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NVIDIA Gameworks
AnselとVRWorksの紹介
Paulo Silva・パウロ シルバ
Developer Technology Engineer, NVIDIA
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
Ansel
ANSELとは
Game Photography as a new form of art…
ANSEL
Number of games with Ansel support is growing!
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
ANSEL
Super Resolution Example
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
Ansel Demo
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
VRWorks
VR Works
• VR Challenges
• Single Pass Stereo
• Multi-Res Shading
• Lens Matched Shading
• VR SLI
• How To Use
VR Rendering Challenges
• Two Eyes - Two Render Passes
• Lens Distortion Wastes Pixels
Distorted view
VR Rendering Challenges
• Two Eyes - Two Render Passes
• Lens Distortion Wastes Pixels
Wasted Pixels
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?
従来のステレオレンダリング
Traditional Stereo Rendering
Left Eye (Pass 1) Right Eye (Pass 2)
VR Works Single Pass Stereo
Left Eye
Right Eye
Rendered image
Distorted rendering
RENDER NORMALLY, THEN RESAMPLE TO MATCH THE LENSES
Distorted rendering
OVER-RENDERING THE OUTSKIRTS
Rendered image
Multi-resolution shading
SUBDIVIDE THE IMAGE, AND SHRINK THE OUTSKIRTS
Not rendered!
Multi-resolution shading
FAST VIEWPORT BROADCAST ON NVIDIA MAXWELL AND BEYOND GPUS
Viewport 1
Viewport 2
Viewport N
...
Geometry Pipeline
‘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
Lens Matched Shading
RENDERS TO A LENS CORRECTED SURFACE
Lens Matched Shading
RENDERS TO A LENS CORRECTED SURFACE
LMS ImageOriginal Image
VR SLI
Two eyes... two GPUs!
“Normal” SLI
GPUS RENDER ALTERNATE FRAMES
N
N+1
N N+1
N N+1
CPU
GPU 0
GPU 1
Display
Latency
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
Unity integration
MAIN POINTS
• Native plugin GfxPluginVRWorks32/64.DLL
• VRWorks.cs and VRWorksPresent.cs (C# script)
• Unity scripting language is used to access features:
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! :)
Unity integration – SSAO Example
Before
After
New GameWorks Unity Plugin - FLEX
FLEX
https://developer.nvidia.com/flex
FLEX unity plugin
FLEX for unity is under development!
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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