Visual Computing Meets AI:
|
|
- Leonard Fields
- 5 years ago
- Views:
Transcription
1 Visual Computing Meets AI: Intelligent Simulated Reality Philipp Slusallek Klaus Fischer, Rainer Jochem, Matthias Klusch, Werner Stefan Georg Demme, Hilko Hoffmann German Research Center for Artificial Intelligence (DFKI), Cluster of Excellence MMCI, and Saarland University
2 Overview Who am I? What is Computer Graphics? Research so far: Computer Graphics Research in SB Trends in Graphics Ongoing and Future Research Intelligent Simulated Reality Scientific Challenges Ongoing Work Some Outlook
3 Philipp Slusallek Study of Physics in Frankfurt and Tübingen (M.Sc.) PhD in Computer Graphics, Erlangen University Visiting Assistant Professor, Stanford University, US Full Professor for Computer Graphics, Saarbrücken First company (Architecture Visualization) Two Spin-Offs (Motama, intrace) Dean, University Senate, IT steering committee, Founding speaker, Competence Center CS, SB PI Ex.-Cluster Multimodal Computing and Interaction Sabbatical at Nvidia Research, Santa Clara Clara,, US Director DFKI-SB: Agents and Simulated Reality
4 Systems Oriented Graphics Research at University Graphics Lab Realtime Ray Tracing (OpenRT) Network Integrated Multimedia (NMM) Realtime Lighting Simulation Massive Models, Visualization Graphics Hardware Distributed Multimedia Middleware Future Rich-Media Applications Home-Entertainment, IPTV & HDTV Virtual-Reality 3D-Internet, 3D-GUI, Interaction Techniques
5 Image Synthesis / Rendering Global Operator Ray-Tracing/Visibility Rendering Equation L( x, ω o ) = Le ( x, ω o ) + Ω + = Le ( x, ω o ) + Ω + f r (ω o, x, ω i ) Li (x, ω i ) cos θ i dω i f r (ω o, x, ω i ) L ( y ( x, ω i ), ω i ) cos θ i dω i L = Le + TL = Le + TLe + TT L = = i T Le with T < 1 i= 0 Fredholm Equation of the 2nd kind L(x,w): Radiance [Watt /sr/m2] Challenge Solving complex, -dim. integrals with singularities Inherently recursive, massive FLOPS
6 Rasterization Primitive Operation of All Graphics Hardware!! Scan convert a single triangle at a time Ray casting with single origin and through fixed grid No recursion, no adaptivity, Sequentially Processes Every Triangle Individually No access to more than one triangle But most effects need access to the world: shadows, reflection, global illumination
7 Ray-Tracing Pipeline L ( x, ω o ) = Le ( x, ω o ) + Ω = Le ( x, ω o ) + Ω + + f r (ω o, x, ω i ) Li (x, ω i ) cos θ i dω i f r (ω o, x, ω i ) L ( y ( x, ω i ), ω i ) cos θ i dω i L = Le + TL = Le + TLe + TT L = = i T Le with T < 1 i= 0 Ray Generation Traversal Intersection Shading Framebuffer
8 1999 Some argue that in the very long term, rendering may best be solved by some variant of ray tracing tracing,, in which huge numbers of rays sample the environment for the eye eye s view of each frame. Real-Time Rendering, 1st edition, page 391, 1999
9 1999 Some argue that in the very long term, rendering may best be solved by some variant of ray tracing tracing,, in which huge numbers of rays sample the environment for the eye eye s view of each frame. And there will also be colonies on Mars, underwater cities, and personal jet packs. Real-Time Rendering, 1st edition, page 391, 1999
10 2006 Ray Tracing is now in the Main Stream Scientific American Issue August 2006
11 Ray-Tracing im Mainstream Bild der Wissenschaft, Jan'07 Spektrum der Wissenschaft, April'07
12 Today: Ray Tracing in Industry Industry giants competing for ray tracing IBM: CAS project to support RT on Cell Many-core, x86-based, SMT, wide SIMD (16x) Nvidia: G80 + Better use of parallelism, HW support,... Intel: Larrabee processor (2009/2010) Intel, Nvidia, IBM, Massive many-core, massive SMT, SIMT
13 Previous Work Realtime Ray Tracing Efficient, highly optimized software for Trace packets and frustums instead of individual rays Expose and use coherence to optimize for HW x86 (w/ and w/o SIMD), Itanium, Cell, GPUs,... Large compute clusters (up to 180 CPUs) Rendering library (OpenRT) Basis for spin-off company (intrace GmbH) Basis for many applications
14 Previous Work: Spatial Indices for Dynamic Scenes Find closest hit point along a ray Millions of pixel/frame, 60 frames/s Approach: Subdivide space (kd-tree) or objects (BVH) May have to rebuild/update index each frame Bounding KD-Trees (B-KD Trees) Merge of kd/bvh Well suited to HW Simple intersection Fast update
15 Past Research Results
16 Application in the Car Industry Headlight: 800K triangles, complex reflections and refractions Mercedes: Direct rendering of NURBS, accurate materials
17 VW Visualization Center
18 VW Visualization Center
19 VW Visualization Center
20 Measured Materials (BTFs)
21 Product Visualization at EADS
22 Applications: Realtime Lighting Simulation Illumination in Computer Graphics Local (no shadows) Direct (shadows) Global (with all interreflexions)
23 Application for Lighting Simulation Conference: 280K triangles, 104 area lights Wine glass: physically accurate caustics
24 Application in the Car Industry 250k Photons (3 fps) 25M Photons (11 fps) Switching on the headlight during simulation after accumulation (30s) real photograph
25 Large Model Visualization at Boeing CATIA Model of Boeing 777: 350 million triangles, 30 GB on disk, 2-3 fps on Dual-Opteron
26 Outdoor Environments with full Sky Illumination
27 Outdoor Environments with full Sky Illumination
28 Outdoor Environments with full Sky Illumination
29 Outdoor Environments with full Sky Illumination 12 ~90 10 Triangles
30 Ray Traced Games
31 Ray Tracing on Multi-Core Advantages: Disadvantage High-performance implementations are available Highly flexible environment Scales nicely with # of cores ((~10 ~10 Mrays/s per core core)) Need 30 cores for minimum requirements Not for the mass market any time soon But high-end systems are available Opteron-System (8 CPUs x Quad-Core) 32 cores
32 Ray Tracing on 8-core Cell: 1024 x1024 Scene Triangles Single-Cell Dual ERW Conference 280k Beetle 680k
33 Custom Hardware Implementation
34 D-RPU: High-Level Architecture [GH 2006] Ray-Generation Ray-Traversal Intersection Shading Framebuffer
35 D-RPU: Hardware Architecture FPGA and ASIC fully synthesized from ~8000 lines of high-level HWML description
36 GPU Architecture (Nvidia G80) G80 architecture diagram 128 scalar cores, 1,3 GHz
37 Future Trends in Graphics HW Many-Core Architectures Hundreds to thousands of cores Wide-SIMD SIMD: Single Instruction Multiple data Many cores driven by the same instructions Wide vector operations (SSE: 4, AVX: 8, LRB: 16, G80: 32) Programmable Graphics Less and less fixed-function HW blocks SW algorithms on general purpose processors Efficiency requires new programming models
38 Where are we going from here? Where are we going from here?
39 Structure of New DFKI Research Area Agents and Simulated Reality Philipp Slusallek Intelligent Simulated Reality Hilko Hoffmann Safe and Secure Software Werner Stephan Living Lab: Saarland Visualization Center Georg Demme Multiagent Systems K. Fischer/M. Klusch Computer Graphics Group Saarland University Multimodal Computing and Interaction (TP7) Cluster of Excellence
40 Joint Project: Intelligent Simulated Reality Reality Simulated Illumination, acoustics, traffic, character animation,... Intelligent Large-scale 3D models, highly detailed & realistic,... Multiagent systems, machine learning, speech,... Systems Oriented Research Incrementally build complete system from ground up Building block for NextGen 3D Internet
41 Long Term Goal: Simulated Reality Turing Test Provide an integrated system that provides Framework for Future 3D Internet applications Unified, standards-based semantic 3D world model Middleware for advanced simulation services Scalable, detailed, physically-correct, X3D-based,... Based on semantic web services and P2P communication Semantic information embedded in 3D world Interface to intelligent agents & behavior Formal and hybrid verification of dynamic systems Immersive presentation and interaction environment Indistinguishable from reality
42 Selected Applications Architecture & Outdoor Emerging market Huge and diverse data sets Simulation Design visualization, verification Traffic, crowds, flooding,... Illumination, acoustics,... Virtual heritage 3D dynamic fact base (Wikipedia)
43 Selected Applications Virtual Production Demonstrator Existing Market Simulation & Applications Car industry, suppliers,... Existing contacts (e.g. Avilus) Modular planning and design Functional validation & verification Timing and logistics Training In-house Smart Factory & Robotics Group
44 System Overview USER Realistic Realtime Rendering, 3D-GUI, Semantic Interaction, Tracking, and Immersive Visualization Multiagent Simulation Semantic World Model Traffic Simulation Human Simulation Lighting Simulation Acoustic Simulation P2P Middleware Ontology Services Animation Generator Sensor Networks Hybrid Verification
45 Why Develop a New System? We don't we build on existing tools & standards We will make those tools available OWLS-MX, WSMO-MX, SAWSDL-MX, OWLS-XPlan,... PIM4Agents, JACK/JADE, xaitment,... EA-prototype, DocTIP/FormalSafe, VSE,... X3D, OpenRT, RTfact, RTSG, NMM,... RTSG, RTfact, NMM, and others will be OpenSource Cooperations with industry (e.g. Avilus) and research We will use the tools ourselves Saarland Visualization Center (new building, 2010)
46 Why Develop a New System? Existing approaches CAD systems (CATIA, AutoCAD, Cinema4D,...) Visualization Systems (IBM DE, AVS, Amira,...) Simulation systems (Umbra, SCIRun, BALLView,...) VR systems (VDP, Lightning, VR Juggler,...) Game Engines (Unreal, Crystal Space, Ogre,...) None comes close to what we need Scalability, openness, generality, accuracy, realism, interactivity, performance, platform independence,... But integration (Cinema4D, Lightning, BallView,...)
47 Scientific Challenges Semantic and Service-Oriented Middleware Semantic service coordination for simulation modules Based on semantic service and scene descriptions Time-constrained, on-the-fly operation Peer-to-peer selection and communication Synchronized distributed computing Appropriate ontologies and semantic annotations Addition of spatial reasoning in semantic selections Integration into common platform
48 Scientific Challenges Agent-Based Software Systems Scalability and dealing with massive data sets Generic interfaces between agents and virtual worlds Describing environmental aspects to agents E.g. simulated agent perception Extensions to PIM4Agents abstract model Modeling reasoning (e.g. BDI) and reactive interface Exploration of common specification techniques Exploiting many-core computing Integration into the common platform
49 Scientific Challenges Hybrid System Verification Elimination Approach: Refinement & optimization Integration into DocTIP Integration into the common platform Translation of problem and claims into FOL Special fixed-point algorithm Which formal semantic data is needed Mapping of platform independent models Visualization of activity sequences and failure traces Modeling safety in the 3D model Evaluate using various application examples Mainly in production system demonstrator
50 Scientific Challenges Immersive Visualization and Interaction Modeling building blocks Scalable and flexible world model Go beyond rendering-optimized scene graphs Build upon X3D standard Novel indexing and access structures (beyond spatial) Distributed worlds Augmented with semantic, material, etc. information Attachments, connections, functionality Use NMM to integrate multimedia processing with 3D Explore novel 3D communication schemes Perception-based display and immersive & interaction
51 RTfact: Generic Concepts for Ray Tracing Goals Provide high-level flexibility AND performance Build efficient layers of abstraction Avoid SSE assembler Write algorithms once, reuse Approach Concepts describe data structures and algorithms C++ template programming maps to target platform Compiler merges code sections through inlining Highly optimized code generation
52 BALLView: Ray Tracing for Bioinformatics
53 From Client-Server to a Network-integrated MM Middleware Applications can run anywhere Even on a mobile device Can fully control entire MM flow-graph Any device and any processing All processing is fully synchronized Even across the network
54 Network-Integrated Multimeda Middleware (NMM) Flow graph for local and distributed media processing Host A Host B NMM {
55 Example: Cell and PS3 Efficient Many-Core Computing Joint Project with IBM Böblingen Many incoming HD video streams Flexible SW decoding and processing on SPEs Usage scenario for Consumer Electronics Optimized communication between cores Direct communication between SPEs Low latency, low memory bandwidth Directly applicable to Larrabee (Intel) as well Optimized inter-core transport via small L2 caches
56 Example: Remote Rendering and Video Wall Combining RTRT and NMM Rendering servers multiplex data to display clients Compression and streaming of video data Display client can also be a web browser Master Server Ray Tracing Client Display Client Ray Tracing Client Display Client
57 NMM: Integrating Multimedia and 3D Graphics Arbitrary Input Arbitrary Output Tone mapping, image processing, tracking,... Full Control Streaming, feedback, virtual devices: display walls,... Flexible Processing Streaming media, any local or remote devices,... Multimedia nodes are part of the X3D scene graph... and streaming 3D scene updates
58 Multi Agent Technology What are agents? Think about Ant populations Autonomously acting software modules Each one not too complicated Interacting with each other and the world Communication and negotiation Reactive and proactive (planning) behavior Where are they used? Modeling business processes Modeling behavior of virtual characters
59 Steel Mill Saarstahl Völklingen
60 Iron from blast furnace Preprocessing Steel Mill Saarstahl Völklingen Steelwork Steel converters Refinement Continuous Casting Further processing
61 Agent Technology at Saarstahl Völklingen User Planning Agent Device Agent Device Agent Device Agent Device Agent Batch Agent Batch Agent Batch Agent Batch Agent
62 Agent Technology in Simulated Reality Game-AI by xaitment GmbH Spin-Off of Multiagent Group Used as the basis multi-agent engine Integration and extension Adding of abstract modeling component (PIM4Agents) Scientific challenges: How to describe agents behavior? How do agents perceive the environment? How do agents interact with the environment? How to implement agents efficiently?
63 Agent Technology in Simulated Reality Convergence of Agents and Graphics Ray tracing for collision detection Parallel multi-agent systems Can reuse ray tracing, acoustics, lighting,... Semantic 3D world model But yet more irregular than ray tracing Agents observe the world around them Reuse of index data Streets, lanes, other cars, road conditions,... Rule base (control/data driven) Traffic rules, character of driver,...
64 Ongoing Work: City Along the River Engaging Citizens through VR
65 Ongoing work: Architectural Visualization University Campus
66 Apply Technology Ourselves: Saarland Visualization Center DFKI Living Lab Driven mainly by industry and other partnes Technology transfer Visualization services Research collaborations Meeting and demo facilities Forum for presenting research Outreach activities Window to the world
67 Collaborations Industry Intel, Nvidia, IBM, xaitment, Motama, Saarstahl,... Research DFKI Computer Graphics Group & M²CI (UdS) RTSG, RTfact, NMM, GPUs, MC methods, visualization,... Fraunhofer IAO & MPI Tübingen Carmina, Vital, i2home, FormalSafe/DocTIP, Shape, COIN,... Lighting, VR applications, interaction devices & perception DERI & Trinity College (Ireland) Semantic annotation and coordination & crowd computing
68 Conclusion Main goals of ISReal Methodology Integrate AI and graphics Build solid platform for research and industry Exploit this platform for new projects Build a working system quickly w/ existing technology Start using the system in projects to find limitations Direct research to overcome them Important basis for Future 3D Internet
69 Interested? Questions? DFKI Informatik Saarland
Part IV. Review of hardware-trends for real-time ray tracing
Part IV Review of hardware-trends for real-time ray tracing Hardware Trends For Real-time Ray Tracing Philipp Slusallek Saarland University, Germany Large Model Visualization at Boeing CATIA Model of Boeing
More informationMassive Model Visualization using Real-time Ray Tracing
Massive Model Visualization using Real-time Ray Tracing Eurographics 2006 Tutorial: Real-time Interactive Massive Model Visualization Andreas Dietrich Philipp Slusallek Saarland University & intrace GmbH
More informationComputing. Philipp Slusallek
Software-Based HighPerformance Graphics Computing Philipp Slusallek German Research Center for Artificial Intelligence (DFKI) Intel Visual Computing Institute Saarland University, Computer Graphics Group
More informationB-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes
B-KD rees for Hardware Accelerated Ray racing of Dynamic Scenes Sven Woop Gerd Marmitt Philipp Slusallek Saarland University, Germany Outline Previous Work B-KD ree as new Spatial Index Structure DynR
More informationEnabling immersive gaming experiences Intro to Ray Tracing
Enabling immersive gaming experiences Intro to Ray Tracing Overview What is Ray Tracing? Why Ray Tracing? PowerVR Wizard Architecture Example Content Unity Hybrid Rendering Demonstration 3 What is Ray
More informationComputer Graphics. - Ray Tracing I - Marcus Magnor Philipp Slusallek. Computer Graphics WS05/06 Ray Tracing I
Computer Graphics - Ray Tracing I - Marcus Magnor Philipp Slusallek Overview Last Lecture Introduction Today Ray tracing I Background Basic ray tracing What is possible? Recursive ray tracing algorithm
More information3D-Visualisierung im Internet
3D-Visualisierung im Internet mit XML3D Philipp Slusallek Kristian Sons German Research Center for Artificial Intelligence (DFKI) FB Agenten und Simulierte Realität Intel Visual Computing Institute Saarland
More informationNVIDIA Case Studies:
NVIDIA Case Studies: OptiX & Image Space Photon Mapping David Luebke NVIDIA Research Beyond Programmable Shading 0 How Far Beyond? The continuum Beyond Programmable Shading Just programmable shading: DX,
More informationRay Tracing with Multi-Core/Shared Memory Systems. Abe Stephens
Ray Tracing with Multi-Core/Shared Memory Systems Abe Stephens Real-time Interactive Massive Model Visualization Tutorial EuroGraphics 2006. Vienna Austria. Monday September 4, 2006 http://www.sci.utah.edu/~abe/massive06/
More informationEnhancing Traditional Rasterization Graphics with Ray Tracing. October 2015
Enhancing Traditional Rasterization Graphics with Ray Tracing October 2015 James Rumble Developer Technology Engineer, PowerVR Graphics Overview Ray Tracing Fundamentals PowerVR Ray Tracing Pipeline Using
More informationRay Tracing. Computer Graphics CMU /15-662, Fall 2016
Ray Tracing Computer Graphics CMU 15-462/15-662, Fall 2016 Primitive-partitioning vs. space-partitioning acceleration structures Primitive partitioning (bounding volume hierarchy): partitions node s primitives
More informationThe OpenRT Real-Time Ray-Tracing Project
ntroduction The OpenRT Real-Time Ray-Tracing Project 서강대학교 Computer Graphics 연구실 July 22, 2008 ntroduction Project Summary Origin Goal Consists of RTRT realtime-raytracing project of the University of
More informationINFOGR Computer Graphics. J. Bikker - April-July Lecture 11: Acceleration. Welcome!
INFOGR Computer Graphics J. Bikker - April-July 2015 - Lecture 11: Acceleration Welcome! Today s Agenda: High-speed Ray Tracing Acceleration Structures The Bounding Volume Hierarchy BVH Construction BVH
More informationSiggraph Asia December 2011
Siggraph Asia December 2011 Advanced Graphics Always Core to NVIDIA Worldwide Leader in GPU Development & Professional Graphics Advanced Rendering Commitment 2007 Worldwide Leader in GPU Development &
More informationBlue-Steel Ray Tracer
MIT 6.189 IAP 2007 Student Project Blue-Steel Ray Tracer Natalia Chernenko Michael D'Ambrosio Scott Fisher Russel Ryan Brian Sweatt Leevar Williams Game Developers Conference March 7 2007 1 Imperative
More informationComputer Graphics. - Introduction - Philipp Slusallek. Philipp Slusallek. Computer Graphics WS 2018/19
Computer Graphics - Introduction - Overview Today Administrative stuff History of Computer Graphics (CG) Next lecture Overview of Ray Tracing General Information Core Lecture (Stammvorlesung) Applied Computer
More informationMULTIMEDIA PROCESSING ON MANY-CORE TECHNOLOGIES USING DISTRIBUTED MULTIMEDIA MIDDLEWARE
MULTIMEDIA PROCESSING ON MANY-CORE TECHNOLOGIES USING DISTRIBUTED MULTIMEDIA MIDDLEWARE Michael Repplinger 1,2, Martin Beyer 1, and Philipp Slusallek 1,2 1 Computer Graphics Lab, Saarland University, Saarbrücken,
More informationRendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker
Rendering Algorithms: Real-time indirect illumination Spring 2010 Matthias Zwicker Today Real-time indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant
More informationRTfact. Concepts for Generic Ray Tracing. Iliyan Georgiev. Computer Graphics Group Saarland University Saarbrücken, Germany
RTfact Concepts for Generic Ray Tracing Iliyan Georgiev Computer Graphics Group Saarland University 66123 Saarbrücken, Germany A thesis submitted in partial satisfaction of the requirements for the degree
More informationAccelerating Realism with the (NVIDIA Scene Graph)
Accelerating Realism with the (NVIDIA Scene Graph) Holger Kunz Manager, Workstation Middleware Development Phillip Miller Director, Workstation Middleware Product Management NVIDIA application acceleration
More informationRTfact: Concepts for Generic and High Performance Ray Tracing
RTfact: Concepts for Generic and High Performance Ray Tracing Ray tracers are used in RT08 papers Change packet size? Change data structures? No common software base No tools for writing composable software
More information3D on the Web Why We Need Declarative 3D Arguments for an W3C Incubator Group
3D on the Web Why We Need Declarative 3D Arguments for an W3C Incubator Group Philipp Slusallek Johannes Behr Kristian Sons German Research Center for Artificial Intelligence (DFKI) Intel Visual Computing
More informationPhilipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination
Realistic Image Synthesis - Instant Global Illumination - Karol Myszkowski Overview of MC GI methods General idea Generate samples from lights and camera Connect them and transport illumination along paths
More informationNVIDIA DESIGNWORKS Ankit Patel - Prerna Dogra -
NVIDIA DESIGNWORKS Ankit Patel - ankitp@nvidia.com Prerna Dogra - pdogra@nvidia.com 1 Autonomous Driving Deep Learning Visual Effects Virtual Desktops Visual Computing is our singular mission Gaming Product
More informationReal-Time Ray Tracing Using Nvidia Optix Holger Ludvigsen & Anne C. Elster 2010
1 Real-Time Ray Tracing Using Nvidia Optix Holger Ludvigsen & Anne C. Elster 2010 Presentation by Henrik H. Knutsen for TDT24, fall 2012 Om du ønsker, kan du sette inn navn, tittel på foredraget, o.l.
More informationComputer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)
Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Raytracing Global illumination-based rendering method Simulates
More informationRealistic Image Synthesis
Realistic Image Synthesis Philipp Slusallek Karol Myszkowski Tobias Ritschel SS2015 Realistic Image Synthesis 1 Outline Today: Course Overview Administrative information Real-world applications Syllabus
More informationDuksu Kim. Professional Experience Senior researcher, KISTI High performance visualization
Duksu Kim Assistant professor, KORATEHC Education Ph.D. Computer Science, KAIST Parallel Proximity Computation on Heterogeneous Computing Systems for Graphics Applications Professional Experience Senior
More informationINFOMAGR Advanced Graphics. Jacco Bikker - February April Welcome!
INFOMAGR Advanced Graphics Jacco Bikker - February April 2016 Welcome! I x, x = g(x, x ) ε x, x + S ρ x, x, x I x, x dx Today s Agenda: Introduction Ray Distributions The Top-level BVH Real-time Ray Tracing
More informationIllumination Algorithms
Global Illumination Illumination Algorithms Digital Lighting and Rendering CGT 340 The goal of global illumination is to model all possible paths of light to the camera. Global Illumination Global illumination
More informationOn-the-fly Vertex Reuse for Massively-Parallel Software Geometry Processing
2018 On-the-fly for Massively-Parallel Software Geometry Processing Bernhard Kerbl Wolfgang Tatzgern Elena Ivanchenko Dieter Schmalstieg Markus Steinberger 5 4 3 4 2 5 6 7 6 3 1 2 0 1 0, 0,1,7, 7,1,2,
More informationEffects needed for Realism. Computer Graphics (Fall 2008) Ray Tracing. Ray Tracing: History. Outline
Computer Graphics (Fall 2008) COMS 4160, Lecture 15: Ray Tracing http://www.cs.columbia.edu/~cs4160 Effects needed for Realism (Soft) Shadows Reflections (Mirrors and Glossy) Transparency (Water, Glass)
More informationRay Tracing: Whence and Whither?
Ray Tracing: Whence and Whither? Dave Edwards April 24, 2008 Introduction Rendering Input: description of a scene (geometry, materials) Ouput: image or images (i.e., movie) Two main components Computing
More informationLecture 4 - Real-time Ray Tracing
INFOMAGR Advanced Graphics Jacco Bikker - November 2017 - February 2018 Lecture 4 - Real-time Ray Tracing Welcome! I x, x = g(x, x ) ε x, x + න S ρ x, x, x I x, x dx Today s Agenda: Introduction Ray Distributions
More informationDr. Klaus Fischer. Multiagent Systems Group DFKI GmbH Saarbrücken, Germany ICAART
Technologies for Semantic Interoperability in SOA Systems: Agent Technologies Dr. Klaus Fischer Multiagent Systems Group DFKI GmbH Saarbrücken, Germany ICAART 2011 1 Overview Context at DFKI An MDA Approach
More informationFinal Project: Real-Time Global Illumination with Radiance Regression Functions
Volume xx (200y), Number z, pp. 1 5 Final Project: Real-Time Global Illumination with Radiance Regression Functions Fu-Jun Luan Abstract This is a report for machine learning final project, which combines
More informationComputer Graphics Ray Casting. Matthias Teschner
Computer Graphics Ray Casting Matthias Teschner Outline Context Implicit surfaces Parametric surfaces Combined objects Triangles Axis-aligned boxes Iso-surfaces in grids Summary University of Freiburg
More informationPantaRay: Fast Ray-traced Occlusion Caching of Massive Scenes J. Pantaleoni, L. Fascione, M. Hill, T. Aila
PantaRay: Fast Ray-traced Occlusion Caching of Massive Scenes J. Pantaleoni, L. Fascione, M. Hill, T. Aila Agenda Introduction Motivation Basics PantaRay Accelerating structure generation Massively parallel
More informationSung-Eui Yoon ( 윤성의 )
CS380: Computer Graphics Ray Tracing Sung-Eui Yoon ( 윤성의 ) Course URL: http://sglab.kaist.ac.kr/~sungeui/cg/ Class Objectives Understand overall algorithm of recursive ray tracing Ray generations Intersection
More informationReview for Ray-tracing Algorithm and Hardware
Review for Ray-tracing Algorithm and Hardware Reporter: 邱敬捷博士候選人 Lan-Da Van ( 范倫達 ), Ph. D. Department of Computer Science National Chiao Tung University Taiwan, R.O.C. Summer, 2017 1 2017/7/26 Outline
More informationRealtime Ray Tracing and its use for Interactive Global Illumination
EUROGRAPHICS 2003 STAR State of The Art Report Realtime Ray Tracing and its use for Interactive Global Illumination Ingo Wald Timothy J.Purcell Jörg Schmittler {wald,schmittler,benthin,slusallek}@graphics.cs.uni-sb.de
More informationMIT Monte-Carlo Ray Tracing. MIT EECS 6.837, Cutler and Durand 1
MIT 6.837 Monte-Carlo Ray Tracing MIT EECS 6.837, Cutler and Durand 1 Schedule Review Session: Tuesday November 18 th, 7:30 pm bring lots of questions! Quiz 2: Thursday November 20 th, in class (one weeks
More informationGame Technology. Lecture Physically Based Rendering. Dipl-Inform. Robert Konrad Polona Caserman, M.Sc.
Game Technology Lecture 7 4.12.2017 Physically Based Rendering Dipl-Inform. Robert Konrad Polona Caserman, M.Sc. Prof. Dr.-Ing. Ralf Steinmetz KOM - Multimedia Communications Lab PPT-for-all v.3.4_office2010
More informationHIGHLY PARALLEL COMPUTING IN PHYSICS-BASED RENDERING OpenCL Raytracing Based. Thibaut PRADOS OPTIS Real-Time & Virtual Reality Manager
HIGHLY PARALLEL COMPUTING IN PHYSICS-BASED RENDERING OpenCL Raytracing Based Thibaut PRADOS OPTIS Real-Time & Virtual Reality Manager INTRODUCTION WHO WE ARE 3 Highly Parallel Computing in Physics-based
More informationModeling the Virtual World
Modeling the Virtual World Joaquim Madeira November, 2013 RVA - 2013/2014 1 A VR system architecture Modeling the Virtual World Geometry Physics Haptics VR Toolkits RVA - 2013/2014 2 VR object modeling
More informationInteractive Headlight Simulation A Case Study of Interactive Distributed Ray Tracing
Computer Graphics Group, Saarland University. Technical Report TR-2002-03 (2002) (Editors) Interactive Headlight Simulation A Case Study of Interactive Distributed Ray Tracing Carsten Benthin, Tim Dahmen,
More informationIntroduction to PowerVR Ray Tracing Tuesday 18th March, GDC. James A. McCombe
Introduction to PowerVR Tracing Tuesday 18th March, 2014 @ GDC James A. McCombe What are we launching today? Host CPU Interface Vertex Data Master Control and Register Bus Unified Shading Cluster Array
More informationRendering Part I (Basics & Ray tracing) Lecture 25 December 1, 2015
Rendering Part I (Basics & Ray tracing) Lecture 25 December 1, 2015 What is rendering? Generating an image from a 3D scene model Ingredients Representation of 3D geometry Specification for camera & lights
More informationComputer Graphics. - Introduction to Ray Tracing - Philipp Slusallek
Computer Graphics - Introduction to Ray Tracing - Philipp Slusallek Rendering Algorithms Rendering Definition: Given a 3D scene as input and a camera, generate a 2D image as a view from the camera of the
More informationREAL-TIME GPU PHOTON MAPPING. 1. Introduction
REAL-TIME GPU PHOTON MAPPING SHERRY WU Abstract. Photon mapping, an algorithm developed by Henrik Wann Jensen [1], is a more realistic method of rendering a scene in computer graphics compared to ray and
More informationToday. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing
Today Rendering Algorithms Course overview Organization Introduction to ray tracing Spring 2009 Matthias Zwicker Universität Bern Rendering algorithms Problem statement Given computer representation of
More informationEnhancing Traditional Rasterization Graphics with Ray Tracing. March 2015
Enhancing Traditional Rasterization Graphics with Ray Tracing March 2015 Introductions James Rumble Developer Technology Engineer Ray Tracing Support Justin DeCell Software Design Engineer Ray Tracing
More informationIntroduction to Parallel Programming Models
Introduction to Parallel Programming Models Tim Foley Stanford University Beyond Programmable Shading 1 Overview Introduce three kinds of parallelism Used in visual computing Targeting throughput architectures
More informationSORA: a Service-Oriented Rendering Architecture
SORA: a Service-Oriented Rendering Architecture Michael Repplinger DFKI Saarbrücken, Germany michael.repplinger@dfki.de Alexander Löffler Saarland University, Germany loeffler@cs.uni-sb.de Philipp Slusallek
More informationIntroduction to Multicore architecture. Tao Zhang Oct. 21, 2010
Introduction to Multicore architecture Tao Zhang Oct. 21, 2010 Overview Part1: General multicore architecture Part2: GPU architecture Part1: General Multicore architecture Uniprocessor Performance (ECint)
More informationParallel Physically Based Path-tracing and Shading Part 3 of 2. CIS565 Fall 2012 University of Pennsylvania by Yining Karl Li
Parallel Physically Based Path-tracing and Shading Part 3 of 2 CIS565 Fall 202 University of Pennsylvania by Yining Karl Li Jim Scott 2009 Spatial cceleration Structures: KD-Trees *Some portions of these
More informationCS427 Multicore Architecture and Parallel Computing
CS427 Multicore Architecture and Parallel Computing Lecture 6 GPU Architecture Li Jiang 2014/10/9 1 GPU Scaling A quiet revolution and potential build-up Calculation: 936 GFLOPS vs. 102 GFLOPS Memory Bandwidth:
More informationThe Terrain Rendering Pipeline. Stefan Roettger, Ingo Frick. VIS Group, University of Stuttgart. Massive Development, Mannheim
The Terrain Rendering Pipeline Stefan Roettger, Ingo Frick VIS Group, University of Stuttgart wwwvis.informatik.uni-stuttgart.de Massive Development, Mannheim www.massive.de Abstract: From a game developers
More informationLighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project
To do Continue to work on ray programming assignment Start thinking about final project Lighting Course Outline 3D Graphics Pipeline Modeling (Creating 3D Geometry) Mesh; modeling; sampling; Interaction
More informationMetropolitan Road Traffic Simulation on FPGAs
Metropolitan Road Traffic Simulation on FPGAs Justin L. Tripp, Henning S. Mortveit, Anders Å. Hansson, Maya Gokhale Los Alamos National Laboratory Los Alamos, NM 85745 Overview Background Goals Using the
More informationDigital Reality: Using Trained Models of Reality to Synthesize Data for the Training & Validating Autonomous Systems Philipp Slusallek
Digital Reality: Using Trained Models of Reality to Synthesize Data for the Training & Validating Autonomous Systems Philipp Slusallek German Research Center for Artificial Intelligence (DFKI) Saarland
More informationEffects needed for Realism. Ray Tracing. Ray Tracing: History. Outline. Foundations of Computer Graphics (Spring 2012)
Foundations of omputer Graphics (Spring 202) S 84, Lecture 5: Ray Tracing http://inst.eecs.berkeley.edu/~cs84 Effects needed for Realism (Soft) Shadows Reflections (Mirrors and Glossy) Transparency (Water,
More informationCSE 591: GPU Programming. Introduction. Entertainment Graphics: Virtual Realism for the Masses. Computer games need to have: Klaus Mueller
Entertainment Graphics: Virtual Realism for the Masses CSE 591: GPU Programming Introduction Computer games need to have: realistic appearance of characters and objects believable and creative shading,
More informationInteractive Ray Tracing: Higher Memory Coherence
Interactive Ray Tracing: Higher Memory Coherence http://gamma.cs.unc.edu/rt Dinesh Manocha (UNC Chapel Hill) Sung-Eui Yoon (Lawrence Livermore Labs) Interactive Ray Tracing Ray tracing is naturally sub-linear
More informationFuture Studios Research Lab
GPU TECHNOLOGY WORKSHOP SOUTH EAST ASIA 2014 Future Studios Research Lab The Boy and His Robot Film Case Study Prof SEAH Hock Soon Director Multi-plAtform Game Innovation Centre (MAGIC) Nanyang Technological
More informationReal Time Ray Tracing
Real Time Ray Tracing Programação 3D para Simulação de Jogos Vasco Costa Ray tracing? Why? How? P3DSJ Real Time Ray Tracing Vasco Costa 2 Real time ray tracing : example Source: NVIDIA P3DSJ Real Time
More information5G the next major wireless standard
5G the next major wireless standard Klaus Doppler Director, Radio Communications Nokia Technologies, LABS DREAMS Seminar, Jan. 13, 2015 1 Nokia 2015 International activities on 5G Strong academic & government
More informationAll About the Cell Processor
All About the Cell H. Peter Hofstee, Ph. D. IBM Systems and Technology Group SCEI/Sony Toshiba IBM Design Center Austin, Texas Acknowledgements Cell is the result of a deep partnership between SCEI/Sony,
More informationComputer Graphics Global Illumination
Computer Graphics 2016 14. Global Illumination Hongxin Zhang State Key Lab of CAD&CG, Zhejiang University 2017-01-09 Course project - Tomorrow - 3 min presentation - 2 min demo Outline - Shadows - Radiosity
More informationComputer Graphics. - Introduction - Philipp Slusallek. Philipp Slusallek. Computer Graphics WS 2014/15
Computer Graphics - Introduction - Overview Today Administrative stuff History of Computer Graphics (CG) Next lecture Overview of Ray Tracing General Information Core Lecture (Stammvorlesung) Applied Computer
More informationINFOMAGR Advanced Graphics. Jacco Bikker - February April Welcome!
INFOMAGR Advanced Graphics Jacco Bikker - February April 2016 Welcome! I x, x = g(x, x ) ε x, x + S ρ x, x, x I x, x dx Today s Agenda: Introduction : GPU Ray Tracing Practical Perspective Advanced Graphics
More informationRay Tracing on the Cell Processor
Ray Tracing on the Cell Processor Carsten Benthin Ingo Wald Michael Scherbaum Heiko Friedrich intrace Realtime Ray Tracing GmbH SCI Institute, University of Utah Saarland University {benthin, scherbaum}@intrace.com,
More informationGoal. Interactive Walkthroughs using Multiple GPUs. Boeing 777. DoubleEagle Tanker Model
Goal Interactive Walkthroughs using Multiple GPUs Dinesh Manocha University of North Carolina- Chapel Hill http://www.cs.unc.edu/~walk SIGGRAPH COURSE #11, 2003 Interactive Walkthrough of complex 3D environments
More informationComputer Architecture
Computer Architecture Slide Sets WS 2013/2014 Prof. Dr. Uwe Brinkschulte M.Sc. Benjamin Betting Part 10 Thread and Task Level Parallelism Computer Architecture Part 10 page 1 of 36 Prof. Dr. Uwe Brinkschulte,
More informationNVIDIA GTX200: TeraFLOPS Visual Computing. August 26, 2008 John Tynefield
NVIDIA GTX200: TeraFLOPS Visual Computing August 26, 2008 John Tynefield 2 Outline Execution Model Architecture Demo 3 Execution Model 4 Software Architecture Applications DX10 OpenGL OpenCL CUDA C Host
More informationIntroduction: Modern computer architecture. The stored program computer and its inherent bottlenecks Multi- and manycore chips and nodes
Introduction: Modern computer architecture The stored program computer and its inherent bottlenecks Multi- and manycore chips and nodes Motivation: Multi-Cores where and why Introduction: Moore s law Intel
More informationRendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane
Rendering Pipeline Rendering Converting a 3D scene to a 2D image Rendering Light Camera 3D Model View Plane Rendering Converting a 3D scene to a 2D image Basic rendering tasks: Modeling: creating the world
More informationMe Again! Peter Chapman. if it s important / time-sensitive
Me Again! Peter Chapman P.Chapman1@bradford.ac.uk pchapman86@gmail.com if it s important / time-sensitive Issues? Working on something specific? Need some direction? Don t hesitate to get in touch http://peter-chapman.co.uk/teaching
More informationNVSG NVIDIA Scene Graph
NVSG NVIDIA Scene Graph Leveraging the World's Fastest Scene Graph Agenda Overview NVSG Shader integration Interactive ray tracing Multi-GPU support NVIDIA Scene Graph (NVSG) The first cross-platform scene
More informationLecture 11 - GPU Ray Tracing (1)
INFOMAGR Advanced Graphics Jacco Bikker - November 2017 - February 2018 Lecture 11 - GPU Ray Tracing (1) Welcome! I x, x = g(x, x ) ε x, x + න S ρ x, x, x I x, x dx Today s Agenda: Exam Questions: Sampler
More informationSchedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity
Schedule Review Session: Tuesday November 18 th, 7:30 pm, Room 2-136 bring lots of questions! MIT 6.837 Monte-Carlo Ray Tracing Quiz 2: Thursday November 20 th, in class (one weeks from today) MIT EECS
More informationGPU Ray Tracing at the Desktop and in the Cloud. Phillip Miller, NVIDIA Ludwig von Reiche, mental images
GPU Ray Tracing at the Desktop and in the Cloud Phillip Miller, NVIDIA Ludwig von Reiche, mental images Ray Tracing has always had an appeal Ray Tracing Prediction The future of interactive graphics is
More informationCONSOLE ARCHITECTURE
CONSOLE ARCHITECTURE Introduction Part 1 What is a console? Console components Differences between consoles and PCs Benefits of console development The development environment Console game design What
More informationRecursion and Data Structures in Computer Graphics. Ray Tracing
Recursion and Data Structures in Computer Graphics Ray Tracing 1 Forward Ray Tracing imagine that you take a picture of a room using a camera exactly what is the camera sensing? light reflected from the
More informationPANEL MMEDIA Challenges in Multimedia
WWW.IARIA.ORG PANEL MMEDIA Challenges in Multimedia Prof. Dr. Petre DINI Concordia University, Canada China Space Agency Center, China IARIA Organization petre@iaria.org Petre DINI 1 Panel Moderator Petre
More informationNext-Generation Graphics on Larrabee. Tim Foley Intel Corp
Next-Generation Graphics on Larrabee Tim Foley Intel Corp Motivation The killer app for GPGPU is graphics We ve seen Abstract models for parallel programming How those models map efficiently to Larrabee
More informationNVIDIA RESEARCH TALK: THE MAGIC BEHIND GAMEWORKS HYBRID FRUSTUM TRACED SHADOWS
NVIDIA RESEARCH TALK: THE MAGIC BEHIND GAMEWORKS HYBRID FRUSTUM TRACED SHADOWS Chris Wyman July 28, 2016 Left: Hybrid Frustum Traced Shadows (HFTS) Right: Percentage Closer Soft Shadows (PCSS) MARCH 2016:
More informationGAMES Webinar: Rendering Tutorial 2. Monte Carlo Methods. Shuang Zhao
GAMES Webinar: Rendering Tutorial 2 Monte Carlo Methods Shuang Zhao Assistant Professor Computer Science Department University of California, Irvine GAMES Webinar Shuang Zhao 1 Outline 1. Monte Carlo integration
More informationFast Stereoscopic Rendering on Mobile Ray Tracing GPU for Virtual Reality Applications
Fast Stereoscopic Rendering on Mobile Ray Tracing GPU for Virtual Reality Applications SAMSUNG Advanced Institute of Technology Won-Jong Lee, Seok Joong Hwang, Youngsam Shin, Jeong-Joon Yoo, Soojung Ryu
More informationReal-Time Graphics Architecture. Kurt Akeley Pat Hanrahan. Ray Tracing.
Real-Time Graphics Architecture Kurt Akeley Pat Hanrahan http://www.graphics.stanford.edu/courses/cs448a-01-fall Ray Tracing with Tim Purcell 1 Topics Why ray tracing? Interactive ray tracing on multicomputers
More informationHOW LEADING-EDGE COMPUTING TECHNOLOGIES ARE HELPING REIMAGINE CITIES OF THE FUTURE. Andrew Rink, AEC Industry Marketing GTC China - November 22, 2018
HOW LEADING-EDGE COMPUTING TECHNOLOGIES ARE HELPING REIMAGINE CITIES OF THE FUTURE Andrew Rink, AEC Industry Marketing GTC China - November 22, 2018 COMPUTING TECHNOLOGY TRENDS IN AEC GPU-Accelerated Workflows
More informationParallel Computing: Parallel Architectures Jin, Hai
Parallel Computing: Parallel Architectures Jin, Hai School of Computer Science and Technology Huazhong University of Science and Technology Peripherals Computer Central Processing Unit Main Memory Computer
More informationBuilding a Fast Ray Tracer
Abstract Ray tracing is often used in renderers, as it can create very high quality images at the expense of run time. It is useful because of its ability to solve many different problems in image rendering.
More informationComparing Reyes and OpenGL on a Stream Architecture
Comparing Reyes and OpenGL on a Stream Architecture John D. Owens Brucek Khailany Brian Towles William J. Dally Computer Systems Laboratory Stanford University Motivation Frame from Quake III Arena id
More informationCSE 591/392: GPU Programming. Introduction. Klaus Mueller. Computer Science Department Stony Brook University
CSE 591/392: GPU Programming Introduction Klaus Mueller Computer Science Department Stony Brook University First: A Big Word of Thanks! to the millions of computer game enthusiasts worldwide Who demand
More informationToday. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing
Today Rendering Algorithms Course overview Organization Introduction to ray tracing Spring 2010 Matthias Zwicker Universität Bern Rendering algorithms Problem statement Given computer representation of
More informationRadeon ProRender and Radeon Rays in a Gaming Rendering Workflow. Takahiro Harada, AMD 2017/3
Radeon ProRender and Radeon Rays in a Gaming Rendering Workflow Takahiro Harada, AMD 2017/3 Agenda Introduction Radeon ProRender & Radeon Rays Radeon Rays Unity + Radeon Rays Integration to real time applications
More information5G Enables Enterprise
Enables Enterprise Shirley Hsieh Marketing & Corporate Affairs 1 2017 Nokia Megatrends are changing the world, and the ways we connect with it Network, compute & storage Internet of Things Augmented intelligence
More informationOutline of Lecture. Real-Time High Quality Rendering. Geometry or Vertex Pipeline. Basic Hardware Pipeline. Pixel or Fragment Pipeline
Real-Time High Quality Rendering CSE 274 [Fall 2015], Lecture 2 Graphics Hardware Pipeline, Reflection and Rendering Equations, Taonomy of Methods http://www.cs.ucsd.edu/~ravir Outline of Lecture Taonomy
More informationRay Casting of Trimmed NURBS Surfaces on the GPU
Ray Casting of Trimmed NURBS Surfaces on the GPU Hans-Friedrich Pabst Jan P. Springer André Schollmeyer Robert Lenhardt Christian Lessig Bernd Fröhlich Bauhaus University Weimar Faculty of Media Virtual
More information