for virtual reality Warren Hunt Oculus Research Ray casting is a viable alternative to rasterization for VRAR This talk Applicability of r ay casting for VRAR Reference ray casting ID: 623434
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Slide1
Real-Time ray castingfor virtual reality
Warren Hunt
Oculus ResearchSlide2
Ray casting is
a viable
alternative to
rasterization for VR/ARSlide3
This talk
Applicability of
r
ay casting for VR/AR
Reference ray casting
framework: HVVR
Open problems/Call for participationSlide4
Rendering for VR & ARSlide5
Rasterization
Fast
, mature hardware available
Fundamentally based on grids
Well matched to current displaysSlide6
a
new set of requirements!
Wide field of view
Lens distortion
Sub-pixel rendering
Low
latency
Rolling display correction
Depth of Field
High resolution & Frame rate
Foveated
rendering
Efficient Anti-AliasingSlide7
Feature
Rasterization
Ray
Tracing
Ray Casting
Wide Field of View
—
✓
✓
Lens Distortion
—
✓
✓
Sub-Pixel Rendering
✗
✓
✓
Low
Latency
✗
✓
✓
Rolling Shutter Correction✗
✓✓
Depth of Field—
✓✓
Foveated Rendering—
✓✓
High Resolution + Frame Rate
✓✗
✓Efficient Anti-aliasing
✓✗
✓Slide8
Hierarchical Visibility for Virtual Reality
10+Brays/s
including shading on commodity hardware
Full dynamic scene support
Arbitrary coherent ray distributions
Including non-point-origin!Slide9
Direct distortion & MSAASlide10
Foveated
RenderingSlide11
Wide field of viewSlide12
Depth of field (using MSAA!)Slide13
Hierarchical Visibility for Virtual Reality
3-stage Heterogeneous
compute entry-point
search
algorithm
Large packet traversal (CPU)
Small packet traversal (CPU)
Ray/triangle intersection And Shading (GPU)Slide14
Ray Sample HierarchySlide15
Building the Ray Sample HierarchySlide16
Building the Ray Sample HierarchySlide17
Building the Ray Sample HierarchySlide18
Casting
the Ray Sample HierarchySlide19
Casting
the Ray Sample HierarchySlide20
Casting
the Ray Sample HierarchySlide21
Casting the Ray Sample HierarchySlide22
Coherence =
performance!
Home
Bunny
Conf
Room
Sponza
HVVR
18,432
24,674
15,840
12,375
OptiX
Prime
578529
568552
Embree322543263
223
MRay/s, 2160x1200, 32xAA (per sub-pixel)Slide23
BVH refit is FAST!
Scene
#Triangles
Total
Refit Time (
μ
s)
159,588
139
69,451
69
331,179
482
262,137
208Slide24
Real-Time Ray castingOpen Problems
Call for participation!Slide25
It’s Open source!
https://
github.com/facebookresearch/HVVR
Special Thanks to Michael Mara and Alex Nankervis!Slide26
Ray casting API
Primary Visibility is First Class!
Implicit coherence
Distinct sub-pixel distortions, layouts and differentials
Beam racing/demand driven
rendering
Multi-sample anti-aliasing
HVVR API goal: unify and extend established APIs
Come talk to us about it!Slide27
Opportunities for collaboration!
Multi-Level
BVHs: Static + Dynamic Geometry & Instancing
Multiple
Materials, Transparency
& Improved Shading
Efficiency
Support
for Particle
Systems
Beam racing, Motion
Blur & Rolling
ShutterSlide28
Oculus Research is hiring!
Software Engineers
Graphics Post-doc
GPU Architect
Visiting
professors
Also: Research grantsSlide29
In short:
Ray casting is well matched to augmented and virtual reality
HVVR is an open source real-time ray casting platform from Oculus Research
Come collaborate:
https
://
github.com/facebookresearch/HVVR