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Realtime visualization of large detailed volumes on GPU

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Tree update and bricks loading in real time during exploration. GPU Cache mechanism ... Bricks kept in parents nodes. Min of 3 levels kept for mip-mapping ... – PowerPoint PPT presentation

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Title: Realtime visualization of large detailed volumes on GPU


1
Real-time visualization of large detailed volumes
on GPU
Interactive GigaVoxels
  • Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre
  • INRIA Rhône-Alpes / Grenoble Universities

2
Volumetric representations for special effects
  • Volumetric special effects KH05, KAP02
  • Impressive natural scenes
  • Accurate director vision modeling
  • Realistic and controllable model
  • Voxel engines
  • Realistic global illumination models
  • Effects compositing
  • Particles, fluids, etc.
  • Unified rendering
  • Costly rendering solutions
  • Computations time
  • Memory occupation

Source Digital Domain
3
What we do
  • Voxels ray-casting for real-time scenes in Video
    Games
  • Full scenes representation
  • Multi-Scale Large and detailed
  • Hyper-texture usage
  • Details enhancement on surface-based scenes
  • Procedural amplification
  • Advantages
  • Compact representation for very small details
  • Memory and rendering efficiency
  • Easy filtering and LOD
  • 3D Mip-Mapping
  • A lot of tricky effects becomes easy
  • Depth Of Field, volumetric light effects

4
Pictures and videos
5
Data structure
  • Hybrid data structure
  • N3-tree Generalized Octree
  • Allow multi-scale subdivision depending on data
    densities
  • Limit tree depth for rendering performances
  • Acceleration structure
  • Empty space skipping
  • Dense, empty and detailed zones encoding
  • Small voxel grids in leafs
  • Rendering performances
  • Allow hardware filtering (Tri/Quadri-linear)
  • Mip-Mapping
  • Memory efficiency
  • Improve storage cost/structure cost efficiency
  • Local density hypothesis in complex zones
  • Data generation and transfer efficiency
  • Regular blocs generation/loading
  • Bloc transfers to the GPU

6
Rendering
  • Screen space volume ray-casting
  • Direct N3-tree traversal on GPU
  • Close to GPU Kd-tree traversal for triangle
    ray-tracing EVG04,FS05,HSHH07
  • Kd-Restart is the most efficient on current
    architectures (G80/G92/GT200)
  • Regular bricks rendering in leafs
  • Volumetric ray-casting KW03, Sch05
  • Hardware filtering
  • Mip-Mapping
  • Adaptive sampling
  • Distance dependant
  • Advantages
  • Good scaling on huge volumes
  • Low dependency on data volume, low overdraw, few
    geometrical manipulation
  • Early rays termination
  • Lighting
  • Classical Blinn-Phong per ray sample
  • On the fly computed or stored gradient data
  • Shadow maps

7
Out-of-core data streaming (1)
  • Produce / Store on GPU only data needed for the
    current point of view
  • Tree update and bricks loading in real time
    during exploration
  • GPU Cache mechanism
  • Pools of chunks
  • Implemented in texture memory
  • Sub-Texture update operations
  • Manually managed LRU mechanism
  • Time stamps updated during rendering
  • Via visibility mechanism
  • Tree storage Nodes-Pool
  • Classical pointer-based structure
  • Small size 3D texture
  • Bricks storage Bricks-Pool
  • Very large 3D texture
  • Usually the whole remaining GPU memory

8
Out-of-core data streaming (2)
  • Visibility based loading and LOD
  • Loaded tree branches subdivision/merging
  • Depending on brick distance to the view
  • A voxel project to one pixel constraint
  • Nodes visibility detection
  • Per ray needed nodes information provided by
    rendering
  • Screen space Nodes ID buffers
  • Fast stream compaction operation
  • Reduced Nodes ID buffer read back to CPU
  • Progressive loading
  • Upper nodes used while waiting for new data
  • Bricks kept in parents nodes
  • Min of 3 levels kept for mip-mapping
    implementation

9
Results
  • Scenes
  • Lizard
  • 20483 SP FLOAT, 32GB
  • Visible Man
  • 20483 RGBA8, 32GB
  • Bones field
  • 81923 ALPHA8, 512GB (1GB on disk)
  • Sierpinski sponge
  • 8.4M3 ALPHA8
  • Clouds
  • 5123 SP FLOAT
  • Hyper-texture usage

10
Visible Man
  • 20483 RGBA8, 32GB, 20FPS_at_5122

11
Lizard
  • 20483 SP FLOAT, 32GB, 15FPS_at_5122

12
Sierpinski sponge
  • 8.4M3 ALPHA8 procedural, 80FPS_at_5123

13
Bones Field
  • 81923 ALPHA8, 512GB (1GB on disk)

14
Clouds
  • 5123 SP FLOAT

15
G80 Reverse Engineering
  • Results
  • Dzdz
  • See online
  • http//www.icare3d.org/GPU/CN08
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