Steven F' Ashby Center for Applied Scientific Computing Month DD, 1997 - PowerPoint PPT Presentation

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Steven F' Ashby Center for Applied Scientific Computing Month DD, 1997

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Title: Steven F' Ashby Center for Applied Scientific Computing Month DD, 1997


1
R-LODs Fast LOD-based Ray Tracing of Massive
Models
Sung-Eui Yoon Lawrence Livermore National
Lab. Christian Lauterbach Dinesh Manocha Univ.
of North Carolina-Chapel Hill
2
Goal
  • Perform an interactive ray tracing of massive
    models
  • Handles various kinds of polygonal meshes
  • (e.g., scanned data and CAD)

Double eagle tanker 82M triangles
St. Matthew 372M triangles
3
Recent Advances for Interactive Ray Tracing
  • Hardware improvements
  • Exponential growth of computation power
  • Multi-core architectures
  • Algorithmic improvements
  • Efficient ray coherence techniques Wald et al.
    01, Reshetov et al. 05

4
Hierarchical Acceleration Data Structures
  • kd-trees for interactive ray tracing Wald 04
  • Simplicity and efficiency
  • Used for efficient object culling

Axis-aligned bounding box
kd-node
5
Ray Tracing of Massive Models
  • Logarithmic asymptotic behavior
  • Very useful for dealing with massive models
  • Due to the hierarchical data structures
  • Observed only in in-core cases

6
Performance of Ray Tracing with Different Model
Complexity
  • Measured with 2GB main memory


Render time (log scale)
Memory thrashing!

Working set size
2GB
Model complexity (M tri) - log scale
7
Low Growth Rate of Data Access Time
Growth rate during 1993 2004
47X
20X
2X
Courtesy http//www.hcibook.com/e3/online/moores
-law/
8
Inefficient Memory Accesses and Temporal Aliasing
  • St. Matthew (256M triangles)
  • Around 100M visible triangles
  • 1K by 1K image resolution
  • 1M primary rays
  • Hundreds of triangle per pixel
  • Each triangle likely in differentarea of memory

9
Main Contributions
  • Propose an LOD (level-of-detail)-based ray
    tracing of massive models
  • R-LOD, a novel LOD representation for Ray tracing
  • Efficient LOD error metric for primary and
    secondary rays
  • Integrate ray and cache coherent techniques

10
Performance of Ray Tracing with Different Model
Complexity
  • Measured with 2GB main memory


Render time (log scale)
Memory thrashing!

Working set size
2GB
Model complexity (M tri) - log scale
11
Performance of LOD-based Ray Tracing
Achieved up to three order of magnitude speedup!
  • Measured with 2GB main memory

Render time (log scale)
Working set size
Model complexity (M tri) - log scale
12
Real-time Captured Video St. Matthew Model
512 by 512 and 2x2 super-sampling, 4 pixels of
LOD error in image space
13
Related Work
  • Interactive ray tracing
  • LOD and out-of-core techniques
  • LOD-based ray tracing

14
Interactive Ray Tracing
  • Ray coherences
  • Heckbert and Hanrahan 84, Wald et al. 01,
    Reshetov et al. 05
  • Parallel computing
  • Parker et al. 99, DeMarle et al. 04, Dietrich et
    al. 05
  • Hardware acceleration
  • Purcell et al. 02, Schmittler et al. 04, Woop et
    al. 05
  • Large dataset
  • Pharr et al. 97, Wald et al. 04

15
LOD and Out-of-Core Techniques
  • Widely researched
  • LOD book Luebke et al. 02
  • Out-core algorithm course Chiang et al. 03
  • LOD algorithms combined with out-of-core
    techniques
  • Points clouds Rusinkiewicz and Levoy 00
  • Regular meshes Hwa et al. 04, Losasso and Hoppe
    04
  • General meshes Lindstrom 03, Cignoni et al. 04,
    Yoon et al. 04, Gobbetti and Marton 05

Not clear whether LOD techniques for
rasterization is applicable to ray tracing
16
LOD-based Ray Tracing
  • Ray differentials Igehy 99
  • Subdivision meshes Christensen et al. 03, Stoll
    et al. 06
  • Point clouds Wand and Straßer 03

Image plane
Footprint size of ray
Viewpoint
Ray beam for one pixel
17
Outline
  • R-LODs for ray tracing
  • Results

18
Outline
  • R-LODs for ray tracing
  • Results

19
R-LOD Representation
  • Tightly integrated with kd-nodes
  • A plane, material attributes, and surface
    deviation

kd-node
Plane
Valid extent of the plane
20
Properties of R-LODs
  • Compact and efficient LOD representation
  • Add only 4 bytes to (8 bytes) kd-node
  • Drastic simplification
  • Useful for performance improvement
  • Error-controllable LOD rendering
  • Error is measured in a screen-space in terms of
    pixels-of-error (PoE)
  • Provides interactive rendering framework

21
Two Main Design Criteria for LOD Metric
  • Controllability of visual errors
  • Efficiency
  • Performed per ray (not per object)
  • More than tens of million times evaluation

22
Visual Artifacts
Surface deviation
  • Visibility difference
  • Illumination difference
  • Path difference for secondary rays

Projected area
Curvature difference
View direction
Original mesh
LODs
Image plane
23
R-LOD Error Metric
  • Consider two factors
  • Projected screen-space area of a kd-node
  • Surface deviation

24
Conservative Projection Method
  • Measures the screen-space area affected by using
    an R-LOD

Image plane
R
Viewpoint
kd-node
B
PoE error bound
One ray beam
25
R-LODs with Different PoE Values
PoE Original 1.85
5 10
(512x512, no anti-aliasing)
26
LOD Metric for Secondary Rays
  • Applicable to any linear transformation
  • Shadow
  • Planar reflection
  • Not applicable to non-linear transformation
  • Refraction
  • Uses more general, but expensive ray
    differentials Igehy 99

27
C0 Discontinuity between R-LODs
  • Possible solutions
  • Posing dependencies Lindstrom 03, Hwa et al. 04,
    Yoon et al. 04, Cignoni et al. 05
  • Implicit surfaces Wald and Seidel 05

28
Expansion of R-LODs
  • Expansion of the extent of the plane
  • Inspired by hole-free point clouds rendering
    Kalaiah and Varshney 03
  • A function of the surface deviation (20 of the
    surface deviation)

29
Impact of Expansions of R-LODs
Hole
Before expansion
After expansion
PoE 5 at 512 by 512
Original model
30
R-LOD Construction
  • Principal component analysis (PCA)
  • Compute the covariance matrix for the plane of
    R-LODs
  • Hierarchical PCA computation
  • Has linear time complexity
  • Accesses the original data only one time with
    virtually no memory overhead

Normal
( Eigenvector)
31
Utilizing Coherence
  • Ray coherence
  • Using LOD improve the utilization of SIMD
    traversal/intersection
  • Cache coherence
  • Use cache-oblivious layouts of bounding volume
    hierarchies Yoon and Manocha 06
  • 10 60 performance improvement

32
Outline
  • R-LODs for ray tracing
  • Results

33
Implementation
  • Uses common optimized kd-tree construction
    methods
  • Based on surface-area heuristic MacDonald and
    Booth 90, Havran 00
  • Out-of-core computation
  • Decompose an input model into a set of clusters
    Yoon et al. 04

34
Preprocessing
  • Simplification computation speed
  • Very fast due to its linear complexity
  • (3M triangles per min)
  • Memory overhead
  • Requires 33 more storage over the optimized
    kd-tree representation Wald 04
  • Runtime overhead
  • 5 compared to non-LOD version of the same
    efficient ray tracer

35
Impact of R-LODs
10X speedup
of intersected nodes per ray
Render time
Working set size
36
Real-time Captured Video St. Matthew Model
512 x 512, 2 x 2 anti-aliasing, PoE 4
37
Pros and Cons
  • Limitations
  • Does not handle advanced materials such as BRDF
  • No guarantee there is no holes
  • Advantages
  • Simplicity
  • Interactivity
  • Efficiency

38
Conclusion
  • LOD-based ray tracing method
  • R-LOD representation
  • Efficient LOD error metric
  • Hierarchical LOD construction method with a
    linear time complexity
  • Reduce the working set size

39
Ongoing and Future Work
  • Investigate an efficient use of implicit surfaces
  • Allow approximate visibility
  • Extend to global illumination

40
Acknowledgements
  • Model contributors
  • Funding agencies
  • Army Research Office
  • DARPA
  • Lawrence Livermore National Laboratory
  • National Science Foundation
  • Office of Naval Research
  • RDECOM
  • Intel
  • Microsoft

41
Acknowledgements
  • Eric Haines
  • Martin Isenburg
  • Dawoon Jung
  • David Kasik
  • Peter Lindstrom
  • Matt Pharr
  • Ingo Wald
  • Anonymous reviewers

42
Questions?
  • Thanks!

43
UCRL-PRES-223086
This work was performed under the auspices of the
U.S. Department of Energy by University of
California Lawrence Livermore National Laboratory
under contract No. W-7405-ENG-48.
44
Additional slides
45
Goal
  • Perform an interactive ray tracing of massive
    models
  • Handles various kinds of polygonal meshes
  • (e.g., scanned data and CAD)

46
Memory Hierarchies
47
Hierarchical R-LOD Computation with Linear Time
Complexity
where , are x, y coordinates of kth
points
48
Performance Comparison St. Matthew Model
2 20X improvements

Non-LOD
Render time (sec)
LOD
Approaching the model for every frame
49
Image Quality Comparison St. Matthew Model
512 x 512, no anti-aliasing
LOD (PoE 4) Non-LOD
50
Further Information
  • R-LODs Fast LOD-based Ray Tracing of Massive
    Models
  • S. Yoon, C. Lauterbach, and D. Manocha
  • (To appear at) Pacific graphics (The Visual
    Computer) 2006

51
Recent Advances for Interactive Ray Tracing
  • Hardware improvements
  • Exponential growth of computation power
  • Multi-core architectures
  • Algorithmic improvements
  • Efficient ray coherence techniques Wald et al.
    01, Reshetov et al. 05

These improvements may not provide an efficient
solution to our problem!
52
Ray Coherence Techniques
  • Assume coherences between spatially coherent rays
  • Works well with CAD or architectural models
  • Highly-tessellated models
  • There may not be much coherence between rays

53
Ray Coherence Techniques
  • Models with large primitives
  • Group rays and test intersections between the
    group and a bounding box

Large triangles
Image plane
Viewpoint
Ray beams
54
Ray Coherence Techniques
  • Highly tessellated models
  • Fall back to the normal ray tracing
  • Causes incoherent memory accesses and temporal
    aliasing

Small triangles
Image plane
Viewpoint
Ray beams
55
Runtime Traversal with R-LODs
  • Built on top of the efficient kd-tree traversal
    algorithm Wald 04

Check whether the error is met?
Check whether there is an intersection?
kd-node w/ R-LOD
kd-node w/o R-LOD
56
Two Main Design Criteria for LOD Metric
  • Controllability of visual errors
  • Efficiency
  • Model complexity 100M (at least 27 deep kd-tree)
  • Image resolution 1k by 1K ( 1M rays)
  • 27M ( 1M x 27) times of LOD metric evaluation!

57
Surface Deviation
  • Combined with the previous projected-space error
    bound, R

Plane of R-LOD
Underlying geometry
58
Properties of R-LODs
  • Compact and efficient LOD representation
  • Add only 4 bytes to (8 bytes) kd-node
  • Drastic simplification
  • Useful for performance improvement
  • Recursively simplify 23 triangles into one R-LOD

kd-node w/ R-LOD
kd-node w/o R-LOD
59
Image Quality Comparison Forest Model (32M
Triangles)
4 X speedup
PoE 0 (No LOD)
PoE 4 and cache-oblivious layout of kd-tree
Shading difference
60
Image Quality Comparison Forest Model
PoE 0 (No LOD)
PoE 16
Shading difference
61
R-LODs with Different PoE Values
PoE Original 40
80
512x512 image resolution
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