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DX11 TECHNIQUES IN HK2207 Takahiro Harada AMD

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HK2207 Demo for Radeon HD 6970 Based in Hong Kong 2207 Not just a single technique Cinematic with practical effects – Physics effects Bullet CPU-physics CS rigid body – Procedural adaptive tessellation – Lighting effects Deferred rendering Post effects 28th Feburary 2011AMDs Favorite Effects

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Live Connection 28th Feburary 2011AMDs Favorite Effects

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CS RIGID BODY SIMULATION 28th Feburary 2011AMDs Favorite Effects

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CS Rigid Body For visual effect Simulation using CS – CS5.0 has full functionality to realize simulation Key Features of CS – Group shared memory Tree traversal Narrowphase(NP) – Atomics Collision – Random write 28th Feburary 2011AMDs Favorite Effects

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Particle Representation Approximate shapes with particles Arbitrary convex mesh input – Scan conversion Integration – A thread, rigid body Collision – A thread, particle Collision with mesh – Conversion to particles – Collide against triangles GPU Gems3, Real-time Rigid Body Simulation on GPUs 28th Feburary 2011AMDs Favorite Effects

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BVH used for broad phase collision detection – Contains static scene triangles – Node : 4 children, 4 volumes – Pack a few triangles in a leaf Traversal efficiency Separate data to another buffer Mesh Collision (BVH) 28th Feburary 2011AMDs Favorite Effects v0 v1v2v0v1v2v0v1v2v0v1v2 TriData

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Tree traversal – Traversal stack located in Thread Group Shared Memory(TGSM) Traversal and Narrow phase(NP) are separated to keep high efficiency on the GPU – Less divergence – Reduce local resource usage Mesh Collision (BVH) 28th Feburary 2011AMDs Favorite Effects

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Narrow Phase Output from tree collision – HitData, List of triangle indices per body – Sparse 1 body x 1 leaf collision == n particles x m tris – Cache relevant triangles in TGSM Reduce memory traffic – Use 1 thread group(TG) for a body 0 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 2348 start n n n n Body0Body1Body2Body3Body5 HitData 28th Feburary 2011AMDs Favorite Effects Body4

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Narrow Phase: 1 Thread Group 1 thread : 1 particle Use 1 thread as a controller of the SIMD – Read HitData -> LeafData – Share LeafData (TGSM) – All the threads are used to read 64 tris in parallel 64 collisions in parallel – AABB overlap test – 1 Triangle vs 64 particles collision 28th Feburary 2011AMDs Favorite Effects Void NP() { Bring64ParticlesIntoGPRs(); if( LOCAL_IDX == 0 ) LoadAllCollisionInfo(); BARRIER; forAllLeaves(;;) { forAllTriangles(;;j+=TG_SIZE) { fillTriangle( ldsVtx, ldsAabb, LOCAL_IDX ); BARRIER; for(k

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Inefficiencies Hit data buffer is sparse – We launch too many TGs – TG with 0 hit returns after mem access Controller sections – Only controller is working – 63 threads are idle Redundant overlap test(Particle-Tri) – Body-Tri test is enough Leaf is not completely filled – Several leaves are colliding – Can issue more memory requests 28th Feburary 2011AMDs Favorite Effects

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Introduce Prepass Hit data buffer is sparse – We launch too many TGs – TG with 0 hit returns after mem access Controller sections – Only controller is working – 63 threads are idle Redundant overlap test(Particle-Tri) – Body-Tri test is enough Leaf is not completely filled – Several leaves are colliding – Can issue more memory requests Use Append Buffer – A body/thread Use 64 threads to read – Less single thread work Do Body-Tri test Pack triangle Data – LeafA(4), LeafB(4) -> 8 Reduce local resource usage Better HW occupancy 28th Feburary 2011AMDs Favorite Effects

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Pre Narrow Phase Use 1 thread for a body – Read HitData -> LeafData -> Triangle Body-Triangle AABB test – 64 Particle-Triangle collisions – Store colliding triangle indices If any collide – Write to append buffer Write triangle index to contiguous mem Sorting by n hits improves divergence – Local sort 28th Feburary 2011AMDs Favorite Effects Append

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Improved Narrow Phase Void NP() { Bring64ParticlesIntoGPRs(); if( LOCAL_IDX == 0 ) LoadNumHits(); BARRIER; for(i

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Result 28th Feburary 2011AMDs Favorite Effects

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MAKING IT LOOK PRETTY … 28th Feburary 2011AMDs Favorite Effects

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Procedural Adaptive Tessellation Add surface detail using DX11 tessellation Hull shader – Calc tessellation factor using depth Tessellator Domain shader – Interpolate vertex position, normal – Displacement factor using 3D Perlin noise Evaluate in local space – Displacement vector – Displace Pixel shader – Normal is gradient 28th Feburary 2011AMDs Favorite Effects

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Cracks Different tessellation factor on edge – Objects are small enough – Sample depth at the center Discontinuous displacement vector – Normal is not continuous – Use convexity of geometry – Interpolate normal and vector from center 28th Feburary 2011AMDs Favorite Effects

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Other Techniques Used Deferred shading Depth of field Emissive materials Lens ghosting and flare Aerial perspective Reflections Tone mapping LUT color correction 28th Feburary 2011AMDs Favorite Effects

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28th Feburary 2011AMDs Favorite Effects

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Color 28th Feburary 2011AMDs Favorite Effects

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Light 28th Feburary 2011AMDs Favorite Effects

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Emissive etc 28th Feburary 2011AMDs Favorite Effects

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DOF 28th Feburary 2011AMDs Favorite Effects

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End Questions? Acknowledgement – Jay McKee, Jason Yang, Justin Hensley, Lee Howes, Ali Saif, David Hoff, Abe Wiley, Dan Roeger 28th Feburary 2011AMDs Favorite Effects

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