dominic eskofier (nvidia) every millisecond counts: how to render faster for virtual reality

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EVERY MILLISECOND COUNTS How to render faster for Virtual Reality AWE Europe, Berlin 2016 Dominic Eskofier Virtual Reality Manager EMEAI [email protected]

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EVERY MILLISECOND COUNTSHow to render faster for Virtual RealityAWE Europe, Berlin 2016

Dominic Eskofier

Virtual Reality Manager [email protected]

Gaming

Movies

Sports

Concerts

Travel Retail

PERSONAL ENTERTAINMENT

VR

NVIDIA CONFIDENTIAL. DO NOT DISTRIBUTE.

QUADRO PROFESSIONAL VR/AR

MEDICAL ARCHITECTURE

DESIGN MANUFACTURING COLLABORATION

DIGITAL CONTENT CREATION

COMPUTING CHALLENGES IN SIMULATING REALITY

GRAPHICS PHYSICAL SIMULATIONAUDIO TOUCH

5

TRADITIONAL = 60 MP/S

(1920 X 1080 @ 30 FPS)

VIRTUAL REALITY = 450 MP/S(3024 X 1680* @ 90 FPS)

1920

1080

1512

1680

*VR render resolution

1512

VR PERFORMANCE DEMANDSUltra-High Resolution and Frame Rate

Motion to Photon: ≤ 20 ms

VR PERFORMANCE DEMANDSUltra-Low Latency

GRAPHICS 101

CREATE 3D GEOMETRY

PROJECT TO 2D VIEW

CALCULATE PIXELS

Warped ImageRendered Image

VR RENDERING 101

Rendered Image Warped Image

VR RENDERING 101GPU RENDERS MANY PIXELS THAT NEVER MAKE IT TO THE

SCREEN

NVIDIA Confidential – Do Not Distribute

NVIDIA MULTI-RES SHADINGIntroduced in Maxwell

LENS MATCHED SHADINGRenders to a Lens Corrected Surface

LENS MATCHED SHADINGRenders to a Lens Corrected Surface

Original Image LMS Image

TRADITIONAL STEREO RENDERING

Requires 2 Geometry Passes

Left Eye (Pass 1) Right Eye (Pass 2)

SINGLE PASS STEREORenders Left & Right Eye in One Geometry Pass

Left Eye

Right Eye

‘MOTION TO PHOTON’ LATENCY KEY

TO COMFORTABLE VR

VR LATENCY WITHOUT TIMEWARPCPU

GPU

Flip

Flash backlight

Scanout

Sample head pose

Submit to GPU

Latency

Timewarpbased on latest

head poseCPU

GPU

Latency

Scanout

Flip

Submit to GPU

Flash backlight

Sample head pose

VR LATENCY WITH TIMEWARP

PREEMPTION IN VRAsynchronous Time Warp

11 ms (90 Hz)

GRAPHICS OR COMPUTE

ConservativePreemption

Request

ATW

DisplayRefresh

DisplayRefresh

PREEMPTION IN VR - PASCALImproved Latency & Speed

11 ms (90 Hz)

GRAPHICS OR COMPUTE

PascalPreemption

Request

ATW

DisplayRefresh

DisplayRefresh

VRWORKS GRAPHICSBringing Modern Visuals to VR

GREATER GEOMETRIC DETAIL W/ SINGLE PASS STEREO

FASTER PIXEL SHADING W/ LENS MATCHED SHADING

FASTER TIMEWARP WITH PREEMPTION

DIRECTION PROPAGATION

SIMULATING AUDIO IN VR

SYNTHESIS

Creation of Source Sounds

Location of Incoming Sound

How Sound Moves in Space

DIRECTIONAL AUDIO‘HRTF’ MODELS THE AUDIO CUES THAT YOUR BRAIN USES TO DETERMINE THE POSITION

OF SOUND

Level LLevel

R

Interaural Level Difference Interaural Time Difference

Time LTime R

Spectral Cues

Models Direction and Propagation Using Ray Tracing

Models Direction and Propagation Using Ray Tracing

VR TOUCHRealistic Collision Detection for Haptics

FORCE FRICTION

PhysX API

PhysX Constraint Solver

Haptics Layer

RESTITUTION

PHYSX FLEX

HAIRWORKS FLOW

DESTRUCTION

CLOTH

NVIDIA PHYSXSimulating behavior in VR

NVIDIA VR FUNHOUSEFull Source Code Available on Github

Comprehensive SDK for VR DevelopersGRAPHICS HEADSET AUDIOTOUCH & PHYSICS

NVIDIA VRWORKS

PROFESSIONALVIDEO

“ Forward thinking features in PASCAL VRWorks enable us to push the limits of photoreal graphics. ”

— Kjartan Pierre Emilsson, CEO, Sólfar Studios

DEVELOPERS EMBRACE THE NEW VRWORKS

“ The new VRWorks Lens Matched Shading and Single Pass Stereo features are smart, novel approaches to the performance challenges VR applications are faced with. ”

— Brandon Laatsch, Co-founder, Stress Level Zero

“ We took the performance headroom we gained by adding VRWorks technologies to Mars 2030 and we used it to bring new levels of immersion and realism to experience. ”

— Julian Reyes, lead VR producer for FUSION

“ We are looking forward to bringing NVIDIA's new PASCAL VRWorks features to Valkyrie to take the game’s visuals and performance to another level. ”

— Hilmar Veigar Pétursson, CEO, CCP Games

GROWING VRWORKS ADOPTION

APPLICATIONS

HEADSETS ENGINES

VRWORKS GAME ENGINE INTEGRATION

VRWorks Graphics Available Now on Github!

VRWorks is Coming to Unity Soon!

FOR MORE INFO ON VRWebsite

www.nvidia.com/virtualreality

VRWorks SDKhttps://developer.nvidia.com/vrworks

GameWorks SDKhttps://developer.nvidia.com/gameworks

Thank you and have a great AWE Europe!Questions?

Dominic Eskofier

Virtual Reality Manager [email protected]