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A View-Independent Graphics Rendering Architecture

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A View-Independent Graphics Rendering Architecture ... of Verilog. 6000 lines. of C# on. host PC. The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL ... – PowerPoint PPT presentation

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Title: A View-Independent Graphics Rendering Architecture


1
A View-Independent Graphics Rendering
Architecture
Graphics Hardware 2004
Grenoble, France
Jason Stewart, Eric P. Bennett, and Leonard
McMillan Presented by Anselmo Lastra University
of North Carolina at Chapel Hill
2
Why View-Independence?
  • Decouples Rendering from Viewing
  • Eliminates latency
  • Provides uniform framerates
  • Allows increased shading complexity
  • Needed for future applications
  • Shared multi-user virtual environments
  • True three-dimensional (Autostereo) displays

3
True 3-Dimensional Displays
  • Promising 3-D Display Technologies
  • Lenticular, and flys-eye optics
  • Barrier-based methods
  • Reflective optics
  • Holographic optics
  • Technology is Maturing
  • Problem
  • How to generatethe content?
  • Requires 1000s of simultaneous views

4
Using Todays Architecture
  • I guess you could buy 1024 GPUs
  • 10 years of Moores law would yield
  • 4 doublings in performance (only need 64 GPUs)
  • At least 2 doublings in power (only needs 10 KW)
  • There has to be a better way
  • Traditional graphics architectures are
    inefficient for view-independent graphics

5
Previous Work
  • Low Latency Rendering
  • 3D Light field Viewing H/W Regan 99
  • Frameless Redering Bishop 94
  • Just-in-time Pixels Mine Bishop 93
  • View-Independent Rendering
  • Multiple viewpoint rendering Halle 98
  • 4D Parameterization
  • Light Field Levoy Hanrahan 96, Lumigraph
    Gortler 96
  • Micropolygon Rasterization
  • Reyes Cook 87
  • Reyes streaming H/W pipeline Owens 02

6
Rearchitecting the Pipeline
  • Classic view-dependent pipeline

Geometry
Rasterize
VertexProcessing
FragmentProcessing
Visibility
2DFramebuffer
Scanout
7
Rearchitecting the Pipeline
  • Proposed view-independent pipeline

Host PC
Geometry
FragmentProcessing
Subdivideinto points
Point-Casting
Scatter
4DFramebuffer
Scanout
Hardware Prototype
8
PixelView Prototype
9
PixelView Prototype
  • 100 Mhz XILINX SpartanII-E FPGA
  • 300k Gates
  • 16MB100MHzSDRAM
  • 5000 lines of Verilog
  • 6000 linesof C onhost PC

10
PixelView Demo
11
System Partitioning
  • The prototype pipeline implementation

Host PC
Geometry
FragmentProcessing
Subdivideinto points
Point-Casting
Scatter
4DFramebuffer
Scanout
Hardware Prototype
12
PixelView 4D Framebuffer
  • 16 MBytes of Framebuffer memory
  • Reconfigurable (ex. 8x8x256x256x(rgb z))
  • 16 bits (5/6/5) rgb
  • 16 bits z

13
View Selection
  • Every view is just a 2D planar slice through the
    4D framebuffer
  • Which, after some simplifying assumptions,reduces
    to

14
Linear Expression Evaluators
  • Simple datapath replicated for each ofs, t, u,
    and v
  • Pixel rate
  • TrivialH/W cost
  • Easy toparallelize
  • Drop inreplacement for traditional scanout

15
Memory Access Patterns
  • For each view the LEE generates s(i,j),
    t(i,j), u(i,j), v(i,j)

16
Scan out Performance
  • Typical lt 10 Memory bandwidth required for scan
    out
  • 640x480 VGA
  • 100 MHz SDRAM, and order of magnitude behind the
    state of the art (DDR _at_ 500MHz)
  • Can easily support multiple simultaneous views

17
Filling the Framebuffer
  • Elemental Rendering Primitive is the Outgoing
    Radiance from a Point

18
Point Casting
  • Instead of the natural planar radiance
    parameterizationabout each point
  • We align with parameterization planes
  • Simplifies mapping

19
In Other Words
  • Parameterize outgoing radiance on fixed planes
    and resample it.

q
20
Unexplored View Coherence
  • Outgoing radiance from a point is smoother than
    spatial variations
  • Todays architectures do not exploit this
  • Still amplespatial coherence
  • We support 2formats
  • Uniform color
  • Spatially varying

21
Unexplored Coherence
  • Outgoing radiance from a point is smoother than
    spatial variations
  • Todays architectures do not exploit this

View-dependency
22
Geometry Subdivision
  • Subdivide until primitive is point-sized
  • Backward compatibility with polygons
  • Reminiscent of Reyes rendering pipeline
  • Every primitive requires a world-spacesubdivision
    method
  • However, Reyes subdivision is view-dependent
    (the stopping criterion is based on pixel grid)
  • Probably better methods

23
Prototype Limitations
  • Points are transferred via USB 1.1
  • Achieved 80,000 points/second (which means
    5,120,000 rays/second)
  • Each pointcast requires at least 64 reads
  • Requires ? 17 of memory B/W
  • Could easily include 4 or more parallel
    point-casting units
  • Entire design uses ? 23 of chip

24
A Practical PixelView System
  • The prototype demonstrates feasibility, but what
    would a real system entail?
  • Improve
  • Scalability
  • Field of View
  • Subdivision Techniques
  • Output Bandwidth

25
Distributing the Frame Buffer
26
Expanding Field of View
  • 6 Slabs _at_ 64x64x1024x1024x(88) 64 GBytes
  • But 1MB was huge for a 64k PDP-11

27
Addressing Output Bandwidth
  • Currently we can support only a handful of
    dynamic views out of the framebuffer
  • An Autostereoscopic Displays would require every
    pixel on every frame
  • High-speed interconnects are available gt5GHz per
    pin without compression

28
Improving Subdivision
  • Our conservative subdivision methods oversample
    by a factor of 4 or more after factoring out
    depth complexity
  • Fast, on-the-fly, hardware friendly, uniform
    subdivision would be great

29
Conclusions
  • PixelView simultaneously supports low latency and
    complex shading
  • PixelView supports a wide range of primitives and
    IBR data structures
  • PixelView is scalable to
  • A full field of view
  • High resolutions
  • Multi-user environments
  • PixelView can power the next generation of
    display technologies

30
Thank You Questions?
A View-Independent Graphics Rendering Architecture
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