Advanced Rendering Solutions from NVIDIA
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1 Advanced Rendering Solutions from NVIDIA Phillip Miller SIGGRAPH 2015 Senior Director Los Angeles, California NVIDIA Advanced Rendering August 9, 2015
2 NVIDIA Advanced Rendering Offerings Developer Type Rendering Companies In-House Rendering Solutions Broad Applications needing Rendering Chaos Group, RTT, OTOY, Cebas, AAA Studios, Random Control,.. Honda, Pixar, BAE, Canon, CCP, Dolby, Lockheed, MPC, Pixar, Sony, USAF, Adobe, ANSYS NVIDIA ARC Autodesk, Dassault, Siemens, Shell,. IP IndeX Iray Quadro VCA CUDA OptiX MDL mental ray APPLIANCES PAPERS & DEVTECH ENABLING ENGINES LICENSED SOLUTIONS
3 Agenda Different but Related Solutions from NVIDIA Custom ray tracing development Physically Based Rendering Shareable, Physically Based Materials Scalable and accessible rendering OptiX Iray MDL Quadro VCA
4 NVIDIA Advanced Rendering Offerings Developer Type Rendering Companies In-House Rendering Solutions Broad Applications needing Rendering Chaos Group, RTT, OTOY, Cebas, AAA Studios, Random Control,.. Honda, Pixar, BAE, Canon, CCP, Dolby, Lockheed, MPC, Pixar, Sony, USAF, Adobe, ANSYS NVIDIA ARC Autodesk, Dassault, Siemens, Shell,. IP IndeX Iray Quadro VCA CUDA OptiX MDL mental ray APPLIANCES PAPERS & DEVTECH ENABLING ENGINES LICENSED SOLUTIONS
5 NVIDIA Advanced Rendering IP Licensing important rendering IP to the industry News at SIGGRAPH 2015: Quasi-Monte Carlo Sampling (QMC) Pixar Studios Chaos Group for film production joins DreamWorks and Sony Imageworks for VRay-RT the first commercial renderer with a QMC license Rounded Corners Chaos Group for VRay and VRay RT enables parity with mental ray shaders
6 NVIDIA Advanced Rendering Offerings Developer Type Rendering Companies In-House Rendering Solutions Broad Applications needing Rendering Chaos Group, RTT, OTOY, Cebas, AAA Studios, Random Control,.. Honda, Pixar, BAE, Canon, CCP, Dolby, Lockheed, MPC, Pixar, Sony, USAF, Adobe, ANSYS NVIDIA ARC Autodesk, Dassault, Siemens, Shell,. IP IndeX Iray Quadro VCA CUDA OptiX MDL mental ray APPLIANCES PAPERS & DEVTECH ENABLING ENGINES LICENSED SOLUTIONS
7 NVIDIA OptiX ray tracing engine A programmable ray tracing framework enabling the rapid development of high performance ray tracing applications Use your techniques, methods, & data using a single-ray programming model OptiX does the heavy lifting : traversal, intersection, acceleration, and (optionally) shading OptiX handles the GPU aspects: load balancing, parallelism, scaling, paging, GPU optimization, and VCA Allows you to concentrate on technique & capabilities
8 OptiX Application Application RT Code & Data Structures Analogous to OpenGL Your C-based OptiX Functions/ Shaders form small, custom programs: v f g i rg m ch Intersection, Ray Generation, Miss, Closest Hit, Any Hit OpenGL or DirectX (Interop) OptiX Acceleration Structures Build & Traversal NVIDIA Driver CUDA GPU parallelism and Performance GPUs Memory Management Out of Core Paging
9 OptiX Execution Model rtcontextlaunch Ray Generation Program Launch Exception Program rttrace Callable Program Traverse Node Graph Traversal Shade Miss Program SIGGRAPH 2015: Innovations in OptiX David McAllister, NVIDIA Monday 3:15-4:15 Selector Visit Program Acceleration Traversal Intersection Program Closest Hit Program Any Hit Program
10 OptiX in Molecular Research with VMD Visual Molecular Dynamics studying the molecular machines in living cells SIGGRAPH 2015: VMD: Ray tracing with OptiX John Stone, UIUC Wednesday 12:00-12:30 Chromatophore Ribosome Poliovirus
11 OptiX in Compositing in Adobe After Effects Starting w/ Creative Suite 6 Fully ray traced compositing pipeline Built entirely on OptiX, with no x86 code Running on Windows and MacOS since Spring, 2012
12 OptiX in Games & Film AO & Light Baking Original Raster Result = Higher Quality Gaming Experience Ambient Occlusion
13 OptiX in Acoustics Sound Propagation
14 OptiX in Simulation Radiation Heat Transfer NOTE: Growing CPU time of view-factor computations inhibit proper inclusion of radiation HT effects Integral to version 14.5 NOTE: GPU time remains low even as view-factor computations grow very large
15 OptiX in Furry Ball renderer (for Maya) Added ray tracing via OptiX in 3 months Great example of using TRBVH in editing
16 OptiX at Pixar Studios Pixar Studios in-house Lighting tool for Katana built upon OptiX Achieves +100million divergent rays per second on a single GPU Transforms the lighting process making it interactive SIGGRAPH 2015: Shading Film Assets with Interactive Ray Tracing Danny Nahmias, Pixar 10-10:30 NVIDIA Booth Stage
17 OptiX 3.8 What s New OptiX Prime for blazingly fast traversal & intersection (±300m rays/sec/gpu) You give the triangles and rays, you get the intersections, in a few lines of code CPU fallback with no extra effort TRBVH Builder builds +100X faster, runs about as fast as SBVH (previous fastest) Part of OptiX Prime and also in OptiX core Making editing sessions very feasible Used by Iray Interactive in Iray 2015 and Iray Photoreal in Iray OptiX Prime Instancing for efficient reuse of geometry Now in use by Iray Photoreal and Iray Interactive
18 OptiX Prime Instancing in Iray 2015 Quickly powering the instancing in both Iray Interactive and Iray Photoreal Also providing the CPU fallback for Iray Interactive
19 OptiX Prime in Iray 2015 Iray Photoreal Now using OptiX Prime Far faster rebuild times Iray Interactive mode Now using OptiX Prime TRBVH Builder for 30 FPS rebuilds of lighting and object transforms Now with CPU fallback
20 OptiX & OptiX Prime in mental ray Shipping since v2014 of Autodesk Maya, 3ds Max, and Softimage <20m tri = 25 70X quadcore >20m tri = 10 20X quadcore (paging) What used to take many minutes is now essentially free with a beauty pass GI GPU (proof of concept) in Maya 2015 in development
21 OptiX 3.8 Progressive API Single call to accumulate iterations/sub-frames into final frames Quadro VCA Support Minimal effort to obtain client-server rendering when using the new Progressive API Future VCA on Demand Look for a Prototype Service coming from NVIDIA later this year SIGGRAPH 2015: Innovations in OptiX David McAllister, NVIDIA Monday 3:15-4:15
22 NVIDIA Advanced Rendering Offerings Developer Type Rendering Companies In-House Rendering Solutions Broad Applications needing Rendering Chaos Group, RTT, OTOY, Cebas, AAA Studios, Random Control,.. Honda, Pixar, BAE, Canon, CCP, Dolby, Lockheed, MPC, Pixar, Sony, USAF, Adobe, ANSYS NVIDIA ARC Autodesk, Dassault, Siemens, Shell,. IP IndeX Iray Quadro VCA CUDA OptiX MDL mental ray APPLIANCES PAPERS & DEVTECH ENABLING ENGINES LICENSED SOLUTIONS
23 Built for Designers Realism Made Easy Intuitive & Easy to Use Easy to Integrate Built for Developers Fully Interactive Fully Scalable
24 within Commercial Products Catia SOLIDWORKS Industrial Designer 3ds Max (mental ray) DAZ Studio Patchwork 3D PLM migenius Shot & Zoom In Beta now For SketchUp) Substance Designer
25 Highly scalable photorealism for your application Robust rendering solution with a modern and easy to implement SDK Designed from the beginning for interactivity Scalable across processors, network, cloud Rich material and lighting material Highly accurate, with measured results Flexible post production solution
26 Iray in Production
27 Iray in Production
28 Iray in DAZ 3D Studio
29 Iray in DAZ 3D Studio
30 Iray in DAZ 3D Studio SIGGRAPH 2015: Let there be Photoreal Light Vincent Brisebois, DAZ 3D Sunday - NEXT Tuesday 12:40-1:10
31 Using Iray to Measure Light Accurate Caustics
32 Using Iray to Measure Light Illumination Measurement In Lux/Foot Candles
33 Using Iray to Measure Light SIGGRAPH 2015: Conserving Energy & Death Ray Ian Williams, NVIDIA Wednesday 10:40-11:10 And from Lux & Fixed Assumptions You Can Derive Heat
34 Iray Fulfilling on the Promise Gave you our vision 4 years ago SIGGRAPH 2011: Iray 2013 shipped Dec 2012 Iray 2014 shipped Dec 2013 Iray 2015 shipped March 2015
35 Iray Render Modes Demos at Booth
36 Constant Material Definitions with MDL Iray Interactive Direct Illumination & IBL
37 Constant Material Definitions with MDL Iray Photoreal Path Tracing
38 Constant Material Definitions with MDL Iray Interactive Direct Illumination & IBL
39 Constant Material Definitions with MDL Iray Photoreal Path Tracing
40 Iray 2015 Faster than Ever Now using multiple kernels rather than one megakernel (AKA wavefront approach) Both render modes now employ OptiX Prime +2X Faster +4X Faster
41 Iray Performance GPU vs. CPU over time Iray 2015 on GPU Iray on GPU Iray on CPU (4 to 10 cores) 5 0 G80 Tesla Fermi Kepler Maxwell
42 Iray Performance GPU vs. CPU over time no longer a megakernel Iray 2015 on GPU Iray on GPU Iray on CPU (4 to 10 cores) 5 0 G80 Tesla Fermi Kepler Maxwell
43 Iray 2015 Faster than Ever Iray 2014 vs. Iray 2015 on new vs last year s GPUs QK2000 QK2200 Now QK4000 QK4200 Now QK5000 QK5200 Now QK6000 QM6000 Now Times faster than the Quadro K2000
44 Iray Scaling within a Machine 16 Iray 2015 on Current GPUs to All Processors Windows, Linux, MacOS Iray gives Users control over which to use 0 8 Core Xeon QK1200 QK2200 QK4200 QK5200 QK6000 QM6000 Titan X GPU only CPU assist
45 Iray Rendering Modes & Materials Iray Realtime Iray Interactive Iray Photoreal 60 FPS 15 FPS* 20 FPS 2 FPS*.. 10 FPS Minutes Material Definition Language MDL making this all Easy: Create without algorithmic knowledge or programming Measurement Device support Easily customized
46
47 Material Definition Language Public Shareable materials and lights between Physically Based Renderers Supported in the mental ray 3.13 within Maya 2016 Coming to VRay (all versions) from Chaos Group Coming to Allegorithmic Substance Designer & Painter SIGGRAPH 2015: Power your Material Editing Sebastien Deguy, Allegorithmic Monday 11:30-12:30
48 Announcing MDL SDK Making it easier for other PBR renderers to adopt MDL Currently in use by Chaos Group for VRay In discussion with several other companies SIGGRAPH 2015: Sharing MDL between Renderers Jan Jordan & Lutz Kettner, NVIDIA Monday 9:00-10:00
49 MDL Shimmering Cloth Example The building blocks of MDL enable materials of a complexity previously only possible through custom shader writing Same rendered result across renderers supporting MDL detail
50 MDL Shimmering Cloth Example Custom curve layer Diffuse transmission tint: warp+weft Weighted layer Weighted layer Modify normal Simple_glossy tint: purple Weighted layer Modify normal Simple_glossy tint: green return Simple_glossy tint: green Simple_glossy tint: green
51 MDL Friendly to Light Path Expressions Rays that interact with wall Rays that do not ( * color) + = Edit the Wall Color easily in Post and get proper reflections and color bounce
52 Iray 2015 X-Rite AXF Support Direct loading of AXF as a ready to use material in Iray Can then be layered and adjusted via MDL Currently a service from X-Rite TAC Devices coming over the next 12 months Iray Photoreal
53 Material Progression Raster Viewport
54 Iray Default Materials & Lighting
55 Iray Environment Added (IBL)
56 Iray Measured Materials Applied
57 Iray Measured Materials with MDL Layering
58 Iray Measured Materials with MDL Layering SIGGRAPH 2015: PBR Material Workflows Andrew Page, NVIDIA Tuesday 2:40-3:10 Thursday 11:20-11:50
59 Application Opportunities are Infrequent NVIDIA also Going Direct Bringing Iray to Key Products as Plug-in Products
60 Coming this year from NVIDIA Iray for Maya BIM IQ Render - Iray for Revit Iray+ for 3ds Max Iray for Cinema 4D Iray for Rhino Iray Server
61
62 Iray for Rhino Now in Beta
63 Iray for Rhino within NVIDIA
64 Iray Enabling Predictive Design Integrated for interactivity Scalable Performance = Fluid Workflow Accurate materials Accurate lighting = Predictive results Material Exchange = Maintain Design Intent between Design Tools
65 Iray for Rhino
66 Iray for Rhino SIGGRAPH 2015: Digital Pipelines for Product Design Matthew Gueller, Harley Davidson Tuesday 11:20-11:50 Wednesday 3:20-3:50
67 Iray for 3ds Max
68 Iray for 3ds Max SIGGRAPH 2015: Using Iray+ for 3ds Max Dave Coldron, Lightworks Design Tuesday 4:40-5:10
69 Produced using Iray for Maya
70 NVIDIA Internal Project 1 Artist working from Turbo Squid Model and Reference Images using Iray for Maya and VCA acceleration
71 SIGGRAPH 2015: Iray for Maya Alexander Fuchs, NVIDIA Thursday 1:20-1:50
72 NVIDIA Iray Product Interoperability The loading and exchanging of materials, lights, and measurements Material Definition Language NVIDIA vmaterials Library
73 NVIDIA Iray Server Scaling out of the Box Single Installation will Serve Any of the NVIDIA Iray Products Distributed & Streaming
74 Coming later this year Iray+ for 3ds Max Iray for Maya BIM IQ Render - Iray for Revit Iray for Cinema 4D Iray for Rhino Iray Server
75 NVIDIA Advanced Rendering Offerings Developer Type Rendering Companies In-House Rendering Solutions Broad Applications needing Rendering Chaos Group, RTT, OTOY, Cebas, AAA Studios, Random Control,.. Honda, Pixar, BAE, Canon, CCP, Dolby, Lockheed, MPC, Pixar, Sony, USAF, Adobe, ANSYS NVIDIA ARC Autodesk, Dassault, Siemens, Shell,. IP IndeX Iray Quadro VCA CUDA OptiX MDL mental ray APPLIANCES PAPERS & DEVTECH ENABLING ENGINES LICENSED SOLUTIONS
76 Quadro VCA From NVIDIA
77 Quadro VCA Under the Hood GPUs GPU Memory 8 x M6000-VCA GPUs 12 GB per GPU CUDA Cores 23,040 CPU Cores System Memory Storage Network Installed Software 20 Physical 256 GB 4 x 512GB SSD 2 x 1GigE 2 x 10GigE (SFP+) 1 x InfiniBand Iray IQ + Cent OS Linux + VCA Cluster Manager U.S. MSRP $50,000
78 Iray on VCA On Demand Rendering Power Ethernet or Internet VCA in Data Center via LAN or WAN Incremental Updates Iray Client App +10Mbit Down Preferred Persistent Storage for Rapid Updates and Minimal Uploads Interactive Image Stream
79 Iray IQ Scalability Comparison Interactive Quality Scales Linearly with the number of Iray VCAs Noiseless Interactive GI now within reach
80 OptiX on VCA Part of OptiX 3.8 Ethernet or Internet Custom OptiX Applications All Processing on VCA Incremental Updates OptiX Leveraging Same Infrastructure as Iray (using DiCE) OptiX App Minimal Work within the OptiX App Interactive Image Stream
81 Quadro VCA & Third Party Applications Third party Linux applications can be installed Chaos supports VCA for running VRay-RT NVIDIA provides access to Quadro VCAs for remote testing & certification Applications can register with the VCA Manager for management Scaling, distribution, and client/server capabilities are (of course) up to the respective application solution
82 Quadro VCA In Action Bay Area cluster of 15 VCAs in constant use at the NVIDIA Booth SIGGRAPH 2015: Flexible Cluster Rendering Ankit Patel, NVIDIA Tuesday 1:20-1:50 Thursday 2:00-2:30
83 Advanced Rendering Solutions from NVIDIA Phillip Miller SIGGRAPH 2015 Senior Director Los Angeles, California NVIDIA Advanced Rendering August 9, 2015
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