Beyond Programmable Shading Course, ACM SIGGRAPH 2011

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1 1/66

2 Road to Real-Time Order-Independent Transparency Marco Salvi 2/66

3 Talk Outline Motivation Compositing Equation Recursive Solvers Visibility Based Solvers State of the Art and Future Work Q&A 3/66

4 Why Compositing? Reliance on a single program for rendering an entire scene is a poor strategy.. Separating the image into elements which can be independently rendered saves enormous time.. 4/66 Compositing Digital 1984 Thomas Porter & Tom Duff

5 Motivation Order-dependent transparency has always been a big limitation for content creators & developers Restrictive art pipeline: no glass houses Even windows on cars & buildings can be painful Restrictive interaction between objects Order-independent transparency is must going forward Big challenge! Gradual process Five Major Challenges in Interactive 2010 Johan Andersson DICE/EA 5/66

6 Motivation Model courtesy of Cem Yuksel. Alpha-Blending 6/66

7 Motivation Model courtesy of Cem Yuksel. 7/66 Alpha-Blending Order-Independent Transparency

8 Motivation 8/66

9 Motivation 9/66

10 Motivation 10/66

11 Motivation Scene courtesy of Valve Corporation. Alpha-Test Order-Independent Transparency 11/66

12 Motivation Scene courtesy of Valve Corporation. 12/66 Alpha-Test Order-Independent Transparency

13 Compositing Equation Transmittance pixel color = 1 0 Distance from viewer (depth) 13/66

14 Compositing Equation pixel color = 14/66

15 Ideal Real-Time OIT Method High image quality Accurately evaluate compositing equation No major spatial and temporal artifacts High and stable performance Low variability. Performance mostly independent from fragments ordering Bounded memory usage No variable length data structures 15/66

16 OIT Algorithms Classification Solve compositing equation recursively Composite fragment with result of previous composite operation Solve compositing equation by computing and evaluating (compressed) visibility functions 16/66

17 Recursive Solvers Alpha Blending / Compositing Depth Peeling A-buffer Z³ algorithm 17/66

18 Alpha Compositing [Porter and Duff 1984] 18/66

19 Alpha Compositing [Porter and Duff 1984] 19/66

20 Alpha Compositing [Porter and Duff 1984] 20/66

21 Alpha Compositing [Porter and Duff 1984] 21/66

22 Alpha Compositing [Porter and Duff 1984] 22/66

23 Alpha Compositing [Porter and Duff 1984] Fast and stable/predictable performance No additional storage required But order-dependent.. 23/66

24 Depth Peeling [Everitt 2001][Liu et al. 2009] Peel layers and composite in depthsorted order Number of passes proportional to max image depth complexity EVERITT, C Interactive order-independent transparency. Tech. rep. 24/66

25 A-buffer [Carpenter 1984] [Yang et al. 2009] 1) Render fragments color and depth in per-pixel lists 25/66

26 A-buffer [Carpenter 1984] [Yang et al. 2009] 1) Render fragments color and depth in per-pixel lists 2) Per-pixel sort and composite fragments 26/66

27 A-buffer [Carpenter 1984] [Yang et al. 2009] 1) Render fragments color and depth in per-pixel lists 2) Per-pixel sort and composite fragments to the frame buffer 27/66

28 A-buffer Limitations Poor & unstable performance, tipically memory bandwidth limited Unbounded memory requirements Scene courtesy of Valve Corporation. 28/66

29 The Z³ algorithm [Jouppi and Chang 1999] Bounded A-buffer Up to N fragments per pixel (sorted) Merge fragments to keep pixel memory footprint constant Distance & coverage based compression metric JOUPPI, N. P., AND CHANG, C.-F Z3: an economical hard- ware technique for high-quality antialiasing and transparency. 29/66

30 Transmittance Visibility Function Models light absorption Product of step functions (thin blockers) Distance from viewer (depth) 30/66

31 Visibility Based Solvers Fragment Parallel Compositing Occupancy Maps Opacity Shadow Methods Stochastic Transparency Adaptive Transparency 31/66

32 Frag. Parallel Compositing [Patney et al. 2010] Compute visibility via parallel segmented scan Load-balance across irregular number of fragments per pixel Evaluate compositing equation via parallel reduction pixel color = 32/66

33 Occupancy Maps [Sintorn et al. 2009] Assume all transp. geom. has the same alpha Not applicable to many objects (smoke, foliage, etc.) Bit-field represents step functions of same height and spaced at regular depth A slab map allows to re-modulate steps height on a given depth region Use visibility representation for OIT & shadows 33/66

34 Opacity Mapping Methods Replace visibility with opacity: Less well-behaved function (no monotonicity, no [0,1] bounds) Basis function - d éë ln( vis(z i )) ù û dz i Piece-wise constant intervals: Opacity Shadow Maps [Kim et al. 2001] Warp OSMs first layer: Deep Opacity Shadow Maps [Yuksel et al. 2008] Trigonometric: Fourier Opacity Mapping [Jansen et al. 2010] 34/66

35 Stochastic Transparency [Enderton et al. 2010] Fixed length visibility representation Regular steps at irregular locations A2C & z-test on MSAA samples Compression by removing random step Efficient use GPU fixed function HW Fast but noisy with complex objs Can require many samples per-pixel ENDERTON, E., SINTORN, E., SHIRLEY, P., AND LUEBKE, D Stochastic transparency 35/66

36 Adaptive Transparency [Salvi et al. 2011] Derived from volumetric shadow method [Salvi et al. 2010] Optimized for thin objs and OIT Store up to N steps per pixel Arbitrary location and height Area based compression metric Salvi M., Montgomery J., Lefohn A Adaptive Transparency 36/66

37 Adaptive Transparency [Salvi et al. 2011] To compress visibility AT removes the node that generates the smallest area variation 37/66

38 Adaptive Transparency [Salvi et al. 2011] To compress visibility AT removes the node that generates the smallest area variation 38/66

39 Adaptive Transparency [Salvi et al. 2011] To compress visibility AT removes the node that generates the smallest area variation 39/66

40 Adaptive Transparency [Salvi et al. 2011] To compress visibility AT removes the node that generates the smallest area variation 40/66

41 Adaptive Transparency [Salvi et al. 2011] To compress visibility AT removes the node that generates the smallest area variation 41/66

42 Adaptive Transparency [Salvi et al. 2011] To compress visibility AT removes the node that generates the smallest area variation smallest area variation 42/66

43 Adaptive Transparency [Salvi et al. 2011] To compress visibility AT removes the node that generates the smallest area variation smallest area variation 43/66

44 Adaptive Transparency [Salvi et al. 2011] To compress visibility AT removes the node that generates the smallest area variation smallest area variation 44/66

45 Adaptive Transparency [Salvi et al. 2011] To compress visibility AT removes the node that generates the smallest area variation smallest area variation 45/66

46 Adaptive Transparency [Salvi et al. 2011] To compress visibility AT removes the node that generates the smallest area variation smallest area variation 46/66

47 Adaptive Transparency [Salvi et al. 2011] To compress visibility AT removes the node that generates the smallest area variation smallest area variation 47/66

48 Adaptive Transparency [Salvi et al. 2011] Scene courtesy of Valve Corporation. SMOKE scene 21 ms MFragment Max fragment per pixel: x faster than A-buffer 2.5x faster than Stoc. Transp. HAIR scene 48 ms MFragment Max fragment per pixel: x faster than A-buffer 2x faster than Stoc. Transp. Scene courtesy of Valve Corporation. 48/66 FOREST scene 8 ms MFragment Max fragment per pixel: 45 7x faster than A-buffer 2x faster than Stoc. Transp. Model courtesy of Cem Yuksel.

49 Adaptive Transparency [Salvi et al. 2011] Higher quality than other lossy OIT methods Works on any transparent object type (foliage, smoke, glass, etc.) Designed to run in fixed memory Prototype uses variable memory data struct due to 3D APIs limitations High and scalable performance Easy to trade-off IQ for performance and storage by tuning per-pixel step/node count 49/66

50 What s Next? AT & ST are good examples of new algorithms close to ideal OIT method for real-time apps ST main limitation is noise / lower quality per vis. rep. storage AT main limitation is current variable memory implementation We are rapidly converging towards entirely practical and robust OIT methods for real-time rendering! 50/66

51 Open Problems Deferred shading and OIT methods Many methods are trivial to extend to DSers....but awfully inefficient.. Some interesting work left to do in this area 51/66

52 Acknowledgements Special thanks to Jefferson Montgomery and Aaron Lefohn Craig Kolb, Matt Pharr, Charles Lingle and Elliot Garbus for supporting this work. Jason Mitchell and Wade Schinn at Valve Software for the assets from Leftfor-Dead-2 Cem Yuksel (Cornell University) for the hair model 52/66

53 Q&A Adaptive Transparency pre-print: Adaptive Transparency source code: twitter: /66

54 Backup 54/66

55 Bibliography PORTER, T., AND DUFF, T Compositing digital images. SIGGRAPH Comput. Graph. 18, 3, CARPENTER, L The A -buffer, an antialiased hidden surface method. SIGGRAPH Comput. Graph. 18, 3, SINTORN, E., AND ASSARSON, U Hair self shadowing and transparency depth ordering using occupancy maps. In I3D 09: Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games, PATNEY, A., TZENG, S., AND OWENS, J. D Fragment parallel composite and filter. Computer Graphics Forum (Proceedings of EGSR 2010) 29, 4 (June), YANG, J., HENSLEY, J., GR U 547 N, H., AND THIBIEROZ, N Real-time concurrent linked list construction on the gpu. Computer Graphics Forum (Proceedings of EGSR 2010) 29, 4 (June), SALVI, M., VIDIMCE, K., LAURITZEN, A., AND LEFOHN, A Adaptive volumetric shadow maps. Computer Graphics Forum (Proceedings of EGSR 2010) 29, 4 (June), /66

56 Transmitta nce Idea: Save bandwidth by working with an approximate visibility function 200+ steps Distance from viewer (depth) 56/66

57 Transmitta nce Transmitta nce Idea: Save bandwidth by working with an approximate visibility function 200+ steps Distance from viewer (depth) 57/66 Distance from viewer (depth)

58 Transmitta nce Transmitta nce Idea: Save bandwidth by working with an approximate visibility function 200+ steps Distance from viewer (depth) 32 steps 58/66 Distance from viewer (depth)

59 Transmitta nce Transmitta nce Idea: Save bandwidth by working with an approximate visibility function 200+ steps Distance from viewer (depth) 32 steps 59/66 Distance from viewer (depth)

60 Transmitta nce Transmitta nce Idea: Save bandwidth by working with an approximate visibility function 200+ steps Distance from viewer (depth) 32 steps 60/66 Distance from viewer (depth)

61 AT GPU Implementation Store visibility in the frame buffer? Data update cannot be mapped to DX11 blend modes No RMW operations on the frame buffer Store visibility in a Read/Write buffer (UAV)? Cause data races 61/66

62 AT Proof-of-Concept Implementation 1) Render transparent fragments to per-pixel lists Same as A-buffer implementation 2) For each pixel: build an approximate visibility function and use it to composite all transparent fragments 62/66 Full-screen pass guarantees atomicity

63 Bandwidth Requirements 63/66

64 AT Future Work Investigate bounded memory implementations Per-pixel locks? New frame-buffer format? Better visibility data compression Reduce MSAA impact on memory requirements 64/66

65 Scene courtesy of Valve Corporation. 65/66

66 F-Buffer [Mark and Proudfoot 2001] Capture fragments in FIFO Enable efficient multi-pass shading Require global sort A-buffer requires local sort FIFO can overflow Similar to A-buffer MARK, W. R., AND PROUDFOOT, K The F-buffer: A rasterization-order FIFO buffer for multi-pass rendering 66/66

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