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【Unite 2017 Tokyo】NVIDIA Gameworks アップデートおよびAnselとVRWorksの紹介

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講演者:Paulo Teixeira Da Silva(エヌビディア合同会社)

こんな人におすすめP
・PCゲーム開発、VRゲーム開発

受講者が得られる知見
・Anselの実装に関する知識
・VR Worksの実装に関する知識
・パフォーマンス向上に関する知識

Published in: Technology
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【Unite 2017 Tokyo】NVIDIA Gameworks アップデートおよびAnselとVRWorksの紹介

  1. 1. NVIDIA Gameworks AnselとVRWorksの紹介 Paulo Silva・パウロ シルバ Developer Technology Engineer, NVIDIA
  2. 2. Outline • Anselの紹介と使い方 • VRWorksの紹介と使い方 • 新規GameWorksプラグイン
  3. 3. Ansel
  4. 4. ANSELとは Game Photography as a new form of art…
  5. 5. ANSEL Number of games with Ansel support is growing!
  6. 6. ANSEL Functionality フリーカメラ Free Camera フィルター Filters EXR・HDR 超高解像度 Super High Resolution 360度画像 360 Degrees Images
  7. 7. ANSEL Super Resolution Example
  8. 8. ANSEL 360 degrees image examples: http://www.geforce.com/whats-new/articles/ansel-revolutionizing-game-screenshots http://www.geforce.com/hardware/technology/ansel/ansel-image-gallery Ansel Viewer https://play.google.com/store/apps/details?id=com.nvidia.vrviewer
  9. 9. Ansel Demo
  10. 10. ANSEL Unity Plugin For Testing: Rendering engine DX11 Driver version >= 372 “C:Program FilesNVIDIA CorporationAnselToolsNvCameraEnable.exe” ➢ NvCameraEnable.exe on ➢ NvCameraEnable.exe whitelisting-everything ➢ Press Alt+F2 during gameplay to enter/exit Ansel mode
  11. 11. VRWorks
  12. 12. VR Works • VR Challenges • Single Pass Stereo • Multi-Res Shading • Lens Matched Shading • VR SLI • How To Use
  13. 13. VR Rendering Challenges • Two Eyes - Two Render Passes • Lens Distortion Wastes Pixels Distorted view
  14. 14. VR Rendering Challenges • Two Eyes - Two Render Passes • Lens Distortion Wastes Pixels Wasted Pixels
  15. 15. VR Rendering Challenges • どうすれば一つのレンダリングパスで両目をレンダリングできるか? • どうすればレンズディストーションで発生する無駄なピクセル を減らすことができるか?
  16. 16. 従来のステレオレンダリング Traditional Stereo Rendering Left Eye (Pass 1) Right Eye (Pass 2)
  17. 17. VR Works Single Pass Stereo Left Eye Right Eye
  18. 18. Rendered image Distorted rendering RENDER NORMALLY, THEN RESAMPLE TO MATCH THE LENSES
  19. 19. Distorted rendering OVER-RENDERING THE OUTSKIRTS Rendered image
  20. 20. Multi-resolution shading SUBDIVIDE THE IMAGE, AND SHRINK THE OUTSKIRTS Not rendered!
  21. 21. Multi-resolution shading FAST VIEWPORT BROADCAST ON NVIDIA MAXWELL AND BEYOND GPUS Viewport 1 Viewport 2 Viewport N ... Geometry Pipeline
  22. 22. ‘Distance’ Multi-Res Shading GeForce Performance FPS 20%-54% performance increase (best when pixel bound) Intel i7-5820K @3.3Ghz, Windows 10 64Bit, Max Settings, 1920x1080
  23. 23. Lens Matched Shading RENDERS TO A LENS CORRECTED SURFACE
  24. 24. Lens Matched Shading RENDERS TO A LENS CORRECTED SURFACE LMS ImageOriginal Image
  25. 25. VR SLI Two eyes... two GPUs!
  26. 26. “Normal” SLI GPUS RENDER ALTERNATE FRAMES N N+1 N N+1 N N+1 CPU GPU 0 GPU 1 Display Latency
  27. 27. VR SLI EACH GPU RENDERS ONE EYE - LOWER LATENCY N N+1CPU GPU 0 GPU 1 Display Latency NL N+1L NR N+1R N N+1
  28. 28. Unity integration MAIN POINTS • Native plugin GfxPluginVRWorks32/64.DLL • VRWorks.cs and VRWorksPresent.cs (C# script) • Unity scripting language is used to access features:
  29. 29. Unity integration IMAGE EFFECTS • UV remapping and clamping might be needed • Due to inconsistent pixel density certain artifacts can appear • SSAO and DOF converted to support MRS/LMS, more to come • Include VRWorks.cginc to access necessary API • We are here to help! :)
  30. 30. Unity integration – SSAO Example Before After
  31. 31. New GameWorks Unity Plugin - FLEX
  32. 32. FLEX https://developer.nvidia.com/flex
  33. 33. FLEX unity plugin FLEX for unity is under development!
  34. 34. Thank you! Questions? psilva@nvidia.com https://developer.nvidia.com/ansel http://developer.nvidia.com/vrworks https://developer.nvidia.com/flex

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