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Beyond Programmable Shading Course ACM SIGGRAPH 2010 5 Major Challenges in Interactive Rendering Johan Andersson DICE
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5 Major Challenges in Interactive Rendering

Dec 31, 2015

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5 Major Challenges in Interactive Rendering. Johan Andersson DICE. Overview. What are the major challenges for us in the next 5-10 years ? Interactive rendering for games as well as other interactive areas Which problems do we want to solve ? What do we want to achieve & focus on ? - PowerPoint PPT Presentation
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Page 1: 5 Major Challenges in Interactive Rendering

Beyond Programmable Shading CourseACM SIGGRAPH 2010

5 Major Challenges in Interactive Rendering

Johan Andersson

DICE

Page 2: 5 Major Challenges in Interactive Rendering

Overview

• What are the major challenges for us in the next 5-10 years?– Interactive rendering for games as well as other interactive areas

• Which problems do we want to solve?

• What do we want to achieve & focus on?

• Based on own thoughts & feedback from people in the industry

04/19/23 2Beyond Programmable Shading, SIGGRAPH 2010

Page 3: 5 Major Challenges in Interactive Rendering

Beyond Programmable Shading CourseACM SIGGRAPH 2010

THE 5 CHALLENGES(in no particular order)

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Beyond Programmable Shading CourseACM SIGGRAPH 2010

CINEMATIC IMAGE QUALITYChallenge #1

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Challenge #1 - Cinematic image quality

• Want to get to that smooth visual feel CG movies have– Consumers are viewing them on same device as they play games on

• Visual realism of real-time is still far from offline CG– 33 ms vs ~60 minutes per frame

• Areas with big quality difference:– Aliasing– Motion blur & depth of field– Transparency– Geometry

Beyond Programmable Shading, SIGGRAPH 2010 504/19/23

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04/19/23 6Beyond Programmable Shading, SIGGRAPH 2010

Aliasing – we have it!Aliasing – we have it!

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Aliasing

• Aliasing is one of the biggest visual artifacts– Most games have lots of it – Eyes distracted by flickering – Aliasing within a frame is typically very variable

• Multiple current antialiasing techniques, but no complete solution yet– MSAA does not scale well (storage, bandwidth)– Post-effect based techniques only solve part of the aliasing problem

• How can we get to a pipeline that scales up to much higher quality AA?– Without breaking performance, memory storage or bandwidth

Beyond Programmable Shading, SIGGRAPH 2010 704/19/23

Page 8: 5 Major Challenges in Interactive Rendering

Beyond Programmable Shading, SIGGRAPH 2010 804/19/23

Everybody loves bokehEverybody loves bokeh

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Motion blur and Depth of Field

• Important visual cues to percieve depth, focus & motion!Important visual cues to percieve depth, focus & motion!– The movie people know thisThe movie people know this

• Games only have post-process based versionsGames only have post-process based versions– Lots of artifacts Lots of artifacts – Not possible to implement complete effect as post-processNot possible to implement complete effect as post-process

• Ideal to have a rendering pipeline that can Ideal to have a rendering pipeline that can naturally supportnaturally support motion blur and motion blur and depth of fielddepth of field– Stochastic rasterization?Stochastic rasterization?– Raytracing?Raytracing?– REYES?REYES?– Other?Other?

Beyond Programmable Shading, SIGGRAPH 2010 904/19/23

Page 10: 5 Major Challenges in Interactive Rendering

Transparency• Order-dependent transparency has always been a big

limitation for content creators & developers– Restrictive art pipeline: no glass houses– Even windows on cars & buildings can be painful– Restrictive interaction between objects & effects

• Meshes vs particles vs volumetrics

• Order-independent transparency is must going forward– Big challenge! Gradual process

Beyond Programmable Shading, SIGGRAPH 2010 1004/19/23

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Micropolygon rendering

• Massively detailed geometry– Render directly instead of simplify to normalmaps– True silhouettes & no faceted edges

• DX11 tessellation is a good step forward– But still quite complex full pipeline in practice– Shading quad efficiency issues with small triangles

• We’re getting closer!

Beyond Programmable Shading, SIGGRAPH 2010 1104/19/23

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Beyond Programmable Shading CourseACM SIGGRAPH 2010

ILLUMINATIONChallenge #2

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Challenge #2 - Illumination

04/19/23 13Beyond Programmable Shading, SIGGRAPH 2010

Global IlluminationGlobal Illumination

ShadowsShadowsReflectionsReflections

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04/19/23 14Beyond Programmable Shading, SIGGRAPH 2010Global IlluminationGlobal Illumination

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Global Illumination

• Key visual component– Build mood, ground environment– Current generation almost always static (or non-existing)

• Need dynamic GI solution(s)– Dynamic environments & for quick iteration times– Starting to see real-time dynamic solutions! – Multiple types of algorithms & levels of pre-computation

• Interesting & difficult example use cases:– Large-scale destructible environment– Single frame instant muzzle flash

04/19/23 15Beyond Programmable Shading, SIGGRAPH 2010

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Beyond Programmable Shading, SIGGRAPH 2010 1604/19/23Shadows - ouchShadows - ouch

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Shadows

• Shadowmaps are still not a completely solved problem– Non-trivial implementations:– Aliasing, resolution-matching, filtering, management, culling– Translucent shadows

• Oh and where are the penumbras?– Area light source shadows are more pleasing– Variable penumbra & overlapping casters

04/19/23 17Beyond Programmable Shading, SIGGRAPH 2010

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Massive local shadowing

• We can light with 1000 light sources – Without shadows! – Or only a few with shadows– Handled separately

• Next step: have 100s of lights with shadows– Requires rethinking and much improved culling & dispatch

efficiency

Beyond Programmable Shading, SIGGRAPH 2010 1804/19/23

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Beyond Programmable Shading, SIGGRAPH 2010 1904/19/23ReflectionsReflections

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Reflections

• Currently only have 2 methods:– Envmaps

• Scale up to 100s of dynamic envmaps? Similar to point light shadow problem• Doesn’t solve concave or large flat surfaces

– Planar reflections• Good for big flat single/few surfaces• But restricted to that as well, how to handle slopes & multiple walls/windows?

• Need solutions for local reflections on arbitrary surfaces– Both glossy & perfect reflections– Not that much research in this area except with raytracing?

• Hybrid rasterization/raytracing pipeline?

04/19/23 20Beyond Programmable Shading, SIGGRAPH 2010

Page 21: 5 Major Challenges in Interactive Rendering

Beyond Programmable Shading CourseACM SIGGRAPH 2010

PROGRAMMABILITYChallenge #3

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Programmability

• Graphics pipeline is fast but fixed– No conservative rasterization– No programmable blending– No flexible texture filtering (min/max/derivative)

• Compute pipeline can’t simulate full graphics pipeline efficiently today

• How do we get to a hybrid/reconfigurable pipeline?– What are the actual use cases & requirements?

Beyond Programmable Shading, SIGGRAPH 2010 2204/19/23

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Examples of what we like to solve

• Irregular workloads / user-mode scheduling– Key building block for many advanced techniques

• GPU-based scene culling & rendering– GPU feeding itself (on a high-level)– For performance and flexibility.

• Half-res rendering without depth artifacts– Depth test per sample, shade per quad, upsample to pixel

• For more use cases:– Bending the Graphics Pipeline at 11:45 am

Beyond Programmable Shading, SIGGRAPH 2010 2304/19/23

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Beyond Programmable Shading CourseACM SIGGRAPH 2010

PRODUCTION COSTSChallenge #4

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Production costs

• We are increasing quality & richness in all areas, but can’t continue to increase costs at same rate– Turn the trend of more & more expensive content creation!

– Not as sexy, but single most important challenge in practice for many (game) developers

• Linked with iteration times which is critical for both quality, quantity & low costs

04/19/23 25Beyond Programmable Shading, SIGGRAPH 2010

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Importance of this challenge

• An example: – We’ve spent 20 man years on

improving workflows, iteration times & reducing production costs for our next game engine - Frostbite 2

04/19/23 26Beyond Programmable Shading, SIGGRAPH 2010

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Production cost reductions

• Improvements:– Faster workflows & tools– Procedural content amplification / generation– Fewer custom pipelines, techniques & solutions– More sharing & reuse of content

• Giant important topic but only something we cover indirectly in the course

04/19/23 27Beyond Programmable Shading, SIGGRAPH 2010

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Procedural foliage distributionProcedural foliage distribution

04/19/23 28Beyond Programmable Shading, SIGGRAPH 2010

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Beyond Programmable Shading CourseACM SIGGRAPH 2010

SCALING UPChallenge #5

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Scaling up

• GPU model has become quite flexible– Main problem is often not capabilities but performance/bw

• Want more of everything:– Performance, bandwidth & memory– Content, detail & quality

• Scalability without performance cliffs– Assumed reasonableness in fixed pipelines– Graceful performance degradation strongly preferred

04/19/23 30Beyond Programmable Shading, SIGGRAPH 2010

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Scaling up - Techniques

• Some techniques break down when scaling up, for example:– Deferred shading with +4x MSAA– Quad-based forward shading with ~1 pixel triangles– GPU dispatch APIs when doing 100s of small scene

renders for shadows & reflections (batch counts)

Beyond Programmable Shading, SIGGRAPH 2010 3104/19/23

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Scaling up - Worlds

• Move from static worlds to immersive interactive worlds– Unique– Detailed – Changeable / Destructible – (Procedural)

• Massive scenes are a challenge for many industries – Movies, Scientific, Games– Esp. interaction with memory & performance cliffs

04/19/23 32Beyond Programmable Shading, SIGGRAPH 2010

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The Challenges

1. Illumination

2. Cinematic Image Quality

3. Programmability

4. Production costs

5. Scaling up

04/19/23 Beyond Programmable Shading Course, ACM SIGGRAPH 2010 33

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Conclusions

• Real-time rendering is far from a solved problem

• We need major improvements to the real-time rendering pipeline(s) and programming model

04/19/23 34Beyond Programmable Shading, SIGGRAPH 2010

Page 35: 5 Major Challenges in Interactive Rendering

Thanks for all the feedback!Christina Coffin (@christinacoffin)Colin Barré-Brisebois (@ZigguratVertigo)Daniel Collin (@daniel_collin)Flavius Alecu (@flawe)Sander van Rossen (@logicalerror)Rob Jones (@bobvodka) Stephen Tovey (@nonchaotic)Colin Riley (@domipheus)Joe Tidmarsh (@mrjovis)Stephen Hill (@self_shadow)Federico B P (@nocturndragon)Stefan Boberg (@bionicbeagle)Noel Llopis (@snappytouch)Björn Knafla (@bjoernknafla)Andrew Richards (@codeandrew)Juan Manuel Alvarez (@the_naicigam)

David Luebke (@davedotluebke)Jonathan Ragan-Kelley (@jrk)Pat Wilson (@pat_wilson)Rachel Blum (@groby)Brian Karis (@briankaris)Matt Collins (@matt_c_)Sam Martin (@palgorithm)Aaron LefohnAndrew LauritzenLuca FascioneSteve AnichiniSimon TaylorMatt SwobodaCody RitchieMattias KylenOscar Carlén

Beyond Programmable Shading Course, ACM SIGGRAPH 2010 3504/19/23

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Contact details

Beyond Programmable Shading, SIGGRAPH 2010 3604/19/23

email: [email protected]

blog: http://repi.se

twitter: @repi

For more DICE talks:

http://publications.dice.se

Page 37: 5 Major Challenges in Interactive Rendering

Beyond Programmable Shading CourseACM SIGGRAPH 2010

BONUS

Page 38: 5 Major Challenges in Interactive Rendering

Surface lighting

• More advanced surface shading & lighting– Sub-surface scattering– Hair– Foliage– Arbitrary / generalized BRDFs?

• How can they work with deferred rendering?

Beyond Programmable Shading, SIGGRAPH 2010 3804/19/23