Silicon Graphics, Inc. The Holodeck Interactive Ray Cache Greg Ward, Exponent Maryann Simmons, UCB.

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Presentation transcript:

Silicon Graphics, Inc. The Holodeck Interactive Ray Cache Greg Ward, Exponent Maryann Simmons, UCB

Silicon Graphics, Inc. The Driving Vision Ray tracing with interactive display Accurate global and local illumination Interactive walk-throughs of non-diffuse environments »display representation for motion feedback No wasted computation »i.e., don’t throw away what we’ll want again

Silicon Graphics, Inc. The Holodeck Ray Cache Rays bundled in beams going in one cell and out another on a section wall

Silicon Graphics, Inc. View-Beam Correspondence “Internal” Section“External” Section

Silicon Graphics, Inc. Example Holodecks Internal SectionsExternal Section (view from inside)(view from outside)

Silicon Graphics, Inc. Progressive Rendering SP Octane after 10 seconds...after 1 minute

starting viewbegin move......end move new samples come in

Silicon Graphics, Inc. Holodeck File Structure Holodeck may have multiple sections »each section has its own directory »each beam sample (ray) takes 10 bytes

Silicon Graphics, Inc. Holodeck Operation Holodeck server manages holodeck file Display driver manages what the user sees and does Sample generator(s) compute new ray samples to use in holodeck

Silicon Graphics, Inc. Batch Rendering Mode Holodeck Server rtrace Holodeck File

Silicon Graphics, Inc. Display Only Mode Holodeck Server Display Driver Holodeck File Display & Input

Silicon Graphics, Inc. Interactive Rendering Holodeck Server rtrace Display Driver Holodeck File Display & Input

Silicon Graphics, Inc. Subproblems to Solve Holodeck cache management »managing beam requests »LRU beam replacement scheme Parallel rendering »process synchronization and data sharing User interaction and display »determining which beams to request »display representation and tone mapping

Silicon Graphics, Inc. Holodeck Cache Management Sort and maintain beam request list »Nrequested/(Ncomputed+1) priority Load data from holodeck into memory When memory cache limit is reached, use LRU scheme to free space As beam sizes grow, maintain file fragment list to optimize disk usage Recover from system errors

Silicon Graphics, Inc. Parallel Rendering Coarse-grained parallelization »multiple ray tracing processes sharing memory and data as much as possible Beam packets assigned to maintain maximum queue size on each process Packets returned to server, which caches them and passes them on to display driver

Silicon Graphics, Inc. User Interaction and Display Get user input »view-motion and control commands Determine beams corresponding to view »sparse, jittered view sampling »should be stable for small motions Display beam sample data »need 2.5-D intermediate representation »fill in gaps & resolve multidepth samples

Silicon Graphics, Inc. Display Representation Quadtree representation w/ X11 »simple, fast, ugly Vornoi cell representation w/ OpenGL »simple, almost as fast, not as ugly Spherical Delaunay mesh w/ OpenGL »not simple, pretty fast, less ugly

Silicon Graphics, Inc. Quadtree Representation One sample per leaf No fillingAverage filling

Silicon Graphics, Inc. Multidepth Samples Because rays do not pass exactly through view point, multidepth samples result after reprojection to avoid loss of image focus. Our display method must attend to this.

Silicon Graphics, Inc. Voronoi Cell Representation Cones seen from above create Voronoi cells Constrain cones along depth discontinuities Draw local geometry with OpenGL

Silicon Graphics, Inc. Driver Comparison Quadtree representation Voronoi representation Mesh representation

Silicon Graphics, Inc. Mesh Representation Maintain Delaunay triangulation of sphere centered on current eye point »each mesh vertex is a ray sample »vertex samples are added dynamically »view rotation uses the same mesh »viewpoint change may result in new mesh Mesh triangles are Gouraud shaded »new triangles are drawn over old ones

Silicon Graphics, Inc. Mesh Representation (2) Samples stored in spherical mesh around eye point »spherical quadtree used for vertex location and frustum culling »fast vertex insertion is key

Silicon Graphics, Inc. Example Mesh Rendering From earlier motion sequence:

Silicon Graphics, Inc. Dynamic Tone Mapping Quickly map dynamic range of scene samples into dynamic range of display »map every sample; update on redraw Optionally match human visibility »make visible on display what is visible in real life Use [Larson et al] from TVCG ‘97 »histogram adjustment method

Silicon Graphics, Inc. Tone Mapping Example LinearCamera modelHuman model

Silicon Graphics, Inc. Stereo Display Driver Use “full screen” stereo »supported on most platforms »reduced vertical resolution unimportant Draw left and right buffer alternately »twin representation in Voronoi driver »single representation in mesh driver Stereo effect is very strong »tends to show triangles a bit too much

Silicon Graphics, Inc. Local Dynamic Objects Compute lighting for local objects »uses holodeck samples a la [Walter97] »OpenGL local shading is approximate »small motions require rerendering only Currently implemented in trial form »manual object placement »no animation »demonstrates principles, feasibility

Silicon Graphics, Inc. Local Dynamic Objects (2) Sources computed from holodeck Local object model Wastebasket lit by OpenGL

Silicon Graphics, Inc. Roll Video Example interactive session Multiple processor performance Local object illumination and rendering

Silicon Graphics, Inc. Conclusion New method for interactive ray tracing Multiprocessor ray calculation Dynamic ray caching Intermediate representation for display Local objects with approximate shading Applications in visual simulation, architecture, virtual reality

Silicon Graphics, Inc. Software Availability Radiance 3.4 from LBNL includes holodeck: