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Real-Time ray casting Real-Time ray casting

Real-Time ray casting - PowerPoint Presentation

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Uploaded On 2018-01-15

Real-Time ray casting - PPT Presentation

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

casting ray hierarchy sample ray casting sample hierarchy rendering field amp hvvr reality research pixel virtual time view depth building foveated anti

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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