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Optimized Rendering Techniques for Mobile VR
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Optimized Rendering Techniques for Mobile VR
1.
Optimized RenderingTechniques for MobileVR Roberto
Lopez Mendez DevGAMM 2016 – Moscow Senior Software Engineer, ARM 13/05/2016
2.
©ARM20162 Agenda Ice Cave
Demo ImprovingVR quality & performance The concept of local cubemap Dynamic soft shadows and reflections based on local cubemaps Stereo reflections inVR
3.
©ARM20163 Demo Ice Cave
4.
©ARM 20164 Quality and
Performance forVR Optimized Rendering Techniques Based On Local Cubemaps
5.
©ARM20165 The Concept of
Local Cubemaps V cubemap C Local environment If we use the view vector V defined inWCS to fetch the texel from the cubemap we will get the smiley face instead of the star. V cubemap C Local environment We need to use a new vector V’ = CP to fetch the correct texel .We need to find the intersection point P of the view vector V with the boundaries of the local environment. V cubemap C Local environment We introduce a proxy geometry to simplify the problem of finding the intersection point P.The simplest proxy geometry is the bounding box. Local Cubemap = Cubemap + Cubemap Position + Scene Bounding Box + Local Correction V V’P Bounding Box V’ P
6.
©ARM 20166 Dynamic Soft
Shadows Based on Local Cubemaps
7.
©ARM20167 Dynamic Soft Shadows
Based on Local Cubemaps Generation stage X Y Z Front -Z Left –X Back +Z Right +X Top +Y Bottom -Y Camera background alpha colour = 0 Opaque geometry is rendered with alpha = 1 Semi-transparent geometry is rendered with alpha different from 1 Fully transparent geometry is rendered with alpha 0 Render the transparency of the scene in the alpha channel We have a map of the zones where light rays can potentially come from and reach the geometry. No light information is processed at this stage.
8.
©ARM20168 Runtime stage Create
a vertex to light source L vector in the vertex shader. Pass this vector to the fragment shader to obtain the vector from the pixel to the light position piL. Find the intersection of the vector piL with the bounding box. Build the vector CP from the cubemap position C to the intersection point P. Use the new vector CP to fetch the texture from the cubemap. float texShadow = texCUBE(_CubeShadows, CP).a; L pi C P pk Q Bounding Box lit pixel shadowed pixel cubemap Source code in the ARM Guide for Unity Developers at MaliDeveloper.arm.com Dynamic Soft Shadows Based on Local Cubemaps
9.
©ARM20169 float texShadow =
texCUBE(_CubeShadows, CP).a; float4 newVec = float4`(CP, factor * length(piP)) float texShadow = texCUBElod(_CubeShadows, newVec ).a; Why soft? Dynamic Soft Shadows Based on Local Cubemaps L pi C P pk Q Bounding Box lit pixel shadowed pixel cubemap Source code in the ARM Guide for Unity Developers at MaliDeveloper.arm.com The further from the object the softer the shadows.
10.
©ARM201610 Dynamic Soft Shadows
Based on Local Cubemaps
11.
©ARM201611 Handling Shadows from
Different Types of Geometries High Quality Shadows from Static Environment Use Local Cubemap technique Use Shadow Mapping technique All Shadows Combine both types of shadows Shadows from Dynamic Objects
12.
©ARM201612 Combined Shadows in
Ice CaveVR Shadows from dynamic Geometry using shadow mapping Shadows from static Geometry using local cubemps
13.
©ARM 201613 Reflections Based
on Local Cubemaps
14.
©ARM201614 Local Correction to
ReflectionVector float3 R = reflect(D, N); float4 col = texCUBE(Cubemap, R); Find intersection point P Find vector R’ = CP float4 col = texCUBE(Cubemap, R’); Source code in the ARM Guide for Unity Developers at MaliDeveloper.arm.com D N R R’ P C Reflective surface cubemap Bounding Box
15.
©ARM201615 Combined Reflections in
Ice CaveVR Reflections from Static Geometry Use Local Cubemap technique Use Mirrored Camera technique All Reflections Combine all types of reflections Planar Reflections from Dynamic Geometry Use standard infinite cubemap Reflections from Distant Environments
16.
©ARM201616 Combined Reflections in
Ice CaveVR Reflections from static geometry using local cubemap Reflections from the sky using infinite cubemap Reflections from dynamic geometry using a mirrored camera
17.
©ARM 201617 Stereo Reflections
in Unity
18.
©ARM201618 Why Stereo Reflections?
Using the same texture for right/left eyes reflections inVR looks plain and breaks the sensation of full immersion.
19.
©ARM201619 Implementing Stereo Reflections
in Unity Add two new cameras targeting left/right eye respectively and disable them as you will render them manually. Create a target texture the cameras will render to Attach the script to each camera, the SetUpCamera function places the camera in the right position for rendering reflections for each eye. void OnPreRender() { SetUpCamera (); // Invert winding GL.invertCulling = true; } void OnPostRender() { // Restore winding GL.invertCulling = false; }
20.
©ARM201620 Implementing Stereo Reflections
in Unity Attach the script to the main camera public class RenderStereoReflections : MonoBehaviour { public GameObject reflectiveObj; public GameObject leftReflCamera; public GameObject rightReflCamera; int eyeIndex = 0; void OnPreRender(){ if (eyeIndex == 0){ // Render Left camera leftReflCamera.GetComponent<Camera>().Render(); reflectiveObj.GetComponent<Renderer>().material.SetTexture("_DynReflTex", leftReflCamera.GetComponent<Camera>().targetTexture ); } else{ // Render right camera rightReflCamera.GetComponent<Camera>().Render(); reflectiveObj.GetComponent<Renderer>().material.SetTexture("_DynReflTex", rightReflCamera.GetComponent<Camera>().targetTexture ); } eyeIndex = 1 - eyeIndex; } } Optimize further by adding a condition about reflective object’s visibility
21.
©ARM201621 Check Left/Right Reflection
Synchronization
22.
©ARM201622 Stereo Reflections in
Ice CaveVR
23.
©ARM201623 Wrap Up The
use of techniques based on local cubemap allows rendering high quality and efficient shadows and reflections from static geometry. These methods can be combined with other runtime rendering techniques to render reflections from dynamic objects. Stereo reflections inVR improve user experience Check out The ARM Guide for Unity Developers for very efficient rendering techniques to make the most out of Unity when developing mobileVR games https://community.arm.com/groups/arm-mali- graphics/blog/2016/03/10/combined-reflections- stereo-reflections-in-vr ARM Guide for Unity Developers at MaliDeveloper.arm.com
24.
The trademarks featured
in this presentation are registered and/or unregistered trademarks of ARM Limited (or its subsidiaries) in the EU and/or elsewhere. All rights reserved. All other marks featured may be trademarks of their respective owners. Copyright © 2016 ARM Limited Thank you!
25.
©ARM201625 Find out
more about techniques based on local cubemaps at: • https://community.arm.com/groups/arm-mali-graphics/blog/2016/03/10/combined-reflections-stereo- reflections-in-vr • http://malideveloper.arm.com/documentation/developer-guides/arm-guide-unity-enhancing-mobile-games/ • http://community.arm.com/groups/arm-mali-graphics/blog/2015/04/13/dynamic-soft-shadows-based-on-local- cubemap • http://community.arm.com/groups/arm-mali-graphics/blog/2014/08/07/reflections-based-on-local-cubemaps • http://community.arm.com/groups/arm-mali-graphics/blog/2015/04/13/refraction-based-on-local-cubemaps • http://community.arm.com/groups/arm-mali-graphics/blog/2015/05/21/the-power-of-local-cubemaps-at-unite- apac-and-the-taoyuan-effect To Find Out More….
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