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Fast Stereoscopic Rendering on Mobile Ray Tracing GPU for Virtual Reality Applications SAMSUNG Advanced Institute of Technology Won-Jong Lee, Seok Joong Hwang, Youngsam Shin, Jeong-Joon Yoo, Soojung Ryu

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Page 1: Fast Stereoscopic Rendering on Mobile Ray Tracing GPU for …web.yonsei.ac.kr/wjlee/document/ICCE2017_raytracingVR.pdf · 2017-01-14 · Fast Stereoscopic Rendering on Mobile Ray

Fast Stereoscopic Rendering on Mobile Ray Tracing GPU for Virtual Reality

Applications

SAMSUNG Advanced Institute of Technology Won-Jong Lee, Seok Joong Hwang, Youngsam Shin,

Jeong-Joon Yoo, Soojung Ryu

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- 1 -

What is ray tracing?

Ray tracing is a technique for generating an image by tracing the path of light

through pixels in an image plane and simulating the effects of its encounters

with virtual objects.

Naturally represents the global effects such as shadow, reflection, and

refraction.

Image source: Wikipedia

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- 2 -

Ray Tracing and Mobile

Ray tracing provides a potential rendering technique for future

mobile applications that require photorealistic graphics..

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- 3 -

Ray tracing for VR

Stereo Iray VR (NVIDIA, 2016) Foveated rendering (AMD, 2014)

VRWorks Audio (NVIDIA, 2016)

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- 4 -

Background: Ray Tracing

Early desktop CPU/GPU (`00~09)

- Packet tracing [Gunther 07][Overbeck 08][Benthin 09]

HW Specialization (`02~06)

- SarrCor [Schmitter `02], RPU, D-RPU [Woop `05, `06]

- Not commericalized

Modern GPUs and MICs (`10~)

- OptiX [Steven `10], Embree [Wald `14]

- For professional graphics

Mobile GPU and H/W revisit (`13~present)

- SGRT [Lee `13, `15], GR6500 [McCombe `14], RayCore [Nah `14]

- Targeted for real-time applications (Game, UX, AR/VR)

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- 5 -

Background: Ray Tracing

Performance & Power Consumption

- Future GFX application will require higher resolution (4K>).

E.g. VR, high-quality 3D game

- 3Grays/s for full RT game engine, 100~250 Mrays /s for hybrid rendering

Ray tracing requirements (1080p, 60fps),

Techniques vs Ray throughput

Reference: PowerVR Graphics Keynote, Imagination Developer Connection 2015

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- 6 -

Motivation: stereoscopic reprojection

L R

GOOD

L R

BAD

Detect by examining reprojection indices

Project Left eye’s ray hit points onto Right eye2) [Adelson et al. 1992]

4 pixel classification1) [Badt et al. 1988]

- Good, Missed, Overlapped,

- Bad : projected but may be occluded

1) Badt, “Two algorithms taking advantage of temporal coherence in ray tracing” Visual Computer, 1988 2) Adelson and Larry, “Visible Surface Ray-Tracing of Stereoscopic Images” Southeast Regional Conf., 1992

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- 7 -

Goal of this paper

Efficiently map the reprojection algorithm onto the existing ray tracing GPUs

Stereoscopic ray traced rendering with reprojection method. Except the yellow pixels (indicate bad pixels), the most of the pixels (91.54%) in the right image can be reused with the results of the left image.

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Proposed Framework

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- 9 -

Target platform: a mobile ray tracing GPUs (SGRT)

SGRT Core #1

SGRT Core #1

SGRT Core #1

SGRT Core #1

External DRAM

T&I Unit

Intersection Unit

Cache(L1)

Traversal Unit

Cache(L1)

Traversal Unit

Cache(L1)

Traversal Unit

Cache(L1)

Traversal Unit

Cache(L1)

Cache(L2)

SRP VLIW Engine

Internal SRAM

Coarse Grained Reconfigurable

Array

I-Cache

C-Mem

Texture Unit

Cache(L1)

Host CPUs

Core #1 Core #2

Core #3 Core #4

Host DRAM

Host System BUS AXI System BUS

A mobile GPU based on ray tracing, which combines the advantages of programmable DSP cores and a dedicated hardware

- T&I Units : fast, compact H/W to accelerate traversal & intersection

- SRP : programmable shader core support flexible shading and ray generation

High performance features : dual AABB test unit [Lee et al. 2014], reorder buffer [Lee et al. 2015], hybrid number representation [Hwang et al. 2015]

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- 10 -

SGRT: T&I (Traversal and Intersection) Units

Specialized H/W for BVH tree traversal and intersection operation for ray tracing

‒ MIMD parallel architecture[Lee et al 2013], 2-AABB traversal unit [Lee et al

2014], latency hiding [Shin et al 2015], and hybrid number representation [Hwang et al 2015]

‒ T&I unit and shader core in GPU are connected via direct interfaces

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- 11 -

SGRT: SRP (Samsung Reconfigurable Processor)

A flexible architecture template [Lee et al, 2011]

ISA such as arithmetic, special function and texture are properly implemented.

The VLIW engine useful for GP computations (functions, control flow).

The CGRA makes full use of software pipeline technique for loop acceleration.

FU

RF

FU

RF

FU

RF

FU

RF

FU

RF

FU

RF

FU

RF

FU

RF

FU

RF

FU

RF

FU

RF

FU

RF

Central RF (Register file)

FU FU FU FU

Instruction DATA

CGA

VLIW

for ( )

{

Loop

}

for ( )

{

Loop

}

for ( )

{

Loop

}

Control proc

Data proc

Control proc

Data proc

Control proc

Data proc

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- 12 -

Overview: stereoscopic reprojection rendering on SGRT

This is the first demonstration of stereoscopic rendering utilizing mobile ray tracing GPU

for VR applications.

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- 13 -

Overview: stereoscopic reprojection rendering on SGRT

This is the first demonstration of stereoscopic rendering utilizing mobile ray tracing GPU

for VR applications.

SGRT efficiently supports flexible real-time ray tracing by combining the advantages of

the hardware and the software Thus, easily added new software kernels – Reprojection,

Validation, and Reuse.

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- 14 -

Overview: stereoscopic reprojection rendering on SGRT

This is the first demonstration of stereoscopic rendering utilizing mobile ray tracing GPU

for VR applications.

SGRT efficiently supports flexible real-time ray tracing by combining the advantages of

the hardware and the software Thus, easily added new software kernels – Reprojection,

Validation, and Reuse.

H/W accelerator (T&I unit) efficiently performed fast ray traversal processing

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- 15 -

Overview: stereoscopic reprojection rendering on SGRT

This is the first demonstration of stereoscopic rendering utilizing mobile ray tracing GPU

for VR applications.

SGRT efficiently supports flexible real-time ray tracing by combining the advantages of

the hardware and the software Thus, easily added new software kernels – Reprojection,

Validation, and Reuse.

H/W accelerator (T&I unit) efficiently performed fast ray traversal processing

Tile based ray tracing - By conducting ray tracing per-tile basis, the G-buffer can be fit

into the internal memory, which allows the kernels (reprojection and reusing) to be

performed using the on-chip internal SRAM without having to access the external DRAM.

(exception, validation kernels)

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- 16 -

Processing Detail

Ray tracing H/W (T&I Unit)

Shader Core (SRP)

DRAM

Internal Mem.

Traversal & Intersection

For left image

Ray Generation

Shading

Tile G-Buffer

Re-projection

Rays

Hit Points

Span G-Buffer

L R

For right image

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- 17 -

Processing Detail

Ray tracing H/W (T&I Unit)

Shader Core (SRP)

DRAM

Internal Mem.

Traversal & Intersection

For left image

Ray Generation

Shading

Tile G-Buffer

Re-projection

Rays

Hit Points

Span G-Buffer

L R

For right image

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- 18 -

Processing Detail

Ray tracing H/W (T&I Unit)

Shader Core (SRP)

DRAM

Internal Mem.

Traversal & Intersection

For left image

Ray Generation

Shading

Tile G-Buffer

Re-projection

Rays

Hit Points

Span G-Buffer

Color Normal

Texcoord Position

L R

For right image

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- 19 -

Processing Detail

Ray tracing H/W (T&I Unit)

Shader Core (SRP)

DRAM

Internal Mem.

Traversal & Intersection

For left image

Ray Generation

Shading

Tile G-Buffer

Re-projection

Rays

Hit Points

Span G-Buffer

Color Normal

Texcoord Position

L R

For right image

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- 20 -

Processing Detail

Ray tracing H/W (T&I Unit)

Shader Core (SRP)

DRAM

Internal Mem.

Traversal & Intersection

For left image

Ray Generation

Shading

Tile G-Buffer

Re-projection

Rays

Hit Points

Span G-Buffer

Color Normal

Texcoord Position

L R

For right image

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- 21 -

Processing Detail

Ray tracing H/W (T&I Unit)

Shader Core (SRP)

DRAM

Internal Mem.

Traversal & Intersection

For left image

Ray Generation

Shading

Tile G-Buffer

Re-projection

Rays

Hit Points

Span G-Buffer

Color Normal

Texcoord Position

L R

For right image

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- 22 -

Processing Detail

Ray tracing H/W (T&I Unit)

Shader Core (SRP)

DRAM

Internal Mem.

Traversal & Intersection

For left image

Ray Generation

Shading

Tile G-Buffer

Re-projection

Rays

Hit Points

Span G-Buffer

Color Normal

Texcoord Position

L R

For right image

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- 23 -

Processing Detail

Ray tracing H/W (T&I Unit)

Shader Core (SRP)

DRAM

Internal Mem.

Traversal & Intersection

For left image

Ray Generation

Shading

Tile G-Buffer

Re-projection

Rays

Hit Points

Span G-Buffer

Color Normal

Texcoord Position

L R

For right image

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- 24 -

Processing Detail

Ray tracing H/W (T&I Unit)

Shader Core (SRP)

DRAM

Internal Mem.

For left image

L R

For right image

Re-use

Traversal & Intersection

Shading

Tile G-Buffer

Ray Generation

Tile Color-Buffer

Yes

No

Frame Buffer

Updating tile colors

Span G-Buffer

Bad Pixel? Validation

Test

Tile G-Buffer

Rays

Hit Points

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- 25 -

Processing Detail

Ray tracing H/W (T&I Unit)

Shader Core (SRP)

DRAM

Internal Mem.

For left image

L R

For right image

Re-use

Traversal & Intersection

Shading

Tile G-Buffer

Ray Generation

Tile Color-Buffer Prefetching a row (by DMA)

Yes

No

Frame Buffer

Updating tile colors

Span G-Buffer

Bad Pixel? Validation

Test

Tile G-Buffer

Rays

Hit Points

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- 26 -

Processing Detail

Ray tracing H/W (T&I Unit)

Shader Core (SRP)

DRAM

Internal Mem.

For left image

L R

For right image

Re-use

Traversal & Intersection

Shading

Tile G-Buffer

Ray Generation

Tile Color-Buffer Prefetching a row (by DMA)

Yes

No

Frame Buffer

Updating tile colors

Span G-Buffer

Bad Pixel? Validation

Test

Tile G-Buffer

Rays

Hit Points

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- 27 -

Processing Detail

Ray tracing H/W (T&I Unit)

Shader Core (SRP)

DRAM

Internal Mem.

For left image

L R

For right image

Re-use

Traversal & Intersection

Shading

Tile G-Buffer

Ray Generation

Tile Color-Buffer Prefetching a row (by DMA)

Yes

No

Frame Buffer

Updating tile colors

Span G-Buffer

Bad Pixel? Validation

Test

Tile G-Buffer

Rays

Hit Points

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- 28 -

Processing Detail

Ray tracing H/W (T&I Unit)

Shader Core (SRP)

DRAM

Internal Mem.

For left image

L R

For right image

Re-use

Traversal & Intersection

Shading

Tile G-Buffer

Ray Generation

Tile Color-Buffer Prefetching a row (by DMA)

Yes

No

Frame Buffer

Updating tile colors

Span G-Buffer

Bad Pixel? Validation

Test

Tile G-Buffer

Rays

Hit Points

Red: bad pixels

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- 29 -

Processing Detail

Ray tracing H/W (T&I Unit)

Shader Core (SRP)

DRAM

Internal Mem.

For left image

L R

For right image

Re-use

Traversal & Intersection

Shading

Tile G-Buffer

Ray Generation

Tile Color-Buffer Prefetching a row (by DMA)

Yes

No

Frame Buffer

Updating tile colors

Span G-Buffer

Bad Pixel? Validation

Test

Tile G-Buffer

Rays

Hit Points

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Evaluation

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- 31 -

Experimental Setup

Performance and energy simulation model

‒ Cycle accurate simulators for SGRT integrated with energy model

‒ Energy and power model of [Lee et al. 2015] which utilized a custom model

based on the database built with the power values per component

from Synopsys PrimTime PX [SYNOPSYS 2016] with SAMSUNG 14nm LPP

process technology [Samsung 2016].

Configuration of the T&I unit is the same as [Lee et al 2014]

‒ 4 TRV + 1 IST units, 500MHz

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- 32 -

Experimental Setup

Test Application

‒ we used five datasets (Figure 1): Teapot (15K triangles), Chess (42K), BMW (55K),

Chemical Lab. (98K), Music box (106K), and Provence (600K).

‒ Test scenes were all rendered at 2048 x 1024 resolution with enough secondary

ray effects.

We compared with the standard reference; ray tracing without reprojection

in the same hardware platform

Teapot (15K triangles) Chess (42K) BMW (55K)

Chemical Lab. (98K) Music box (106K) Provence (600K)

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- 33 -

Reused pixels

The results of the stereoscopic rendering for six test scenes*

The pixels, marked as yellow, in the Right-image indicates the bad pixels.

We could find that most of the pixels (91.54% in average) in Left-image could

be reused as shown in the figure.

* Intentionally “Barrel Distortion Correction” filter has not been applied to this rendered scenes so that we would focus on the reprojection effect in the scene.

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- 34 -

Relative Performance

Overall, it achieved up to 1.64 times better performance compared with the

reference platform. This is because it can substantially reduce the computing cost of

the T&I unit.

In terms of the absolute performance, we could obtain 131.3, 14.4, 18.2, 8.6, 28.9

and 44.5 fps for each test scene, respectively.

1.64

1.13 1.28

1.42

1.11

1.51

0.00

0.50

1.00

1.50

2.00

Teapot Chess Musicbox BMW Chemical

Lab.

Provence

Standard Reprojected

1.64x

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- 35 -

Relative Performance

Regarding energy consumption, our implementation could

reduce up to 20% because it could cut the workloads in the

hardware.

0.96 1.02 0.98 0.97 0.99

0.80

0.00

0.50

1.00

1.50

Teapot Chess Musicbox BMW Chemical

Lab.

Provence

Standard Reprojected

20%

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Conclusion

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- 37 -

Summary

In this work,

‒ we present a solution to realize ray tracing based stereoscopic rendering

utilizing a mobile ray tracing GPU.

‒ With the combination of the reprojection and tile-based ray tracing, our

approach could be a versatile solution for future VR applications,

‒ As it achieves up to 1.64 times better performance and 20% better

energy efficiency, compared with the state-of-the-art solution.

Future work,

‒ Apply more adaptive rendering such as foveated rendering

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Thank you!