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Ray Tracing with Existing Graphics Systems

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Ray Tracing with Existing Graphics Systems Jeremy Sugerman, FLASHG 31 January 2006 Why Consider Tracing Rays? Some techniques are hard to mimic with rasterization. – PowerPoint PPT presentation

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Title: Ray Tracing with Existing Graphics Systems


1
Ray Tracing with Existing Graphics Systems
  • Jeremy Sugerman,
  • FLASHG 31 January 2006

2
Why Consider Tracing Rays?
  • Some techniques are hard to mimic with
    rasterization.
  • Shadows (arbitrary view visibility)
  • Reflection, Refraction effects
  • Global, Indirect Illumination

3
Why Now?
  • Raytracing is getting fast enough to use
    interactively.
  • New architectures seem potentially suited or not
    too far from being suited.

4
Interactive, Really?
  • Intel MLTRA (SIGGRAPH 2005)
  • 20-36 fps (20-36 MRays/sec) on one 3.2 GHz
  • Without MLTRA, still 7-12 fps / MRays/sec
  • My toy SSE raytracer
  • About 2 MRays/sec (primary rays)
  • Quick Hack Cell system at SIGGRAPH
  • Claims 20-25 fps / MRays/sec (unreviewed)

5
What about Rasterization?
  • 60 fps over 1024x768 on 99 GPUs
  • Ray tracing would need 50 MRays/sec casting
    primary rays alone.
  • GPUs are getting faster at a phenomenal rate.
  • Ray tracing is DOOMED!

6
Its Not About Rasterization
  • The vast majority of render time is actually
    shading in most 3D apps.
  • True for offline rendering too.
  • Whether fragments are rasterized or ray traced,
    shading is the same
  • To the extent the fragments are the same

7
And Who Traces Primary Rays?
  • We want ray tracing for shadows,
    reflection/refraction, and indirect illumination.
  • Those are all applications of secondary rays.
  • The rasterizer already produces (x, y, z),
    normals, etc. from primary hits.
  • Might as well rasterize them if you have a fast
    existing mechanism. It doesnt matter.

8
Synthesis (Thesis Antithesis)
  • Bolt a ray tracer onto a conventional
    rasterization based system.
  • Add a bit of ray tracer friendliness to a GPU.
  • Or, wire together a Cell and a GPU (dont tell
    Sony).
  • Window systems (2D), text are rasterization tasks
    fundamentally (plus optional compositing)

9
Ray Tracer Friendliness?
  • Ray tracing strongly favours threaded
    architectures over SIMD.
  • Packet tracing leverages bandwidth at the cost of
    very simple horizontal communication.
  • Being able to use queues / write buffers seems
    critical.

10
How Would It Work?
  • Operate on hits
  • Analogous to fragments, plus weights
  • Each hit feeds any of three (independent) shading
    choices
  • Gather rays
  • Shadowing and local lighting contribution
  • Secondary rays
  • Each produces a colour and a weight which are
    accumulated into a final pixel colour

11
Shadowing And Local Lighting
  • Effectively runs
  • Interpolate shading data (BRDF, Normal, etc.)
  • Generate as many shadow rays as are desired
  • Foreach shadow ray
  • If (shadow ray hits light)
  • Compute local light contribution from the light
  • Fits in the same per-fragment storage
  • Shadow computations are indepedent

12
Gather and Secondary Rays
  • Gather rays just perform a weighted lookup in a
    data structure (e.g. photon map)
  • Secondary rays are generated based on the surface
    shading information (BRDF, Normal, )
  • Hits are fed back into the same pipeline
  • Once generated, independent of parent

13
Kinda Like a GPU (If you squint)
  • GPU shading just does the weighted local lighting
    calculation.
  • But a fragment program can generate and trace
    shadow rays to mask local lighting
  • And a fragment program can generate rays for
    final gathers.
  • All this formulation does is expose parallelism
    and offer natural places to optimize hardware

14
I Saw You Palm That Card!
  • Secondary rays are a bit harder to cram into a
    fragment program.
  • No variable output buffers
  • No recursion
  • Once generated, secondary rays are completely
    independent.
  • Only need an unordered write buffer
  • No state, so recursion becomes iteration
  • So start with only shadow and gather rays
  • Exact same system supports them, though

15
What About Coherence?
  • Rasterization lie Rasterization systems exploit
    coherence vastly better than ray tracing.
  • Really means shading coherence
  • Coherence between fragments in texture lookups
  • Can bind a single material shader and rasterize
    only relevant geometry
  • Can perform (expensive!) shading math at a
    different resolution than visibility math.

16
Ray Tracing Is Coherent Too
  • Packet tracing is useful because of visibility
    coherence.
  • The same coherence is also somewhat relevant for
    local shading and lighting.
  • Even, render only objects with the same material
    in each pass and z-cull.
  • Just as coherent as rasterization

17
Ray Tracing Is Coherent Too
  • Packet tracing literature demonstrates ray
    coherence helps visibility most, but also shadow
    / secondary rays and shading.
  • Rasterization systems save overdraw by rendering
    a depth-only pass before material shading with
    z-culling.
  • The same technique works with rays!

18
Global Effects Are Incoherent
  • Nearly by definition, indirect and inter-object
    shading effects are incoherent.
  • In rasterization or ray-traced systems!
  • Packet tracing literature indicates secondary
    rays retain some coherence.
  • Geometry level of detail can regain coherence.

19
Coherence Bottom Line
  • Without secondary rays, ray tracing shares the
    coherence characteristics of rasterization
    (modulo implementation).
  • With secondary rays, ray tracing offers natural
    mechanisms for effects that are only awkwardly
    kludged via rasterization.
  • Let the developer / director pick the tradeoff.

20
What Needs To Be Done?
  • Persuade Pat to get a PS3 dev kit?
  • Get a good ray tracer running on Cell and/or a
    GPU.
  • Simulate various extensions
  • Cram code in fragment programs
  • Readback to the CPU for now
  • Readback to a Cell
  • Talk to the Smart Memories folks?
  • Talk to GPU vendors (unlikely, theyre busy folks)

21
Whats Behind the Curtain?
  • K-d tree building and updates
  • But, Rasterization systems do this today
  • K-d tree storage and bandwidth needs
  • Hardware changes for traversing k-d trees or
    intersecting triangles
  • Unclear if its even necessary initially
  • Level of detail with secondary rays
  • Decoupling visibility and shading resolutions

22
Contributions and Inspirations
  • Tim, Pat
  • Gordon Stoll
  • Bill Mark
  • Phil Slusallek and the Saarland crew
  • Tim Purcell, John Nickolls (NVIDIA)

23
Rasterization Lies
  • Rasterization has coherence Ray tracing lacks.
  • The rasterization argument goes rasterize all
    the geometry of a given material and theres
    excellent coherence of shading samples.
  • Without secondary rays, ray tracing is the same.
    With secondary rays, you get better pictures.
    The programmer gets to choose.
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