time Warp +Lens Distortion

AINetwork

Simulation

User Input and Tracking

HDMI, Sync

MODERN VR SYSTEM

Display90Hz

Primitives

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24

1. Virtual reality will be the new interface to computing for everyone

2. Virtual reality requires a new graphics systemsensors, algorithms, data structures, processors, and displays

3. Pascal architecture upgrades the gaming system to modern VRwarping, lens matched shading, multiprojection, stereo projection, variable resolution

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25

FUTURE GRAPHICS SYSTEMS

The remainder of the talk describes active research,including new results not previously presented in public.

These are not products.

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LIMITS OF HUMAN PERCEPTION

x (120 pixels/degree)2

≈ 400,000,000 pixels= 200 x 1080p TVs

220o Horizontalx 135o Vertical

100,000x to 1Mx beyond modern VR

+ High dynamic range (x2), photorealistic dynamic lighting (x10,000), …

x 240 Hz

Modern VR = 450 Mpix/s

Future VR = 100,000 Mpix/s

Head image from http://jeffsearle.blogspot.com/2015/09/drawing-head-from-different-angles.html

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27

Display90Hz

ParticlesTriangles

FoveatedRasterization

ShadowMaps

Time Warp +Lens Distortion

AINetwork

Simulation

User Input and Tracking

HDMI, Sync

FOVEATED RENDERING

Eye Tracking

Primitives Renderer

Head Tracking

HMD

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FOVEATED RENDERINGConventional Approach: Aliasing

Patney et al., Towards Foveated Rendering for Gaze-Tracked Virtual Reality, SIGGRAPH Asia 2016Patney et al., Towards Foveated Rendering for Gaze-Tracked Virtual Reality, SIGGRAPH Asia 2016

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29

FOVEATED RENDERINGOur Approach: Perceptually Optimized

Patney et al., Towards Foveated Rendering for Gaze-Tracked Virtual Reality, SIGGRAPH Asia 2016

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31

Primitives

Display90Hz

ParticlesTriangles

FoveatedRasterization

ShadowMaps

Time Warp +Lens Distortion

AINetwork

Simulation

User Input and Tracking

HDMI, Sync

BEYOND TRIANGLES

PointsText

VoxelsLight Fields

Eye Tracking

Head Tracking

Renderer HMD

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32McGuire et al., Real-time global illumination with light field probes, I3D 2017

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33

Renderer HMDPrimitives

Display90Hz

ParticlesTriangles

AINetwork

Simulation

User Input and Tracking

HDMI, Sync

COMPUTATIONAL DISPLAYS

FoveatedRasterization

ShadowMaps

Time WarpPointsText

VoxelsLight Fields

VarifocalLens Distortion

Light Field

Eye Tracking

Head Tracking

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34

COMPUTATIONAL DISPLAYSLight Field Display

GPU Output Display Prototype Observed Image

Lanman and Luebke, Near-Eye Light Field Displays, SIGGRAPH Asia 2013

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COMPUTATIONAL DISPLAYSVarifocal Optics

Hologram

Akşit et al., Varifocal Virtuality: A Novel Optical Layout for Near-Eye Display, SIGGRAPH 2017 Emerging Technologies

Curved sunglassesLaser

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COMPUTATIONAL DISPLAYSVarifocal Optics

Dunn et al, Wide field of view varifocal near-eye display using see-through deformable membrane mirrors, Proc. of IEEE VR 2017

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37

Head Tracking

ParticlesTriangles

PointsText

2½D VideoVoxels

Light Fields

RendererPrimitives HMD

Display90Hz

Renderer

AINetwork

Simulation

User Input and Tracking

HDMI, Sync

PNEUMATIC HAPTICS

FoveatedRasterization

ShadowMaps

Time WarpVarifocal

Lens Distortion

Haptics

ParticlesTriangles

PointsText

2½D VideoVoxels

Light Fields

Primitives

Light Field

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38

Display90Hz

AINetwork

Simulation

User Input and Tracking

HDMI, Sync

LOW LATENCYHierarchical Rendering

FoveatedRasterization

ShadowMaps

Time WarpVarifocal

Lens Distortion

Haptics

Remote GPU

Head Tracking

Light Field

Eye Tracking

ParticlesTriangles

PointsText

2½D VideoVoxels

Light Fields

RendererPrimitives HMD

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39

LOW LATENCYHierarchical Rendering

Crassin et al., CloudLight: A system for amortizing indirect lighting in real-time, JCGT 2015

Wearable TegraLocal GeForce

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LOW LATENCYHierarchical Rendering

Wearable TegraCloud GRID Platform

Tesla GPULocal GeForce

Crassin et al., CloudLight: A system for amortizing indirect lighting in real-time, JCGT 2015

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41

LOW LATENCYHierarchical Rendering

Wearable Tegra

Compressed lighting data

High speed network

Cloud GRID PlatformTesla GPU

Crassin et al., CloudLight: A system for amortizing indirect lighting in real-time, JCGT 2015

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42

Primitives

Head Tracking

ParticlesTriangles

PointsText

2½D VideoVoxels

Light Fields

Renderer HMD

AINetwork

Simulation

User Input and Tracking

HDMI, Sync

LOW LATENCYBinary Frames

FoveatedRasterization

ShadowMaps

Eye Tracking

Time Warp +Varifocal

Lens Distortion

Haptics

Remote GPU

Deep FocusDisplay

16000 Hz

Light Field

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43

ULTRA LOW LATENCY & HIGH THROUGHPUTBinary Frames

Lincoln et al., From Motion to Photons in 80 Microseconds: Towards Minimal Latency for Virtual and Augmented Reality, IEEE VR 2016

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44

LOW LATENCYBinary Frames

Lincoln et al., From Motion to Photons in 80 M icroseconds: Towards M inimal Latency for Virtual and Augmented Reality, IEEE VR 2016

0.08 ms

Motion Initiated

Data Received

Pixel Transmitted

Light Emitted

1

2

3

4

C1 C2 Dly

27.560µs

C1 C3 Dly

74.360µs

C1 C4 Dly

97.312µs

C2 C3 Dly

46.802µs

Ch1

Ch3

2.00 V

2.00 V

BWCh1

Ch3

2.00 VCh2

Ch4 1.00 VΏ BW

M 20.0µs Ch1 √ 1.20 V

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45

LOW LATENCYOn-HMD Warping

Hardware Warping Prototype Photographed in HMD Warped Static Point Set

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46

ParticlesTriangles

AINetwork

Simulation

User Input and Tracking

HDMI, Sync

RAY & PATH TRACING

FoveatedRasterization

ShadowMaps

Eye Tracking

PointsText

VoxelsLight Fields

Time Warp +Varifocal

Lens Distortion

Haptics

Remote GPU

Deep FocusDisplay16000Hz

Denoising

Light Field

Renderer HMDPrimitives

Head Tracking

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47

PATH TRACING10 rays/path

Deadpool (Marvel)

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48Deadpool (Marvel)

PATH TRACING10 rays/path

Visualization of path tracing noise

1 path/pixel

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10 rays/path1000 paths/pixel

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DENOISING PATH TRACINGNaïve Real-time Result

Chaitanya et al., Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoder, SIGGRAPH 2017

Schied et al., Spatiotemporal variance guided filtering: real-time reconstruction for path tracing, High Performance Graphics 2017

Mara et al., An efficient denoising algorithm for global illumination, High Performance Graphics 2017

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DENOISING PATH TRACINGDenoised Real-Time Result

Chaitanya et al., Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoder, SIGGRAPH 2017

Schied et al., Spatiotemporal variance guided filtering: real-time reconstruction for path tracing, High Performance Graphics 2017

Mara et al., An efficient denoising algorithm for global illumination, High Performance Graphics 2017

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Chaitanya et al., Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoder, SIGGRAPH 2017

Schied et al., Spatiotemporal variance guided filtering: real-time reconstruction for path tracing, High Performance Graphics 2017

Mara et al., An efficient denoising algorithm for global illumination, High Performance Graphics 2017

DENOISING PATH TRACING

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53NVIDIA CONFIDENTIAL. DO NOT DISTRIBUTE.

AI GRAPHICS NVIDIA RESEARCH

AI Facial Animation

SIGGRAPH 2017

AI Denoising

AI Anti-Aliasing AI Light Transport

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54

Display90Hz

ParticlesTriangles Rasterization

ShadowMaps

Time Warp +Lens Distortion

AINetwork

Simulation

User Input and Tracking

HDMI, Sync

MODERN VR SYSTEM

Primitives Renderer HMD

Head Tracking

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55

Primitives

ParticlesTriangles

AINetwork

Simulation

User Input and Tracking

HDMI, Sync

FUTURE VR SYSTEM

FoveatedRasterization

ShadowMaps

Eye Tracking

PointsText

VoxelsLight Fields

Time Warp +Varifocal

Lens Distortion

Haptics

Light Field

Remote GPU

Deep FocusDisplay16000Hz

Denoising

Renderer HMD

Head Tracking

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56

1. Virtual reality will be the new interface to computing for everyone

2. Pascal architecture upgrades the gaming system to modern VR

GPU warping, lens matched shading, multiprojection, stereo projection, variable resolution

3. NVIDIA is innovating for a revolutionary new future VR system

computational displays, varifocal optics, foveated & cloud rendering, light fields, binary frames, on-display warping, beam racing, haptics, path tracing, denoising

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57

http://research.nvidia.com

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58

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59

MODERN VR EXPERIENCES

Mechanics & DesignThe Climb (Crytek)SUPERHOT (Superhot Team)

Narrative & CharactersThe Labs (Valve)

Simulation & PerformanceNVIDIA VR Funhouse

ContentGoogle Earth VR

+Batman replacing Aperture

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60

PROJECTOR-BASED DISPLAY

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61The Vanishing of Ethan Carter (The Astronauts)

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62

CHALLENGE: FOCUS CUES

Video from Narain et al., Optimal Presentation of Imagery with Focus Cueson Multi-Plane Displays, SIGGRAPH 2015

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BEYOND TRIANGLESLight Fields

McGuire et al., Real-time global illumination with light field probes, I3D 2017

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64

NVIDIA AR/VR RESEARCH

Computational Displays Light field displays and varifocal optics

Foveated Rendering Perceptually-guided rendering for massive throughput

Ultra-Low Latency Hierarchical & binary rendering, beam racing, near-display warp

Beyond Triangles Points, voxels, light fields, and text

Path Tracing Extending ray tracing leadership to cinematic quality rendering

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NVIDIA VRWORKS SDKSIG

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BRINGING REALITY TO VR

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NVIDIA HOLODECKHANDS-ON DEMO AT SIGGRAPH

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NVIDIA PROJECT HOLODECKPH

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NVIDIA VRWORKS & PASCALAccelerating Modern VR

GRAPHICS HEADSET AUDIOTOUCH & PHYSICS

PROFESSIONAL

VIDEO

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VRWORKS & PASCALHardware Acceleration for Modern VR

Single-Pass StereoLens Matched Shading & Multiprojection

Preemption for Timewarp

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VRWORKS & PASCAL

PhysX Flex

Hairworks Flow

VRWorks Audio

Cloth

Hardware Acceleration for Modern VR

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FOVEATED RENDERING

High-fidelity foveal

pixels

Low-fidelity peripheral

pixels