Applications of Explicit Early-Z Z Culling. Jason Mitchell ATI Research

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1 Applications of Explicit Early-Z Z Culling Jason Mitchell ATI Research

2 Outline Architecture Hardware depth culling Applications Volume Ray Casting Skin Shading Fluid Flow Deferred Shading

3 Early-Z In past years, we ve discussed the details of shading algorithms Car paint NPR Motion Blur HDR Procedural shading Wood, überlight This year, we ll discuss clever ways of using hardware designed to avoid shading

4 Hardware Depth Culling Culling mechanisms built into hardware Visibility Query Hierarchical Z Early-Z

5 Visibility Queries Asynchronous method for determining whether some geometry would be visible Can be used to avoid expensive vertex processing Requires application-level intervention through explicit API usage Somewhat problematic since results are really only useful within current frame

6 Hierarchical Z Compressed low-resolution version of the z buffer is stored on-chip After vertex processing, primitives are compared with the on-chip buffer using conservative tests Can avoid processing of whole blocks of pixels

7 Early-Z For pixels which pass Hierarchical Z, a test against the actual z buffer is done prior to execution of the pixel shader Can avoid execution of pixel shader On current ATI chips, if the pixel shader computes and writes z then Hi-Z and Early-Z are disabled Of course, they are available again on subsequent passes

8 Being Clever with Early-Z Some applications don t need z for hidden surface removal Volume Raycasting Image-space skin lighting Fluid flow simulation Some other applications don t need z after a certain point Deferred shading Hence, you can think of z as a control code which can be used to control processing You ll sometimes see this called a Computation Mask

9 Ray-Casting In their IEEE Vis 2003 paper Acceleration Techniques for GPU-based Volume Rendering, Jens Krüger and Rüdiger Westermann made explicit use of Early-Z to optimize ray-casting Their rendering operations semantically render the right picture in the absence of Early-Z hardware, but are designed specifically for the case where Early-Z hardware is really there

10 Motivation Volume datasets are often sparse or opaque Would like to be able to shade only those fragments that are visible and skip the rest Early ray termination Empty space skipping only 2% of all fragments visible

11 SBVR vs. Raycaster Slice-Based Volume Rendering Æ Slices are the proxy geometry Raycasting Æ Bounding box faces are the proxy geometry

12 Raycaster Cast rays through volume until opacity threshold is reached or iso-value is hit Since z buffer is not needed for hidden surface removal, raycaster can set z buffer in order to drive subsequent computation Several passes (depth test is always GREATER) 1. Entry point determination (draw front faces) 2. Ray direction determination (subtract and normalize) 3..N Ray traversal and early ray termination: Take some steps along ray, sampling volume, write opacity: to dest alpha (opacity), also test against bounding volume Stopping criterion: Simply sample current result and populate z buffer according to current opacity. No effect on color, only z

13 Entry Point Determination Render into 2D texture Front faces of the volume bounding box (0,1,0) (1,1,1) (0,0,1) (1,0,0) (1,0,1)

14 Ray Direction Determination Render into 2D texture Back faces of the volume bounding box Subtract from entry point texture to get ray direction (0,1,0) (0,1,0) (1,1,1) (0,0,0) (0,0,1) subtract (1,0,0) (1,0,1) (0,0,1) (1,0,0) (1,0,1)

15 Raycaster Cast rays through volume until opacity threshold is reached or iso-value is hit Since z buffer is not needed for hidden surface removal, raycaster can set z buffer in order to drive subsequent computation Several passes (depth test is always GREATER) 1. Entry point determination (draw front faces) 2. Ray direction determination (subtract and normalize) 3..N Ray traversal and early ray termination: Take some steps along ray, sampling volume, write opacity: to dest alpha (opacity), also test against bounding volume Stopping criterion: Simply sample current result and populate z buffer according to current opacity. No effect on color, only z

16 Raycaster Results Gains up to 3x Can also suspend and restart rays using a coarse volume Please refer to the paper for more details

17 Skin Shading Most lighting comes from sub-surface scattering Traditional Lambertian lighting model is designed for hard surfaces with no subsurface scattering so it doesn t work well for skin

18 Previous work From Realistic Human Face Rendering for The Matrix SIGGRAPH 2003: From Matrix: Reloaded sketch Our results: Current skin in Real Time

19 Basic Approach SIGGRAPH 2003 sketch Realistic Human Face Rendering for The Matrix Reloaded by George Borshukov and J. P. Lewis Rendered a 2D light map Approximate subsurface diffusion in image domain (different for each color component) Used traditional ray tracing for areas where light can pass all the way through (e.g. ears)

20 Texture Space Lighting Render diffuse lighting into an off-screen texture, unwrapping the character s head Blur the off-screen diffuse lighting Read the texture back and add specular lighting in subsequent pass We only used bump map for the specular lighting pass

21 Standard Lighting Model

22 Blurred Lighting Model

23 Using Early-Z Z for Culling This texture-space operation doesn t need the z buffer for hidden surface removal Can use Early-Z to cull computations Back face culling Distance and frustum culling Set z buffer on lighting pass according to distance from viewer and facing-ness of polygons Reduces cost of image-space blurs in regions that don t need it

24 Back Face Culling Back facing pixels culled using early-z Over the shoulder view of Ruby

25 More Skin Shading Details See the GPU2 Sketch session on 3:45 in Petree Hall C for more details on this real-time technique Shadow mapping Spatially-varying blur

26 Fluid Flow Fluid flow and other kinds of simulation are now possible on the GPU We can use Early-Z to cull computations in some cases, since the z buffer is not needed for traditional hidden surface removal Fluid flow can be sparse, making it a candidate for Early-Z optimizations Can reduce computation in areas of low pressure to achieve faster / better simulation results

27 Fluid Simulation Steps 1. Insert flow into density buffer 2. Insert flow into velocity buffer 3. Advect density 4. Advect velocity 5. Projection step (up to 30 passes)

28 Flow Density and Pressure Density Pressure

29 Flow Density and Pressure Density Pressure

30 Fluid Simulation Steps 1. Insert flow into density buffer 2. Insert flow into velocity buffer 3. Advect density 4. Advect velocity 5. Prime z Prime z-buffer for culling in step 6 buffer for culling in step 6 6. Projection step (up to 30 passes)

31 Iterations Vary With Pressure Assume that low-pressure regions need fewer iterations Set z buffer according to pressure buffer Draw 30 full screen quads in projection step Vary the z from quad to quad so that the number of iterations varies with pressure Up to 3x performance improvement

32 Qualitative Improvement You can alternatively look at this as a qualitative improvement Better simulation quality for a given frame rate 10 Iterations Everywhere 5-50 Iterations

33 Deferred Shading Deferred Shading has a number of meanings Here, we define it as an app-level technique: 1. Render scene s properties to set of buffers (hopefully simultaneously using MRTs) 2. Subsequently perform all lighting in image space, accumulating contributions of different lights We can employ Early-Z during this second step to avoid shading pixels based upon various criteria Light attenuation, material type and others

34 Simple Test Scene 13 Moving point lights Two materials: 1. Diffuse 2. Diffuse + Specular

35 Intermediate Buffers Render to offscreen buffers Position Normal Material ID Base Color Position Normal Material ID Base Color

36 Pros & Cons of Deferred Shading Elegant Pros Reduces engine complexity Reduces shader permutations Only shade visible pixels Lots of cheap lights at low geometry cost Easy integration of decals (bullet dings etc) Cons Heavy bandwidth on initial pass Lots of memory required for intermediate buffers Alpha-blending is problematic Interacts poorly w/ MSAA Scenes tend to have a homogeneous look Doesn t scale down to old hardware

37 Conservative Quads

38 Optimizing with Early-Z We can cull computation on many pixels Based upon material ID (not all pixels need specular) Based upon distance to the light

39 Visualizing Light Distances

40 Code PsOutput LightCullIDtoZ (PsInput i, int ilightid) { PsOutput Out = (PsOutput) 0; float3 pos = tex2d(tggeometry, i.texcoord).xyz; pos = TexCoordRange(pos); //Scale-bias position to texcoord range if(length(pos - vlightpos[ilightid]) < flightradius[ilightid]) { //store material id in depth buffer Out.depth = tex2d(tgnormal, i.texcoord).w; } else { //too far from light: Cull pixel Out.depth = PIXEL_CULL_CODE; } } return Out;

41 Test Scene Performance Regular non-deferred shading of 13 lights Deferred shading with material ID optimization Deferred shading with material ID and distance optimizations Frame rate 16 fps 43 fps 53 fps

42 Recent Related Work [Chan04] also makes use of Early-Z to perform culling in hybrid shadow map / stencil shadow algorithm From [Chan04] From [Chan04]

43 Summary Architecture Hardware depth culling Applications Volume Ray Casting Skin Shading Fluid Flow Deferred Shading

44 Acknowledgements Thanks to Jens Krüger and Rüdiger Westermann for use of their ray-caster demo app and IEEE Vis slides Thanks also to Pedro Sander, Natasha Tatarchuk and Eli Turner for help with the skin, flow and deferred shading demos

45 References [Borshukov03] George Borshukov and J. P. Lewis, Realistic Human Face Rendering for The Matrix Reloaded Technical Sketches, SIGGRAPH [Chan04] Eric Chan and Frédo Durand, An Efficient Hybrid Shadow Rendering Algorithm, Proceedings of the Eurographics Symposium on Rendering [Krüger03] Jens Krüger and Rüdiger Westermann, Acceleration Techniques for GPU-based Volume Rendering IEEE Visualization [Sander04] Pedro V. Sander, David Gosselin and Jason L. Mitchell, Real-Time Skin Rendering on Graphics Hardware SIGGRAPH Sketch 2004 [Sander04] Pedro V. Sander, Natalya Tatarchuk and Jason L. Mitchell, Explicit Early-Z Culling for Efficient Fluid Flow Simulation and Rendering ATI Tech Report

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