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Beyond Programmable Shading Course
                                                        ACM SIGGRAPH 2012




 5 MAJOR CHALLENGES
 IN REAL-TIME RENDERING
 Johan Andersson, DICE


Beyond Programmable Shading, SIGGRAPH 2012                                    1
Overview
• What are the major challenges for us in the next 5-10 years?
   – Real-time rendering for games as well as other areas

• Which problems do we want to solve?

• What do we want to achieve & focus on?


• Based on own thoughts & feedback from people in the
  industry

                     Beyond Programmable Shading, SIGGRAPH 2012   2
Beyond Programmable Shading Course
                                                         ACM SIGGRAPH 2012




25 5 MAJOR CHALLENGES
   IN REAL-TIME RENDERING
  Johan Andersson, DICE


 Beyond Programmable Shading, SIGGRAPH 2012                                    3
Challenges 2012
Same as 2010!

1.   Cinematic Image Quality
2.   Illumination
3.   Programmability
4.   Production costs
5.   Scaling
                Beyond Programmable Shading, SIGGRAPH 2012   4
Beyond Programmable Shading Course
                     ACM SIGGRAPH 2012




         Challenge #1

CINEMATIC IMAGE QUALITY
Cinematic Image Quality
• Goal is to achieve Cinematic Image Quality
   – Same smooth & rich pictures that CG movies have

• Need significant improvements to GPU primary visibility
   –   Antialiasing
   –   Transparency
   –   Defocus blur
   –   Motion blur

• A future solution needs to include all together
                      Beyond Programmable Shading, SIGGRAPH 2012   6
Antialiasing
• Single most visible issue to improve on
   – Aliasing breaks the illusion
   – Less aliasing = more pleasing & easier to see visuals

• Sources of aliasing:
   –   Geometric aliasing
   –   Proxy geometry aliasing (alpha test)
   –   Shader aliasing
   –   Mixed resolution rendering

                     Beyond Programmable Shading, SIGGRAPH 2012   7
Post-process antialiasing
• Lots of developments in post-AA techniques
   – MLAA, FXAA, SMAA and more
   – Good quality / performance ratio

   – See SIGGRAPH’11 course: “Filtering Approaches for Real-Time
     Anti-Aliasing” http://iryoku.com/aacourse/




• But need solutions for the full problem
                    Beyond Programmable Shading, SIGGRAPH 2012     8
Geometric aliasing
• Current solutions: MSAA, SSAA, temporal
   – Fixed quality techniques, not adaptive
   – Problematic to scale up to very high quality

• 16x MSAA is really good quality but expensive
   – Need high rate if using coverage masks

• MSAA + deferred
   – Massive memory usage & bandwidth
   – Want access to MSAA compression surface to avoid computing ourselves
   – See Andrew’s talk in the course: “Intersecting Lights with Pixels”


                        Beyond Programmable Shading, SIGGRAPH 2012          9
Geometric aliasing
• Other alternatives?

   – Analytical antialiasing
      • Would be interesting to see more research


   – Pre-filtered Sparse Voxel Octrees
      • Requires very high resolution / large storage
      • See Cyril’s talk in the course: “Dynamic Sparse Voxel Octrees
        for Next-Gen Real-time Rendering”

                    Beyond Programmable Shading, SIGGRAPH 2012          10
Shader aliasing
• Shader aliasing becoming more of a problem
   – High-frequency specular highlights
   – High-frequency shadows
   – Amplified by HDR Bloom & Bokeh

• What is needed to make sure shaders do not output aliased
  values?
   – Careful handling of derivatives when texture mapping
   – LEAN mapping, EVSM shadows
   – Wednesday: “Rock-Solid Shading: Image Stability without
     Sacrificing Detail”

                     Beyond Programmable Shading, SIGGRAPH 2012   11
Proxy geometry aliasing
•    Alpha-testing for proxy geometry results in major aliasing
       – MSAA per-sample evaluation is costly & requires many samples

•    Real transparency can directly solve the aliasing
       – But we need to sort, need order-independent transparency




    Assets from Valve        Beyond Programmable Shading, SIGGRAPH 2012   12
Transparency
 • 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 & effects
        • Meshes vs particles vs volumetrics
        • Lack of sorting prevents usage of other transparent techniques


 • Order-independent transparency is must going forward
    – With good performance & determinism

                     Beyond Programmable Shading, SIGGRAPH 2012            13
Order-independent Transparency
• Adaptive Transparency [Salvi11] is promising
  – Currently requires multi-pass & unbounded memory
  – Need render target read/modify/write to get single-
    pass & bounded memory
  – Composite as you go (forward lighting)




                Beyond Programmable Shading, SIGGRAPH 2012   14
Motion blur




• Important for sense of speed & direction
• Velocity vectors + post-process holds up quite well
                                                        15
Defocus blur
• Key visual cue to perceive depth & focus
   – Guide & emotional storytelling tool




• Sprite splatting [Igarashi08] is popular
   – Works great for out of focus background
   – Very sensitive to aliasing
   – Sharp edges on strong foreground blur
                     Beyond Programmable Shading, SIGGRAPH 2012   16
Defocus blur – visibility issue




Incorrect visibility = hard edge                   Correct visibility

                          Beyond Programmable Shading, SIGGRAPH 2012    17
Defocus & motion blur – beyond post
• Raytrace geometry

• Stochastic rasterization
   – Lots of samples required for foreground, too little = noisy
       • Critical to have fast & temporally stable image reconstruction
   – Is defocus or motion blur the most important?
       • Leaning toward defocus due to the visibility issue
       • Though MB should not be applied after DOF, need a solution that
         handles both properly

• Pre-filtered Sparse Voxel Octrees
                       Beyond Programmable Shading, SIGGRAPH 2012          18
Beyond Programmable Shading Course
                 ACM SIGGRAPH 2012




   Challenge #2

ILLUMINATION
Illumination challenges




 Dynamic Global                 Shadows                        Reflections
   Illumination
                  Beyond Programmable Shading, SIGGRAPH 2012                 20
Dynamic Global Illumination
• Key visual component

• Multiple dynamic alternatives now:
   –   Light Propagation Volume
   –   Voxel cone tracing
   –   Reflective Shadow Maps + VPLs
   –   Geometry pre-compute based: Enlighten

• Major trade-offs depending on perf/memory/quality
                   Beyond Programmable Shading, SIGGRAPH 2012   21
Dynamic GI wanted characteristics
• Static & dynamic geometry

• No pre-computation required
    – Major tradeoff with performance

• Handle large scales: indoor to large outdoor
    – With minimal light leakage

• Multiple indirect bounces
    – Single is not enough for in-door

• Indirect specular reflections
                        Beyond Programmable Shading, SIGGRAPH 2012   22
Shadows
• General shadows continue to be a major challenge
  – “Efficient Real-time Shadows” course


• As a game developer, I’m tired of shadows 
  –   Not what the graphics pipeline is built for
  –   Time consuming tweaking, optimizations, compromises
  –   Current techniques don’t scale up
  –   Are there Graphics/Compute extensions that could help?

                   Beyond Programmable Shading, SIGGRAPH 2012   23
Shadows - wanted characteristics
Robust:                                        General:
   – Stable under object, light &                    – Works with all light types
     camera motion                                   – Supports dynamic geometry
   – No light leakage                                – Supports alpha-test
   – No flickering                                   – Supports transparent receivers
   – No magic constants                                & casters
                                                     – Scalable from small to large
                                                       light sources
High-quality:
   – Variable penumbra
   – No aliasing                               Fast!
   – Motion blurred                                  – Sparse sampling
                                                     – Good culling


                        Beyond Programmable Shading, SIGGRAPH 2012                  24
The Many Shadow problem
• Want shadows on all lights
   – Easier to author
        • No light leaking through walls
   – Doesn’t limit content creators
   – Higher quality & more interactive

• Current issues
   –   Amount of geometry
   –   Culling
   –   Draw calls                                     Super simple scene, 10 spotlights
   –   Non-sparse rendering

                         Beyond Programmable Shading, SIGGRAPH 2012                  25
Many Shadow – potential solutions
•   Efficient rasterization
     – Smart logarithmic triangle culling with spatial data structure
     – Lazy on-demand scene culling, geometry culling & graphics dispatch
          •   with CPU or GPU Compute


•   Raytrace geometry
     – Render gbuffer
     – For each pixel affected by a light, cast ray to light
     – Evaluate & composite directly in pixel shader, or output to light visibility masks

•   Cone trace into SVO
     – Once SVO data structure is built, easy to cone trace to query light visibility
     – Soft shadows = fast! 


                              Beyond Programmable Shading, SIGGRAPH 2012                    26
Reflections – categories




Glossy reflections on arbitrary surfaces              Perfect reflections on mostly-planar
                                                                    surfaces
                          Beyond Programmable Shading, SIGGRAPH 2012                   27
Reflections – use cases
• Glossy reflections
   – Most surfaces, rough metal

   – Screen-space reflection
      • Fully dynamic
      • Simple & cheap
      • Visibility problems
   – Voxel Cone Tracing
      • Can be a good fit
      • Expensive to build SVO of scene

                     Beyond Programmable Shading, SIGGRAPH 2012   28
Reflections – use cases
• Perfect reflections
   – Mostly planar surfaces: windows, water

   – Render reflected view(s)
       • Prohibitive to render scenes upfront with multiple planes
       • Want more sparse rendering
   – Raytracing is elegant, but impractical
       • Performance
       • Have to switch entire game graphics pipeline
   – Voxel Cone Tracing
       • Requires massive resolution
       • Not practical until we can use it for primary visibility

                         Beyond Programmable Shading, SIGGRAPH 2012   29
Beyond Programmable Shading Course
                  ACM SIGGRAPH 2012




      Challenge #3

PROGRAMMABILITY
Programmability
• Need major innovations to solve the other
  challenges




               Beyond Programmable Shading, SIGGRAPH 2012   31
Programmability - Pipelines
• Graphics pipeline is fast but fixed
   – No conservative rasterization
   – No programmable blending
   – No flexible texture filtering (min/max/derivative)

• GPU Compute can’t efficiently simulate a full graphics pipeline
   – Use the graphics pipeline when possible
   – Need to enable building your own efficient GPU Compute pipelines
       • When going beyond graphics pipeline capabilities
       • Esp. important with long HW & OS lead times



                       Beyond Programmable Shading, SIGGRAPH 2012       32
Programmability - Areas
• Need a virtual data-parallel ISA

   – Separate front-end from back-end
      • Can use same front-end (language) on all platforms (back-ends)
      • Run on all platforms and all (modern) architectures
          – Both CPU and GPU!
      • HSA with HSAIL is one promising solution

   – Most developers are multi-platform
      • Won’t write serious code in platform- or vendor-specific
        languages

                    Beyond Programmable Shading, SIGGRAPH 2012      33
Programmability - Areas
• Strip down the GPU SW stack & hardware
  abstractions

  – Only bindless access to resources
     • Need standard non-opaque texture layouts
  – Virtual memory
  – Both CPU or GPU Compute can generate GPU work
  – Layer existing fat APIs on top of it (DirectX & OpenGL)
                  Beyond Programmable Shading, SIGGRAPH 2012   34
Programmability - Areas
• GPU Compute spawning fine-grained tasks for itself
  – Build your own pipelines, independently of CPU
  – Kepler GK110 ‘Dynamic Parallelism’ on all chips, platforms
    and compute languages


• Need mechanisms to build SIMD coherency
  – Not ideal to write out giant sample lists to memory and sort
  – Queues as a language & HW abstraction primitive
                  Beyond Programmable Shading, SIGGRAPH 2012   35
Programmability - Areas
• Low-latency CPU/GPU collaboration
  – Balance work, run where most efficient
     • Frostbite uses it on consoles [Coffin11] [Brisebois11]
  – GPU spawning work for CPU
  – CPU inserting more work for GPU within the frame

  – Simple use case for Sample Distribution Shadow Maps:
     1.   Render z+gbuffer
     2.   Analyze zbuffer to determine ideal shadowmap distribution
     3.   Kick of CPU to cull & create shadowmap graphics display list
     4.   GPU renders something else while waiting for CPU
                    Beyond Programmable Shading, SIGGRAPH 2012           36
Programmability - Areas
• Render target read/modify/write
  – A must have base operation
  – OIT & programmable blending




               Beyond Programmable Shading, SIGGRAPH 2012   37
Beyond Programmable Shading Course
                                 ACM SIGGRAPH 2012




Challenge #4

PRODUCTION COSTS

                     Challenge #4

               PRODUCTION COSTS
Production costs
• Games are getting bigger & more complex
   –   More content
   –   More variation
   –   Higher quality/detail
   –   More complex content production process


• What are the next big step forward for content
  production?
   – Quick iteration times = quality

                     Beyond Programmable Shading, SIGGRAPH 2012   39
Production costs
•   If we had the ultimate real-time renderer that solves primary visibility and
    illumination, how much artist time would we save?

     – Probably not that much overall unfortunately (but increase quality)
          •   Having shadows everywhere and dynamic GI saves some artist time
          •   Will save engineering time & support

     – Content creation is the biggest time sink

•   What can save significant amount of time?
     –   Scalable geometry representation
     –   Procedural texturing
     –   Procedural geometry
     –   Content acquisition

                              Beyond Programmable Shading, SIGGRAPH 2012           40
Beyond Programmable Shading Course
               ACM SIGGRAPH 2012




   Challenge #5

 SCALING
Scaling
• Games & rendering use cases are needing more and
  more scaling. Both up and down!

   – Detail: mm to km
   – Resolution: 320x480 (IPhone3) to 5760x1200 (Eyefinity). 45x
   – Power: 1W to 300W. 300x

• Requires significant scaling in performance

• Which techniques, algorithms & pipelines are scalable?
                    Beyond Programmable Shading, SIGGRAPH 2012     42
Scaling: Detail
• How can we increase detail while building even
  larger interactive worlds?

  – Scalable geometry is difficult, discrete LODs suck
     • Want an inherently scalable & filterable primary data
       representation. Dynamic SVOs?


  – Can’t author everything
     • Use procedural detail up close
                   Beyond Programmable Shading, SIGGRAPH 2012   43
Scaling: Resolution
• Some of the lowest powered devices have the
  highest resolution screens
   – Consumers 
   – Developers 

• Graphics pipeline need a more flexible
  decoupling of shading rate vs visibility rate!
   – MSAA and fixed upsampling is not enough
                Beyond Programmable Shading, SIGGRAPH 2012   44
Scaling: Power
• Marketplace is shifting from 100+ W to 1-45 W
   – Phones (1 W), Tablets (3 W), Ultrabooks (17 W), Laptops (45 W)

• Developers typically don’t care about power usage
   – But hardware/device manufacturers and consumers do
   – With cloud rendering, power is a direct cost for developer



• Need power efficient algorithms, techniques & pipelines
   – Grand challenge for the next 10 years: photo-realistic rendering at 1W



                        Beyond Programmable Shading, SIGGRAPH 2012            45
Questions?

                  email: johan.andersson@dice.se
                  blog: http://repi.se
                  twitter: @repi




    course page: http://bps12.idav.ucdavis.edu
              Beyond Programmable Shading, SIGGRAPH 2012   46
Thanks for the feedback!
Christina Coffin        Sebastien Lagarde                   Pål-Kristian Engstad
Cyril Crassin           Sébastien Hillaire                  Jonathan Ragan-Kelly
Aaron Lefohn
Marco Salvi             Jim Vaughn                          Matthijs De Smedt
Andrew Lauritzen        Steven Tovey                        Doug Binks
Colin Barré-Brisebois   Aras Pranckevičius                  Morgan McGuire
Ivan van Assen          Julien Guertault                    Andrew Richards
Matt Collins            Sam Martin                          Daniel Wexler
Charles de Rousiers
Stephen Hill            Niklas Lundberg                     Eric Smolikowski
Nathan Reed             Michael Nicolella                   David Möllerstedt
Timothy Lottes          Aaron Miller
                        ’
                        Beyond Programmable Shading, SIGGRAPH 2012                 47
References
•   [Igarashi08]. Real-Time Depth-of-Field Rendering Using Point Splatting on
    Per-Pixel Layers. http://dxp.korea.ac.kr/homewiki/images/f/f5/PG-PointDof-
    submit.pdf
•   [Coffin11]. SPU Based Deferred Shading in Battlefield 3 for Playstation 3.
    Christina Coffin.
    http://publications.dice.se/attachments/Christina_Coffin_Programming_SPU
    _Based_Deferred.pptx
•   [Brisebois11] More Performance Five Rendering Ideas from Battlefield 3
    and Need For Speed The Run. Barre-Brisebois et al.
    http://publications.dice.se/attachments/BF3_NFS_WhiteBarreBrisebois_Sig
    graph2011.pptx
•   [Salvi11] Adaptive Transparency. Salvi et al. http://software.intel.com/en-
    us/articles/adaptive-transparency-hpg-2011/


                         Beyond Programmable Shading, SIGGRAPH 2012           48

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5 Major Challenges in Real-time Rendering (2012)

  • 1. Beyond Programmable Shading Course ACM SIGGRAPH 2012 5 MAJOR CHALLENGES IN REAL-TIME RENDERING Johan Andersson, DICE Beyond Programmable Shading, SIGGRAPH 2012 1
  • 2. Overview • What are the major challenges for us in the next 5-10 years? – Real-time rendering for games as well as other areas • Which problems do we want to solve? • What do we want to achieve & focus on? • Based on own thoughts & feedback from people in the industry Beyond Programmable Shading, SIGGRAPH 2012 2
  • 3. Beyond Programmable Shading Course ACM SIGGRAPH 2012 25 5 MAJOR CHALLENGES IN REAL-TIME RENDERING Johan Andersson, DICE Beyond Programmable Shading, SIGGRAPH 2012 3
  • 4. Challenges 2012 Same as 2010! 1. Cinematic Image Quality 2. Illumination 3. Programmability 4. Production costs 5. Scaling Beyond Programmable Shading, SIGGRAPH 2012 4
  • 5. Beyond Programmable Shading Course ACM SIGGRAPH 2012 Challenge #1 CINEMATIC IMAGE QUALITY
  • 6. Cinematic Image Quality • Goal is to achieve Cinematic Image Quality – Same smooth & rich pictures that CG movies have • Need significant improvements to GPU primary visibility – Antialiasing – Transparency – Defocus blur – Motion blur • A future solution needs to include all together Beyond Programmable Shading, SIGGRAPH 2012 6
  • 7. Antialiasing • Single most visible issue to improve on – Aliasing breaks the illusion – Less aliasing = more pleasing & easier to see visuals • Sources of aliasing: – Geometric aliasing – Proxy geometry aliasing (alpha test) – Shader aliasing – Mixed resolution rendering Beyond Programmable Shading, SIGGRAPH 2012 7
  • 8. Post-process antialiasing • Lots of developments in post-AA techniques – MLAA, FXAA, SMAA and more – Good quality / performance ratio – See SIGGRAPH’11 course: “Filtering Approaches for Real-Time Anti-Aliasing” http://iryoku.com/aacourse/ • But need solutions for the full problem Beyond Programmable Shading, SIGGRAPH 2012 8
  • 9. Geometric aliasing • Current solutions: MSAA, SSAA, temporal – Fixed quality techniques, not adaptive – Problematic to scale up to very high quality • 16x MSAA is really good quality but expensive – Need high rate if using coverage masks • MSAA + deferred – Massive memory usage & bandwidth – Want access to MSAA compression surface to avoid computing ourselves – See Andrew’s talk in the course: “Intersecting Lights with Pixels” Beyond Programmable Shading, SIGGRAPH 2012 9
  • 10. Geometric aliasing • Other alternatives? – Analytical antialiasing • Would be interesting to see more research – Pre-filtered Sparse Voxel Octrees • Requires very high resolution / large storage • See Cyril’s talk in the course: “Dynamic Sparse Voxel Octrees for Next-Gen Real-time Rendering” Beyond Programmable Shading, SIGGRAPH 2012 10
  • 11. Shader aliasing • Shader aliasing becoming more of a problem – High-frequency specular highlights – High-frequency shadows – Amplified by HDR Bloom & Bokeh • What is needed to make sure shaders do not output aliased values? – Careful handling of derivatives when texture mapping – LEAN mapping, EVSM shadows – Wednesday: “Rock-Solid Shading: Image Stability without Sacrificing Detail” Beyond Programmable Shading, SIGGRAPH 2012 11
  • 12. Proxy geometry aliasing • Alpha-testing for proxy geometry results in major aliasing – MSAA per-sample evaluation is costly & requires many samples • Real transparency can directly solve the aliasing – But we need to sort, need order-independent transparency Assets from Valve Beyond Programmable Shading, SIGGRAPH 2012 12
  • 13. Transparency • 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 & effects • Meshes vs particles vs volumetrics • Lack of sorting prevents usage of other transparent techniques • Order-independent transparency is must going forward – With good performance & determinism Beyond Programmable Shading, SIGGRAPH 2012 13
  • 14. Order-independent Transparency • Adaptive Transparency [Salvi11] is promising – Currently requires multi-pass & unbounded memory – Need render target read/modify/write to get single- pass & bounded memory – Composite as you go (forward lighting) Beyond Programmable Shading, SIGGRAPH 2012 14
  • 15. Motion blur • Important for sense of speed & direction • Velocity vectors + post-process holds up quite well 15
  • 16. Defocus blur • Key visual cue to perceive depth & focus – Guide & emotional storytelling tool • Sprite splatting [Igarashi08] is popular – Works great for out of focus background – Very sensitive to aliasing – Sharp edges on strong foreground blur Beyond Programmable Shading, SIGGRAPH 2012 16
  • 17. Defocus blur – visibility issue Incorrect visibility = hard edge Correct visibility Beyond Programmable Shading, SIGGRAPH 2012 17
  • 18. Defocus & motion blur – beyond post • Raytrace geometry • Stochastic rasterization – Lots of samples required for foreground, too little = noisy • Critical to have fast & temporally stable image reconstruction – Is defocus or motion blur the most important? • Leaning toward defocus due to the visibility issue • Though MB should not be applied after DOF, need a solution that handles both properly • Pre-filtered Sparse Voxel Octrees Beyond Programmable Shading, SIGGRAPH 2012 18
  • 19. Beyond Programmable Shading Course ACM SIGGRAPH 2012 Challenge #2 ILLUMINATION
  • 20. Illumination challenges Dynamic Global Shadows Reflections Illumination Beyond Programmable Shading, SIGGRAPH 2012 20
  • 21. Dynamic Global Illumination • Key visual component • Multiple dynamic alternatives now: – Light Propagation Volume – Voxel cone tracing – Reflective Shadow Maps + VPLs – Geometry pre-compute based: Enlighten • Major trade-offs depending on perf/memory/quality Beyond Programmable Shading, SIGGRAPH 2012 21
  • 22. Dynamic GI wanted characteristics • Static & dynamic geometry • No pre-computation required – Major tradeoff with performance • Handle large scales: indoor to large outdoor – With minimal light leakage • Multiple indirect bounces – Single is not enough for in-door • Indirect specular reflections Beyond Programmable Shading, SIGGRAPH 2012 22
  • 23. Shadows • General shadows continue to be a major challenge – “Efficient Real-time Shadows” course • As a game developer, I’m tired of shadows  – Not what the graphics pipeline is built for – Time consuming tweaking, optimizations, compromises – Current techniques don’t scale up – Are there Graphics/Compute extensions that could help? Beyond Programmable Shading, SIGGRAPH 2012 23
  • 24. Shadows - wanted characteristics Robust: General: – Stable under object, light & – Works with all light types camera motion – Supports dynamic geometry – No light leakage – Supports alpha-test – No flickering – Supports transparent receivers – No magic constants & casters – Scalable from small to large light sources High-quality: – Variable penumbra – No aliasing Fast! – Motion blurred – Sparse sampling – Good culling Beyond Programmable Shading, SIGGRAPH 2012 24
  • 25. The Many Shadow problem • Want shadows on all lights – Easier to author • No light leaking through walls – Doesn’t limit content creators – Higher quality & more interactive • Current issues – Amount of geometry – Culling – Draw calls Super simple scene, 10 spotlights – Non-sparse rendering Beyond Programmable Shading, SIGGRAPH 2012 25
  • 26. Many Shadow – potential solutions • Efficient rasterization – Smart logarithmic triangle culling with spatial data structure – Lazy on-demand scene culling, geometry culling & graphics dispatch • with CPU or GPU Compute • Raytrace geometry – Render gbuffer – For each pixel affected by a light, cast ray to light – Evaluate & composite directly in pixel shader, or output to light visibility masks • Cone trace into SVO – Once SVO data structure is built, easy to cone trace to query light visibility – Soft shadows = fast!  Beyond Programmable Shading, SIGGRAPH 2012 26
  • 27. Reflections – categories Glossy reflections on arbitrary surfaces Perfect reflections on mostly-planar surfaces Beyond Programmable Shading, SIGGRAPH 2012 27
  • 28. Reflections – use cases • Glossy reflections – Most surfaces, rough metal – Screen-space reflection • Fully dynamic • Simple & cheap • Visibility problems – Voxel Cone Tracing • Can be a good fit • Expensive to build SVO of scene Beyond Programmable Shading, SIGGRAPH 2012 28
  • 29. Reflections – use cases • Perfect reflections – Mostly planar surfaces: windows, water – Render reflected view(s) • Prohibitive to render scenes upfront with multiple planes • Want more sparse rendering – Raytracing is elegant, but impractical • Performance • Have to switch entire game graphics pipeline – Voxel Cone Tracing • Requires massive resolution • Not practical until we can use it for primary visibility Beyond Programmable Shading, SIGGRAPH 2012 29
  • 30. Beyond Programmable Shading Course ACM SIGGRAPH 2012 Challenge #3 PROGRAMMABILITY
  • 31. Programmability • Need major innovations to solve the other challenges Beyond Programmable Shading, SIGGRAPH 2012 31
  • 32. Programmability - Pipelines • Graphics pipeline is fast but fixed – No conservative rasterization – No programmable blending – No flexible texture filtering (min/max/derivative) • GPU Compute can’t efficiently simulate a full graphics pipeline – Use the graphics pipeline when possible – Need to enable building your own efficient GPU Compute pipelines • When going beyond graphics pipeline capabilities • Esp. important with long HW & OS lead times Beyond Programmable Shading, SIGGRAPH 2012 32
  • 33. Programmability - Areas • Need a virtual data-parallel ISA – Separate front-end from back-end • Can use same front-end (language) on all platforms (back-ends) • Run on all platforms and all (modern) architectures – Both CPU and GPU! • HSA with HSAIL is one promising solution – Most developers are multi-platform • Won’t write serious code in platform- or vendor-specific languages Beyond Programmable Shading, SIGGRAPH 2012 33
  • 34. Programmability - Areas • Strip down the GPU SW stack & hardware abstractions – Only bindless access to resources • Need standard non-opaque texture layouts – Virtual memory – Both CPU or GPU Compute can generate GPU work – Layer existing fat APIs on top of it (DirectX & OpenGL) Beyond Programmable Shading, SIGGRAPH 2012 34
  • 35. Programmability - Areas • GPU Compute spawning fine-grained tasks for itself – Build your own pipelines, independently of CPU – Kepler GK110 ‘Dynamic Parallelism’ on all chips, platforms and compute languages • Need mechanisms to build SIMD coherency – Not ideal to write out giant sample lists to memory and sort – Queues as a language & HW abstraction primitive Beyond Programmable Shading, SIGGRAPH 2012 35
  • 36. Programmability - Areas • Low-latency CPU/GPU collaboration – Balance work, run where most efficient • Frostbite uses it on consoles [Coffin11] [Brisebois11] – GPU spawning work for CPU – CPU inserting more work for GPU within the frame – Simple use case for Sample Distribution Shadow Maps: 1. Render z+gbuffer 2. Analyze zbuffer to determine ideal shadowmap distribution 3. Kick of CPU to cull & create shadowmap graphics display list 4. GPU renders something else while waiting for CPU Beyond Programmable Shading, SIGGRAPH 2012 36
  • 37. Programmability - Areas • Render target read/modify/write – A must have base operation – OIT & programmable blending Beyond Programmable Shading, SIGGRAPH 2012 37
  • 38. Beyond Programmable Shading Course ACM SIGGRAPH 2012 Challenge #4 PRODUCTION COSTS Challenge #4 PRODUCTION COSTS
  • 39. Production costs • Games are getting bigger & more complex – More content – More variation – Higher quality/detail – More complex content production process • What are the next big step forward for content production? – Quick iteration times = quality Beyond Programmable Shading, SIGGRAPH 2012 39
  • 40. Production costs • If we had the ultimate real-time renderer that solves primary visibility and illumination, how much artist time would we save? – Probably not that much overall unfortunately (but increase quality) • Having shadows everywhere and dynamic GI saves some artist time • Will save engineering time & support – Content creation is the biggest time sink • What can save significant amount of time? – Scalable geometry representation – Procedural texturing – Procedural geometry – Content acquisition Beyond Programmable Shading, SIGGRAPH 2012 40
  • 41. Beyond Programmable Shading Course ACM SIGGRAPH 2012 Challenge #5 SCALING
  • 42. Scaling • Games & rendering use cases are needing more and more scaling. Both up and down! – Detail: mm to km – Resolution: 320x480 (IPhone3) to 5760x1200 (Eyefinity). 45x – Power: 1W to 300W. 300x • Requires significant scaling in performance • Which techniques, algorithms & pipelines are scalable? Beyond Programmable Shading, SIGGRAPH 2012 42
  • 43. Scaling: Detail • How can we increase detail while building even larger interactive worlds? – Scalable geometry is difficult, discrete LODs suck • Want an inherently scalable & filterable primary data representation. Dynamic SVOs? – Can’t author everything • Use procedural detail up close Beyond Programmable Shading, SIGGRAPH 2012 43
  • 44. Scaling: Resolution • Some of the lowest powered devices have the highest resolution screens – Consumers  – Developers  • Graphics pipeline need a more flexible decoupling of shading rate vs visibility rate! – MSAA and fixed upsampling is not enough Beyond Programmable Shading, SIGGRAPH 2012 44
  • 45. Scaling: Power • Marketplace is shifting from 100+ W to 1-45 W – Phones (1 W), Tablets (3 W), Ultrabooks (17 W), Laptops (45 W) • Developers typically don’t care about power usage – But hardware/device manufacturers and consumers do – With cloud rendering, power is a direct cost for developer • Need power efficient algorithms, techniques & pipelines – Grand challenge for the next 10 years: photo-realistic rendering at 1W Beyond Programmable Shading, SIGGRAPH 2012 45
  • 46. Questions? email: johan.andersson@dice.se blog: http://repi.se twitter: @repi course page: http://bps12.idav.ucdavis.edu Beyond Programmable Shading, SIGGRAPH 2012 46
  • 47. Thanks for the feedback! Christina Coffin Sebastien Lagarde Pål-Kristian Engstad Cyril Crassin Sébastien Hillaire Jonathan Ragan-Kelly Aaron Lefohn Marco Salvi Jim Vaughn Matthijs De Smedt Andrew Lauritzen Steven Tovey Doug Binks Colin Barré-Brisebois Aras Pranckevičius Morgan McGuire Ivan van Assen Julien Guertault Andrew Richards Matt Collins Sam Martin Daniel Wexler Charles de Rousiers Stephen Hill Niklas Lundberg Eric Smolikowski Nathan Reed Michael Nicolella David Möllerstedt Timothy Lottes Aaron Miller ’ Beyond Programmable Shading, SIGGRAPH 2012 47
  • 48. References • [Igarashi08]. Real-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layers. http://dxp.korea.ac.kr/homewiki/images/f/f5/PG-PointDof- submit.pdf • [Coffin11]. SPU Based Deferred Shading in Battlefield 3 for Playstation 3. Christina Coffin. http://publications.dice.se/attachments/Christina_Coffin_Programming_SPU _Based_Deferred.pptx • [Brisebois11] More Performance Five Rendering Ideas from Battlefield 3 and Need For Speed The Run. Barre-Brisebois et al. http://publications.dice.se/attachments/BF3_NFS_WhiteBarreBrisebois_Sig graph2011.pptx • [Salvi11] Adaptive Transparency. Salvi et al. http://software.intel.com/en- us/articles/adaptive-transparency-hpg-2011/ Beyond Programmable Shading, SIGGRAPH 2012 48

Editor's Notes

  1. Shader should be able to decide what to output per sample, while executing per pixelCan we keep deferred MSAA in large local store tiles?
  2. Texture space shading?
  3. Particles would be the last to be included in an OIT solution
  4. Prohibitive to include all transparent surfaces50x+ particle overdraw commonCombine with half-resHybrid OIT: pre-sorted particles blend on closest OIT sample?
  5. For performance, would use pragmatic max clamps
  6. GPU Compute performance portability Challenge between to run same code efficiently on different architectures and platformsMajor changes can sometimes be requiredNot unexpected, but can be a challenge