Accelerating Realism With the NVIDIA Scene Graph (SceniX)

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    Accelerating Realism With the NVIDIA Scene Graph (SceniX) - Presentation Transcript

    1. Accelerating Realism with the (NVIDIA Scene Graph) Holger Kunz Holger Kunz Manager, Workstation Middleware Development Manager, Workstation Middleware Development Phillip Miller Phillip Miller Director, Workstation Middleware Product Management Director, Workstation Middleware Product Management SIGGRAPH 2009 presentation
    2. NVIDIA® application acceleration engines (“AXE”) NVIDIA® SceniX™ was NVSG The NVIDIA Scene Graph (with Cg 2.2), powering the world’s most demanding real-time applications NVIDIA® CompleX™ was NVScale Making massive data sets interactive, greatly rising the ceiling for frame buffer memory NVIDIA® OptiX™ was NVIRT Interactive GPU ray tracing, taking interactive realism to a new level NVIDIA® CgFX™ Meta language and runtime approach, taking programmable shading and material development to the next level. SIGGRAPH 2009 presentation customer examples courtesy of Autodesk Showcase, RTT, Mercedes Benz
    3. AXE – Engine Relationships: Initial AXE AXE AXE Connections Center Reach CgFX API en FX GL Op Cg SceniX scene  Custom  management Applications engine  SIGGRAPH 2009 presentation
    4. AXE – Engine Relationships: 2008 AXE AXE AXE Connections Center Reach CgFX API en FX GL Op Cg SceniX scene  Custom  management Applications Q B  Q B  engine  QB  HW eo HW eo Qu   Fe Qu Fea Ste Ster Stereo ad atu ad tu r API ro res ro res 30‐b 30‐bit  it, S & SDI DI API SIGGRAPH 2009 presentation
    5. AXE – Engine Relationships: Today AXE AXE AXE AXE Connections Center Flexibility Reach CgFX OptiX Non‐Graphic ray tracing  Ra Ra Op  Tra Op Tra API en FX Applications GL yy engine tiiX ciin Op Cg tX cn SceniX g g scene  Custom management Applications Q B  Q B  engine  e X ng QB  HW eo HW eo pl li Qu   Fe Qu Fea Ste Ster Stereo m S ca CompleX ad atu ad tu Open  Co ne  r API ro res scene scaling  ro res e SceneGraph Sc 30‐b engine 30‐bit  it, S & SDI DI Other API Scene  Graphs SIGGRAPH 2009 presentation
    6. SceniX (NVIDIA Scene Graph) the fastest route to a high performance 3D app Created by NVIDIA for software developers, to speed the creation of high performance 3D applications that exploit the latest GPU and OpenGL capabilities, by providing: A solid, free-to-use, cross-platform foundation for creating 3D App’s The latest CgFX support for maximum rendering options and quality Constant speed improvements in scene management & rendering Freely available for building your interactive applications SIGGRAPH 2009 presentation
    7. SceniX 5 - Built-in support for latest NVIDIA features and products Cg 2.2 Superior rendering and performance 10-bit color, SDI i/o Support for demanding color and video markets 3D Vision High end 3D stereo support for immersive and desktop systems MetaSL Support for sharing mental mill® shaders between renderers & applications CompleX and (soon) OptiX Built-in support for massive scenes via GPU distribution and interactive GPU ray tracing (later this year) SIGGRAPH 2009 presentation
    8. SceniX Software Stack 3D Application Loader & Saver Plug-ins SceniX Acceleration Cg-Runtime Engines OpenGL / Ray Tracing CUDA GPU SIGGRAPH 2009 presentation
    9. Support of Different Render Targets SceniX allows different render targets to achieve different effects, like: Framebuffer (direct output) FBO (e.g. Re-use the FBO for reflections or shadowmaps 2D Overlay (e.g. For menus and GUI elements) Ray Tracing (high quality shadow, reflections and refractions) Broadcast Graphics Hardware (GVO / SDI) Transform Feedback (e.g. HW accelerated skinning) SIGGRAPH 2009 presentation
    10. Render Target for Ray Tracing Ray tracing render area needs to provide the output buffer for the ray tracing engine and a mechanism to present the final image on the screen The ray tracing traverser is responsible for sending the information contained in the scene graph to the ray tracing engine Ray Tracing Render Target RayTracingRenderArea RayTracingTraverser SIGGRAPH 2009 presentation
    11. Multipass Rendering SceniX supports multipass rendering for a wide range of multipass algorithms such as: Depth of Field Order Independent Transparency FSAA Stereo (implementation dependent) And many more SIGGRAPH 2009 presentation
    12. Maximum FSAA Quality No FSAA 16x MPAA MPAA: Combine HW FSAA with Software controlled FSAA to get benefits from both worlds: maintain speed and quality SIGGRAPH 2009 presentation
    13. Stereo Support SceniX offers ways to support different kind of stereo formats Active Stereo – Quad-buffered stereo Passive Stereo – Render left and right eye and compose final image Support for different Stereo solutions Interlaced stereo Red/Cyan Custom SIGGRAPH 2009 presentation
    14. Skinning Support Usage of skinning processors CPU Skinning Processor GPU skinning Processor Hardware accelerated skinning Minimal requirement: Shader Model 4 Future: CUDA skinning AppTraverser RenderTraverser Skinning Processor CullTraverser RenderTraverser CPU GPU CUDA SIGGRAPH 2009 presentation
    15. Skinning Processors CPU Skinning – data needs to be moved from system memory to video memory on a frame by frame basis GPU Skinning – data can reside and manipulated on the graphics board Vertex Vertex Input Input Attribute Attribute VBO VBO Set Set Cg CPU Output Output Geometry Rasterizer Rasterizer Processor VBO VBO Program Skin Weights / Weights / Skin Indices Indices Transform Feedback Matrices Matrices XForm XForm Influence Influence Data (Sys Data Memory) (Textures) CgFX CgFX Effect Effect CPU Skinning Processor GPU Skinning Processor SIGGRAPH 2009 presentation
    16. Shading – Cg/CgFX Cg/CgFX developed for developers and artists to make the material definition easier and more effective. Special effects can we written in a special effect file format which directly links into the Cg runtime for easy parameter and tweakable handling. Cross platform and API-independent GPU Shading language inspired by C Exposing latest HW features Part of 3D content creation tool chains - professional apps and games Write your shaders in Cg/CgFX and deploy them to any API or platform SIGGRAPH 2009 presentation
    17. Cg software stack 3D Application or Game Cg Run-time Cg Compiler API 3D API interface: CgGL or CgD3D 3D API OpenGL or Direct3D Graphics Processing Unit (GPU) SIGGRAPH 2009 presentation
    18. Shader Authoring Tool Integration Shader authoring tools FXComposer mental mill Visual programming Drag & Drop Debugging SIGGRAPH 2009 presentation
    19. MetaSL support with SceniX MetaSL will be translated to a valid CgFX shader The translated CgFX can use the whole Cg framework in SceniX mental mill FXComposer MetaSL / Phenomenon Compiler SIGGRAPH 2009 presentation
    20. Demo – SceniX + Material Sample Viewer created with SceniX OpenGL with CgFX material handling SIGGRAPH 2009 presentation
    21. NVIDIA® CompleX™ scene scaling engine busting through the 4GB ceiling CompleX makes massive scenes interactive by easily integrating with OpenGL applications for fully leveraging the memory and performance across Quadro Plex GPUs Automatically distributes the geometry load across GPUs and composites a seamless end result Can leverage up to 8 GPUs and 32 GB of memory; using 4 Quadro Plex D2 or 2 Quadro Plex S4 systems Direct support for SceniX, OpenSceneGraph and (soon) Open Inventor CompleX SDK for custom integration with any OpenGL scene graph "Developer Mode" works with any two matching Quadro FX boards SIGGRAPH 2009 presentation
    22. CompleX: Performance Scalability SIGGRAPH 2009 presentation
    23. CompleX SDK ‐ Compositor Image compositor for sort-first & sort-last based applications Screen tiling, alpha and depth based compositing approaches Platforms: Win 64, Linux 64 Compositor implementation based on latest technologies, minimal migration effort for applications 1 2 1 2 + + + 12 1 2 Screen Tiling Depth Compositing Alpha Compositing SIGGRAPH 2009 presentation
    24. Distributed rendering with SceniX GLDistributedRenderArea Clients must derive from this and integrate with windowing system Optionally select GPUs to be used Uses MGPUSDK for image composition DistributionTraverser Assigns GPUs to handle scene graph objects based on distribution scheme Distribution scheme assigns objects to optimally balance load on GPUs GLDistributedTraverser Multiple instances (one per GPU) Instances run in parallel Each instance only renders objects assigned to its GPU Triggers image composition when ready SIGGRAPH 2009 presentation
    25. Demo Video – SceniX & CompleX Massive Dataset Rendering Geometry data Volume data SIGGRAPH 2009 presentation
    26. NVIDIA® OptiX™ ray tracing engine elevating interactive realism Programmable GPU ray tracing via a C-based SDK, akin to a programmable graphics pipeline (e.g., OpenGL) Easy adoption of GPU ray tracing for Application developers Transparent exploitation of future GPU advances Easily paired with GPU raster rendering for +speed OptiX: interactivity physically correct: mental images SIGGRAPH 2009 presentation
    27. Basic Structure of a Ray Tracing Render Area in SceniX Render Area creates e.g. OpenGL output RayTracingTraverser Creates an RT-Outputbuffer Traverses the scene graph OptiX ray traces via CUDA into the RTOutputbuffer Maps to OpenGL Output RTRenderArea AppTraverser RayTracingTraverser CUDA OptiX RT Outputbuffer SIGGRAPH 2009 presentation
    28. Shader Types Shader Domain scene-wide RayGenerationPrograms ExceptionPrograms MissPrograms Shader Domain local IntersectionPrograms BoundingBoxPrograms AnyHitPrograms ClosestHitPrograms SIGGRAPH 2009 presentation
    29. Scene Layout SIGGRAPH 2009 presentation
    30. Demo Video – SceniX & OptiX SceniX/OptiX based Path Tracer Global illumination Progressive refinement of the final image for photo quality Art Path: 3ds Max & Maya – Collada – SceniX/OptiX SIGGRAPH 2009 presentation
    31. Thanks! SIGGRAPH 2009 presentation

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