SlideShare a Scribd company logo
1 of 34
PICA PICA & NVIDIA Turing
Colin Barré-Brisebois (@ZigguratVertigo) and Henrik Halén
SEED – Electronic Arts
SEED // PICA PICA & NVIDIA Turing
PICA PICA
 Exploratory mini-game & world
 For self-learning AI agents to play
 “Imitation Learning with Concurrent
Actions in 3D Games” [Harmer 2018]
 SEED’s Halcyon R&D framework
 Goals
 Explore hybrid rendering with DXR
 Clean and consistent visuals
 Procedural worlds [Opara 2018]
 Originally shown at GDC 2018
 SEED involved with DXR early-on
 Ran on a single TitanV @ 1080p60
SEED // PICA PICA & NVIDIA Turing
Hybrid Rendering Pipeline
Direct shadows
(raytrace or raster)
Lighting
(compute + raytrace)
Reflections
(raytrace or compute)
Deferred shading
(raster)
Global Illumination
(compute and raytrace)
Post processing
(compute)
Transparency & Translucency
(raytrace and compute)
Ambient occlusion
(raytrace or compute)
SEED // PICA PICA & NVIDIA Turing
Volta
VOLTA (ms)
SHADOWS
1 spp 1.48
2 spp 2.98
4 spp 5.89
8 spp 11.53
16 spp 23.54
AO
0.5m 2.0m 20m
1 spp 1.67 2.18 2.50
2 spp 3.41 4.48 5.08
4 spp 6.71 8.81 10.03
8 spp 13.27 17.44 19.85
16 spp 26.56 34.90 39.96
REFLECTIONS 2.97
TRANS. & TRANSP. 0.47
GI 1.70
 This scene @ 1080p on a TitanV
 Hybrid Rendering Mode
SEED // PICA PICA & NVIDIA Turing
Turing
VOLTA (ms)
SHADOWS
1 spp 1.48
2 spp 2.98
4 spp 5.89
8 spp 11.53
16 spp 23.54
AO
0.5m 2.0m 20m
1 spp 1.67 2.18 2.50
2 spp 3.41 4.48 5.08
4 spp 6.71 8.81 10.03
8 spp 13.27 17.44 19.85
16 spp 26.56 34.90 39.96
REFLECTIONS 2.97
TRANS. & TRANSP. 0.47
GI 1.70
TURING (ms)
0.44
0.77
1.31
2.33
4.65
0.5m 2.0m 20m
0.54 0.62 0.62
0.88 1.01 1.01
1.48 1.64 1.64
2.55 3.02 3.02
4.90 5.82 5.82
1.45
0.25
0.35
x-faster
3.3X
3.9X
4.5X
4.9X
5.0X
3.0 - 3.6X
3.8 - 4.4X
4.5 - 5.3X
5.2 - 5.7X
5.4 - 6.0X
2.0X
1.9X
4.8X
Measured on
prototype
hardware,
early drivers &
unmodified code
SEED // PICA PICA & NVIDIA Turing
Turing
VOLTA (ms)
SHADOWS
1 spp 1.48
2 spp 2.98
4 spp 5.89
8 spp 11.53
16 spp 23.54
AO
0.5m 2.0m 20m
1 spp 1.67 2.18 2.50
2 spp 3.41 4.48 5.08
4 spp 6.71 8.81 10.03
8 spp 13.27 17.44 19.85
16 spp 26.56 34.90 39.96
REFLECTIONS 2.97
TRANS. & TRANSP. 0.47
GI 1.70
TURING (ms)
0.44
0.77
1.31
2.33
4.65
0.5m 2.0m 20m
0.54 0.62 0.62
0.88 1.01 1.01
1.48 1.64 1.64
2.55 3.02 3.02
4.90 5.82 5.82
1.45
0.25
0.35
x-faster
3.3X
3.9X
4.5X
4.9X
5.0X
3.0 - 3.6X
3.8 - 4.4X
4.5 - 5.3X
5.2 - 5.7X
5.4 - 6.0X
2.0X
1.9X
4.8X
Higher quality,
same budget:
GDC (1 spp) vs
SIGGRAPH
(4-8 spp)
SEED // PICA PICA & NVIDIA Turing
Turing
VOLTA (ms)
SHADOWS
1 spp 1.48
2 spp 2.98
4 spp 5.89
8 spp 11.53
16 spp 23.54
AO
0.5m 2.0m 20m
1 spp 1.67 2.18 2.50
2 spp 3.41 4.48 5.08
4 spp 6.71 8.81 10.03
8 spp 13.27 17.44 19.85
16 spp 26.56 34.90 39.96
REFLECTIONS 2.97
TRANS. & TRANSP. 0.47
GI 1.70
TURING (ms)
0.44
0.77
1.31
2.33
4.65
0.5m 2.0m 20m
0.54 0.62 0.62
0.88 1.01 1.01
1.48 1.64 1.64
2.55 3.02 3.02
4.90 5.82 5.82
1.45
0.25
0.35
x-faster
3.3X
3.9X
4.5X
4.9X
5.0X
3.0 - 3.6X
3.8 - 4.4X
4.5 - 5.3X
5.2 - 5.7X
5.4 - 6.0X
2.0X
1.9X
4.8X
Heavy workloads
are still
manageable
SEED // PICA PICA & NVIDIA Turing
Transparency & Translucency
 Raytracing enables accurate light scattering
 Transparency
 Order-independent (OIT)
 Multiple index-of-refraction transitions
 Variable roughness, refractions and absoption
 Translucency
 Light scattering inside a medium
 We do this in texture-space
 Handle view-dependent terms & dynamic changes to
the environment Texture-Space Glass and Translucency
SEED // PICA PICA & NVIDIA Turing
Transparency & Translucency
 Raytracing enables accurate light scattering
 Transparency
 Order-independent (OIT)
 Multiple index-of-refraction transitions
 Variable roughness, refractions and absoption
 Translucency
 Light scattering inside a medium
 We do this in texture-space
 Handle view-dependent terms & dynamic changes to
the environment Texture-Space Glass and Translucency
SEED // PICA PICA & NVIDIA Turing
Transparency & Shadows
 But for PICA PICA, we only supported opaque
shadows…
SEED // PICA PICA & NVIDIA Turing
Transparent
Shadows
 Shadows from transparency
 Hard to get right with raster
 [McGuire17]
 Trace towards light
 Like opaque shadow tracing
 Accumulate absorption
 Product of colors
 Thin film approximation
 Density absorption easy extension
 Can also be soft!
SEED // PICA PICA & NVIDIA Turing
Transparent Shadows (1/)
 Keep tracing until
 Hit opaque surface or all light is absorbed or miss
SEED // PICA PICA & NVIDIA Turing
SEED // PICA PICA & NVIDIA Turing
Transparent Shadows (3/)
 SVGF + TAA
really helps!
 Performance
 Volta: 2.84ms
 Turing: 1.38ms
 ~2.0x faster
SEED // PICA PICA & NVIDIA Turing
Transparent Shadows (hard)
SEED // PICA PICA & NVIDIA Turing
Transparent Shadows (soft)
SEED // PICA PICA & NVIDIA Turing
Transparent Shadows (hard)
SEED // PICA PICA & NVIDIA Turing
Transparent Shadows (soft)
SEED // PICA PICA & NVIDIA Turing
Transparent Shadows (soft) Transparent Shadows (hard)
SEED // PICA PICA & NVIDIA Turing
SEED // PICA PICA & NVIDIA Turing
Rough Refractions
SEED // PICA PICA & NVIDIA Turing
Rough refraction
SEED // PICA PICA & NVIDIA Turing
Rough refraction
SEED // PICA PICA & NVIDIA Turing
Rough refraction
SEED // PICA PICA & NVIDIA Turing
Rough refraction
SEED // PICA PICA & NVIDIA Turing
We’re not done…
 Noise vs Ghosting vs Performance
 Managing Coherency & Ray Batches
 Procedural Geometry & Animations
 Specialized denoising & reconstruction
 Real-Time Global Illumination
 DXR’s Top & Bottom Accel Structs  best for RTRT?
 New Hybrid rendering approaches?
 Texture LOD?
Hardware raytracing opens up so many new possibilities (awesome! )
One step closer at solving these open problems? Let’s get to work!
SEED // PICA PICA & NVIDIA Turing
PICA PICA ASSETS
Now available on Sketchfab. Free to use for your R&D and papers!
glTF + FBX + textures. License: CC BY-NC 4.0  https://skfb.ly/6AJCp
SEED // PICA PICA & NVIDIA Turing
Thanks
 SEED PICA PICA Team
 Jiho Choi (NV)
 Peter Harrison (NV)
 Alex Hyder (NV)
 Aaron Lefohn (NV)
 Ignacio Llamas (NV)
 Martin Stich (NV)
 John Spitzer (NV)
 Chris Wyman (NV)
S E E D
S E A R C H F O R E X T R A O R D I N A R Y E X P E R I E N C E S D I V I S I O N
S T O C K H O L M – L O S A N G E L E S – M O N T R É A L – R E M O T E
W W W . E A . C O M / S E E D
W E ‘ R E H I R I N G !
SEED // PICA PICA & NVIDIA Turing
References
 [Andersson & Barré-Brisebois 2018] Andersson, Johan and Barré-Brisebois, Colin. “Shiny Pixels and
Beyond: Real-Time Raytracing at SEED”, online.
 [Harmer 2018] Harmer et. al. “Imitation Learning with Concurrent Actions in 3D Games”, online.
 [Lagarde 2013] Lagarde, Sébastien. “Memo on Fresnel Equations”, online.
 [McGuire 2017] McGuire, Morgan and Mara, Michael. “Phenomenological Transparency”, online.
 [Schied 2017] Schied, Christoph et. al. “Spatiotemporal Variance-Guided Filtering: Real-Time
Reconstruction for Path-Traced Global Illumination”, online.
 [Stachowiak 2018] Stachowiak, Tomasz. “Stochastic All The Things: Raytracing in Hybrid Real-Time
Rendering”, online.
Bonus
SEED // PICA PICA & NVIDIA Turing
Transparent Shadows
 As mentioned, not doing caustics
 But we actually refract
 Final miss ray may not be aligned with light direction
 factor = pow(dot(RefractedRay, L), N)
SEED // PICA PICA & NVIDIA Turing
Transparent Shadows
 Refract and apply Fresnel
 factor = pow(dot( RefractedRay, L), N)
𝐿 ⋅ 𝑅 𝑛
SEED // PICA PICA & NVIDIA Turing
Rough refraction
SEED // PICA PICA & NVIDIA Turing
Rough refraction

More Related Content

What's hot

A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
 
5 Major Challenges in Real-time Rendering (2012)
5 Major Challenges in Real-time Rendering (2012)5 Major Challenges in Real-time Rendering (2012)
5 Major Challenges in Real-time Rendering (2012)Electronic Arts / DICE
 
Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2ozlael ozlael
 
Killzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo PostmortemKillzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo PostmortemGuerrilla
 
Lighting Shading by John Hable
Lighting Shading by John HableLighting Shading by John Hable
Lighting Shading by John HableNaughty Dog
 
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)Philip Hammer
 
Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
 
Khronos Munich 2018 - Halcyon and Vulkan
Khronos Munich 2018 - Halcyon and VulkanKhronos Munich 2018 - Halcyon and Vulkan
Khronos Munich 2018 - Halcyon and VulkanElectronic Arts / DICE
 
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal FilteringStable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal FilteringElectronic Arts / DICE
 
A Bit More Deferred Cry Engine3
A Bit More Deferred   Cry Engine3A Bit More Deferred   Cry Engine3
A Bit More Deferred Cry Engine3guest11b095
 
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray TracingSyysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray TracingElectronic Arts / DICE
 
Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
 
Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
 
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingCEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingElectronic Arts / DICE
 
5 Major Challenges in Interactive Rendering
5 Major Challenges in Interactive Rendering5 Major Challenges in Interactive Rendering
5 Major Challenges in Interactive RenderingElectronic Arts / DICE
 
Optimizing the graphics pipeline with compute
Optimizing the graphics pipeline with computeOptimizing the graphics pipeline with compute
Optimizing the graphics pipeline with computeWuBinbo
 
Foveated Ray Tracing for VR on Multiple GPUs
Foveated Ray Tracing for VR on Multiple GPUsFoveated Ray Tracing for VR on Multiple GPUs
Foveated Ray Tracing for VR on Multiple GPUsTakahiro Harada
 

What's hot (20)

Stochastic Screen-Space Reflections
Stochastic Screen-Space ReflectionsStochastic Screen-Space Reflections
Stochastic Screen-Space Reflections
 
The Unique Lighting of Mirror's Edge
The Unique Lighting of Mirror's EdgeThe Unique Lighting of Mirror's Edge
The Unique Lighting of Mirror's Edge
 
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
 
5 Major Challenges in Real-time Rendering (2012)
5 Major Challenges in Real-time Rendering (2012)5 Major Challenges in Real-time Rendering (2012)
5 Major Challenges in Real-time Rendering (2012)
 
Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2
 
Killzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo PostmortemKillzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo Postmortem
 
Lighting Shading by John Hable
Lighting Shading by John HableLighting Shading by John Hable
Lighting Shading by John Hable
 
Bending the Graphics Pipeline
Bending the Graphics PipelineBending the Graphics Pipeline
Bending the Graphics Pipeline
 
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
 
Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016
 
Khronos Munich 2018 - Halcyon and Vulkan
Khronos Munich 2018 - Halcyon and VulkanKhronos Munich 2018 - Halcyon and Vulkan
Khronos Munich 2018 - Halcyon and Vulkan
 
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal FilteringStable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
 
A Bit More Deferred Cry Engine3
A Bit More Deferred   Cry Engine3A Bit More Deferred   Cry Engine3
A Bit More Deferred Cry Engine3
 
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray TracingSyysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
 
Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)
 
Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)
 
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingCEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
 
5 Major Challenges in Interactive Rendering
5 Major Challenges in Interactive Rendering5 Major Challenges in Interactive Rendering
5 Major Challenges in Interactive Rendering
 
Optimizing the graphics pipeline with compute
Optimizing the graphics pipeline with computeOptimizing the graphics pipeline with compute
Optimizing the graphics pipeline with compute
 
Foveated Ray Tracing for VR on Multiple GPUs
Foveated Ray Tracing for VR on Multiple GPUsFoveated Ray Tracing for VR on Multiple GPUs
Foveated Ray Tracing for VR on Multiple GPUs
 

Similar to SIGGRAPH 2018 - PICA PICA and NVIDIA Turing

NVIDIA PRO VR DAY 2017 基調講演
NVIDIA PRO VR DAY 2017 基調講演NVIDIA PRO VR DAY 2017 基調講演
NVIDIA PRO VR DAY 2017 基調講演NVIDIA Japan
 
Improving Shadows and Reflections via the Stencil Buffer
Improving Shadows and Reflections via the Stencil BufferImproving Shadows and Reflections via the Stencil Buffer
Improving Shadows and Reflections via the Stencil BufferMark Kilgard
 
3dfx, nvidia, Moore's Law and more...
3dfx, nvidia, Moore's Law and more...3dfx, nvidia, Moore's Law and more...
3dfx, nvidia, Moore's Law and more...Azul Systems
 
Future Directions for Compute-for-Graphics
Future Directions for Compute-for-GraphicsFuture Directions for Compute-for-Graphics
Future Directions for Compute-for-GraphicsElectronic Arts / DICE
 
Implicit Surface Modeling for 3D Printing
Implicit Surface Modeling for 3D PrintingImplicit Surface Modeling for 3D Printing
Implicit Surface Modeling for 3D PrintingMike Schäkermann
 
Winter: A Game Development Framework by Alvaro Piorno
Winter: A Game Development Framework by Alvaro PiornoWinter: A Game Development Framework by Alvaro Piorno
Winter: A Game Development Framework by Alvaro PiornoFAST
 
PixelDisplay DSSC November 2018
PixelDisplay DSSC November 2018PixelDisplay DSSC November 2018
PixelDisplay DSSC November 2018David Wyatt
 
SDVIs and In-Situ Visualization on TACC's Stampede
SDVIs and In-Situ Visualization on TACC's StampedeSDVIs and In-Situ Visualization on TACC's Stampede
SDVIs and In-Situ Visualization on TACC's StampedeIntel® Software
 
[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...
[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...
[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...KAIST
 
[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...
[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...
[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...KAIST
 
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...Johan Andersson
 
Icme Stanford 20110507 Final
Icme Stanford 20110507 FinalIcme Stanford 20110507 Final
Icme Stanford 20110507 FinalShanker Trivedi
 
GTC China 2016
GTC China 2016GTC China 2016
GTC China 2016NVIDIA
 
1 - My concept of project presented for NI GSDA Award (selected as one of 8 f...
1 - My concept of project presented for NI GSDA Award (selected as one of 8 f...1 - My concept of project presented for NI GSDA Award (selected as one of 8 f...
1 - My concept of project presented for NI GSDA Award (selected as one of 8 f...Youness Lahdili
 
The Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsThe Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsJohan Andersson
 
NVIDIA Graphics, Cg, and Transparency
NVIDIA Graphics, Cg, and TransparencyNVIDIA Graphics, Cg, and Transparency
NVIDIA Graphics, Cg, and TransparencyMark Kilgard
 
Precomputed Voxelized-Shadows for Large-scale Scene and Many lights
Precomputed Voxelized-Shadows for Large-scale Scene and Many lightsPrecomputed Voxelized-Shadows for Large-scale Scene and Many lights
Precomputed Voxelized-Shadows for Large-scale Scene and Many lightsSeongdae Kim
 

Similar to SIGGRAPH 2018 - PICA PICA and NVIDIA Turing (20)

NVIDIA PRO VR DAY 2017 基調講演
NVIDIA PRO VR DAY 2017 基調講演NVIDIA PRO VR DAY 2017 基調講演
NVIDIA PRO VR DAY 2017 基調講演
 
Improving Shadows and Reflections via the Stencil Buffer
Improving Shadows and Reflections via the Stencil BufferImproving Shadows and Reflections via the Stencil Buffer
Improving Shadows and Reflections via the Stencil Buffer
 
3dfx, nvidia, Moore's Law and more...
3dfx, nvidia, Moore's Law and more...3dfx, nvidia, Moore's Law and more...
3dfx, nvidia, Moore's Law and more...
 
Future Directions for Compute-for-Graphics
Future Directions for Compute-for-GraphicsFuture Directions for Compute-for-Graphics
Future Directions for Compute-for-Graphics
 
Implicit Surface Modeling for 3D Printing
Implicit Surface Modeling for 3D PrintingImplicit Surface Modeling for 3D Printing
Implicit Surface Modeling for 3D Printing
 
Winter: A Game Development Framework by Alvaro Piorno
Winter: A Game Development Framework by Alvaro PiornoWinter: A Game Development Framework by Alvaro Piorno
Winter: A Game Development Framework by Alvaro Piorno
 
Decision-ready climate data
Decision-ready climate dataDecision-ready climate data
Decision-ready climate data
 
PixelDisplay DSSC November 2018
PixelDisplay DSSC November 2018PixelDisplay DSSC November 2018
PixelDisplay DSSC November 2018
 
SDVIs and In-Situ Visualization on TACC's Stampede
SDVIs and In-Situ Visualization on TACC's StampedeSDVIs and In-Situ Visualization on TACC's Stampede
SDVIs and In-Situ Visualization on TACC's Stampede
 
[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...
[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...
[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...
 
[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...
[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...
[AAAI2018] Multispectral Transfer Network: Unsupervised Depth Estimation for ...
 
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
 
DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3
 
Icme Stanford 20110507 Final
Icme Stanford 20110507 FinalIcme Stanford 20110507 Final
Icme Stanford 20110507 Final
 
GTC China 2016
GTC China 2016GTC China 2016
GTC China 2016
 
OpenGL 4 for 2010
OpenGL 4 for 2010OpenGL 4 for 2010
OpenGL 4 for 2010
 
1 - My concept of project presented for NI GSDA Award (selected as one of 8 f...
1 - My concept of project presented for NI GSDA Award (selected as one of 8 f...1 - My concept of project presented for NI GSDA Award (selected as one of 8 f...
1 - My concept of project presented for NI GSDA Award (selected as one of 8 f...
 
The Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsThe Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next Steps
 
NVIDIA Graphics, Cg, and Transparency
NVIDIA Graphics, Cg, and TransparencyNVIDIA Graphics, Cg, and Transparency
NVIDIA Graphics, Cg, and Transparency
 
Precomputed Voxelized-Shadows for Large-scale Scene and Many lights
Precomputed Voxelized-Shadows for Large-scale Scene and Many lightsPrecomputed Voxelized-Shadows for Large-scale Scene and Many lights
Precomputed Voxelized-Shadows for Large-scale Scene and Many lights
 

More from Electronic Arts / DICE

CEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
CEDEC 2018 - Functional Symbiosis of Art Direction and ProceduralismCEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
CEDEC 2018 - Functional Symbiosis of Art Direction and ProceduralismElectronic Arts / DICE
 
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...Electronic Arts / DICE
 
Creativity of Rules and Patterns: Designing Procedural Systems
Creativity of Rules and Patterns: Designing Procedural SystemsCreativity of Rules and Patterns: Designing Procedural Systems
Creativity of Rules and Patterns: Designing Procedural SystemsElectronic Arts / DICE
 
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in FrostbitePhysically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in FrostbiteElectronic Arts / DICE
 
High Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in FrostbiteHigh Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in FrostbiteElectronic Arts / DICE
 
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect AndromedaElectronic Arts / DICE
 
FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteFrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteElectronic Arts / DICE
 
Photogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars BattlefrontPhotogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars BattlefrontElectronic Arts / DICE
 
Moving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based RenderingMoving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based RenderingElectronic Arts / DICE
 

More from Electronic Arts / DICE (16)

SEED - Halcyon Architecture
SEED - Halcyon ArchitectureSEED - Halcyon Architecture
SEED - Halcyon Architecture
 
CEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
CEDEC 2018 - Functional Symbiosis of Art Direction and ProceduralismCEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
CEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
 
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
 
Creativity of Rules and Patterns: Designing Procedural Systems
Creativity of Rules and Patterns: Designing Procedural SystemsCreativity of Rules and Patterns: Designing Procedural Systems
Creativity of Rules and Patterns: Designing Procedural Systems
 
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in FrostbitePhysically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
 
High Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in FrostbiteHigh Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in Frostbite
 
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
 
FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteFrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in Frostbite
 
Lighting the City of Glass
Lighting the City of GlassLighting the City of Glass
Lighting the City of Glass
 
Photogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars BattlefrontPhotogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars Battlefront
 
Frostbite on Mobile
Frostbite on MobileFrostbite on Mobile
Frostbite on Mobile
 
Moving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based RenderingMoving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based Rendering
 
Rendering Battlefield 4 with Mantle
Rendering Battlefield 4 with MantleRendering Battlefield 4 with Mantle
Rendering Battlefield 4 with Mantle
 
Mantle for Developers
Mantle for DevelopersMantle for Developers
Mantle for Developers
 
Battlefield 4 + Frostbite + Mantle
Battlefield 4 + Frostbite + MantleBattlefield 4 + Frostbite + Mantle
Battlefield 4 + Frostbite + Mantle
 
Modular Rigging in Battlefield 3
Modular Rigging in Battlefield 3Modular Rigging in Battlefield 3
Modular Rigging in Battlefield 3
 

Recently uploaded

Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...apidays
 
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoffsammart93
 
Platformless Horizons for Digital Adaptability
Platformless Horizons for Digital AdaptabilityPlatformless Horizons for Digital Adaptability
Platformless Horizons for Digital AdaptabilityWSO2
 
Polkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin WoodPolkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin WoodJuan lago vázquez
 
presentation ICT roal in 21st century education
presentation ICT roal in 21st century educationpresentation ICT roal in 21st century education
presentation ICT roal in 21st century educationjfdjdjcjdnsjd
 
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc
 
[BuildWithAI] Introduction to Gemini.pdf
[BuildWithAI] Introduction to Gemini.pdf[BuildWithAI] Introduction to Gemini.pdf
[BuildWithAI] Introduction to Gemini.pdfSandro Moreira
 
ICT role in 21st century education and its challenges
ICT role in 21st century education and its challengesICT role in 21st century education and its challenges
ICT role in 21st century education and its challengesrafiqahmad00786416
 
Rising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdf
Rising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdfRising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdf
Rising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdfOrbitshub
 
CNIC Information System with Pakdata Cf In Pakistan
CNIC Information System with Pakdata Cf In PakistanCNIC Information System with Pakdata Cf In Pakistan
CNIC Information System with Pakdata Cf In Pakistandanishmna97
 
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...Orbitshub
 
MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MIND CTI
 
Apidays New York 2024 - APIs in 2030: The Risk of Technological Sleepwalk by ...
Apidays New York 2024 - APIs in 2030: The Risk of Technological Sleepwalk by ...Apidays New York 2024 - APIs in 2030: The Risk of Technological Sleepwalk by ...
Apidays New York 2024 - APIs in 2030: The Risk of Technological Sleepwalk by ...apidays
 
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWEREMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWERMadyBayot
 
Corporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptxCorporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptxRustici Software
 
Mcleodganj Call Girls 🥰 8617370543 Service Offer VIP Hot Model
Mcleodganj Call Girls 🥰 8617370543 Service Offer VIP Hot ModelMcleodganj Call Girls 🥰 8617370543 Service Offer VIP Hot Model
Mcleodganj Call Girls 🥰 8617370543 Service Offer VIP Hot ModelDeepika Singh
 
Why Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businessWhy Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businesspanagenda
 
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FMESafe Software
 

Recently uploaded (20)

Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...
 
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
 
Platformless Horizons for Digital Adaptability
Platformless Horizons for Digital AdaptabilityPlatformless Horizons for Digital Adaptability
Platformless Horizons for Digital Adaptability
 
Polkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin WoodPolkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin Wood
 
presentation ICT roal in 21st century education
presentation ICT roal in 21st century educationpresentation ICT roal in 21st century education
presentation ICT roal in 21st century education
 
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
 
[BuildWithAI] Introduction to Gemini.pdf
[BuildWithAI] Introduction to Gemini.pdf[BuildWithAI] Introduction to Gemini.pdf
[BuildWithAI] Introduction to Gemini.pdf
 
ICT role in 21st century education and its challenges
ICT role in 21st century education and its challengesICT role in 21st century education and its challenges
ICT role in 21st century education and its challenges
 
Rising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdf
Rising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdfRising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdf
Rising Above_ Dubai Floods and the Fortitude of Dubai International Airport.pdf
 
CNIC Information System with Pakdata Cf In Pakistan
CNIC Information System with Pakdata Cf In PakistanCNIC Information System with Pakdata Cf In Pakistan
CNIC Information System with Pakdata Cf In Pakistan
 
Understanding the FAA Part 107 License ..
Understanding the FAA Part 107 License ..Understanding the FAA Part 107 License ..
Understanding the FAA Part 107 License ..
 
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...
 
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
 
MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024
 
Apidays New York 2024 - APIs in 2030: The Risk of Technological Sleepwalk by ...
Apidays New York 2024 - APIs in 2030: The Risk of Technological Sleepwalk by ...Apidays New York 2024 - APIs in 2030: The Risk of Technological Sleepwalk by ...
Apidays New York 2024 - APIs in 2030: The Risk of Technological Sleepwalk by ...
 
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWEREMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
 
Corporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptxCorporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptx
 
Mcleodganj Call Girls 🥰 8617370543 Service Offer VIP Hot Model
Mcleodganj Call Girls 🥰 8617370543 Service Offer VIP Hot ModelMcleodganj Call Girls 🥰 8617370543 Service Offer VIP Hot Model
Mcleodganj Call Girls 🥰 8617370543 Service Offer VIP Hot Model
 
Why Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businessWhy Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire business
 
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
 

SIGGRAPH 2018 - PICA PICA and NVIDIA Turing

  • 1. PICA PICA & NVIDIA Turing Colin Barré-Brisebois (@ZigguratVertigo) and Henrik Halén SEED – Electronic Arts
  • 2. SEED // PICA PICA & NVIDIA Turing PICA PICA  Exploratory mini-game & world  For self-learning AI agents to play  “Imitation Learning with Concurrent Actions in 3D Games” [Harmer 2018]  SEED’s Halcyon R&D framework  Goals  Explore hybrid rendering with DXR  Clean and consistent visuals  Procedural worlds [Opara 2018]  Originally shown at GDC 2018  SEED involved with DXR early-on  Ran on a single TitanV @ 1080p60
  • 3. SEED // PICA PICA & NVIDIA Turing Hybrid Rendering Pipeline Direct shadows (raytrace or raster) Lighting (compute + raytrace) Reflections (raytrace or compute) Deferred shading (raster) Global Illumination (compute and raytrace) Post processing (compute) Transparency & Translucency (raytrace and compute) Ambient occlusion (raytrace or compute)
  • 4. SEED // PICA PICA & NVIDIA Turing Volta VOLTA (ms) SHADOWS 1 spp 1.48 2 spp 2.98 4 spp 5.89 8 spp 11.53 16 spp 23.54 AO 0.5m 2.0m 20m 1 spp 1.67 2.18 2.50 2 spp 3.41 4.48 5.08 4 spp 6.71 8.81 10.03 8 spp 13.27 17.44 19.85 16 spp 26.56 34.90 39.96 REFLECTIONS 2.97 TRANS. & TRANSP. 0.47 GI 1.70  This scene @ 1080p on a TitanV  Hybrid Rendering Mode
  • 5. SEED // PICA PICA & NVIDIA Turing Turing VOLTA (ms) SHADOWS 1 spp 1.48 2 spp 2.98 4 spp 5.89 8 spp 11.53 16 spp 23.54 AO 0.5m 2.0m 20m 1 spp 1.67 2.18 2.50 2 spp 3.41 4.48 5.08 4 spp 6.71 8.81 10.03 8 spp 13.27 17.44 19.85 16 spp 26.56 34.90 39.96 REFLECTIONS 2.97 TRANS. & TRANSP. 0.47 GI 1.70 TURING (ms) 0.44 0.77 1.31 2.33 4.65 0.5m 2.0m 20m 0.54 0.62 0.62 0.88 1.01 1.01 1.48 1.64 1.64 2.55 3.02 3.02 4.90 5.82 5.82 1.45 0.25 0.35 x-faster 3.3X 3.9X 4.5X 4.9X 5.0X 3.0 - 3.6X 3.8 - 4.4X 4.5 - 5.3X 5.2 - 5.7X 5.4 - 6.0X 2.0X 1.9X 4.8X Measured on prototype hardware, early drivers & unmodified code
  • 6. SEED // PICA PICA & NVIDIA Turing Turing VOLTA (ms) SHADOWS 1 spp 1.48 2 spp 2.98 4 spp 5.89 8 spp 11.53 16 spp 23.54 AO 0.5m 2.0m 20m 1 spp 1.67 2.18 2.50 2 spp 3.41 4.48 5.08 4 spp 6.71 8.81 10.03 8 spp 13.27 17.44 19.85 16 spp 26.56 34.90 39.96 REFLECTIONS 2.97 TRANS. & TRANSP. 0.47 GI 1.70 TURING (ms) 0.44 0.77 1.31 2.33 4.65 0.5m 2.0m 20m 0.54 0.62 0.62 0.88 1.01 1.01 1.48 1.64 1.64 2.55 3.02 3.02 4.90 5.82 5.82 1.45 0.25 0.35 x-faster 3.3X 3.9X 4.5X 4.9X 5.0X 3.0 - 3.6X 3.8 - 4.4X 4.5 - 5.3X 5.2 - 5.7X 5.4 - 6.0X 2.0X 1.9X 4.8X Higher quality, same budget: GDC (1 spp) vs SIGGRAPH (4-8 spp)
  • 7. SEED // PICA PICA & NVIDIA Turing Turing VOLTA (ms) SHADOWS 1 spp 1.48 2 spp 2.98 4 spp 5.89 8 spp 11.53 16 spp 23.54 AO 0.5m 2.0m 20m 1 spp 1.67 2.18 2.50 2 spp 3.41 4.48 5.08 4 spp 6.71 8.81 10.03 8 spp 13.27 17.44 19.85 16 spp 26.56 34.90 39.96 REFLECTIONS 2.97 TRANS. & TRANSP. 0.47 GI 1.70 TURING (ms) 0.44 0.77 1.31 2.33 4.65 0.5m 2.0m 20m 0.54 0.62 0.62 0.88 1.01 1.01 1.48 1.64 1.64 2.55 3.02 3.02 4.90 5.82 5.82 1.45 0.25 0.35 x-faster 3.3X 3.9X 4.5X 4.9X 5.0X 3.0 - 3.6X 3.8 - 4.4X 4.5 - 5.3X 5.2 - 5.7X 5.4 - 6.0X 2.0X 1.9X 4.8X Heavy workloads are still manageable
  • 8. SEED // PICA PICA & NVIDIA Turing Transparency & Translucency  Raytracing enables accurate light scattering  Transparency  Order-independent (OIT)  Multiple index-of-refraction transitions  Variable roughness, refractions and absoption  Translucency  Light scattering inside a medium  We do this in texture-space  Handle view-dependent terms & dynamic changes to the environment Texture-Space Glass and Translucency
  • 9. SEED // PICA PICA & NVIDIA Turing Transparency & Translucency  Raytracing enables accurate light scattering  Transparency  Order-independent (OIT)  Multiple index-of-refraction transitions  Variable roughness, refractions and absoption  Translucency  Light scattering inside a medium  We do this in texture-space  Handle view-dependent terms & dynamic changes to the environment Texture-Space Glass and Translucency
  • 10. SEED // PICA PICA & NVIDIA Turing Transparency & Shadows  But for PICA PICA, we only supported opaque shadows…
  • 11. SEED // PICA PICA & NVIDIA Turing Transparent Shadows  Shadows from transparency  Hard to get right with raster  [McGuire17]  Trace towards light  Like opaque shadow tracing  Accumulate absorption  Product of colors  Thin film approximation  Density absorption easy extension  Can also be soft!
  • 12. SEED // PICA PICA & NVIDIA Turing Transparent Shadows (1/)  Keep tracing until  Hit opaque surface or all light is absorbed or miss
  • 13. SEED // PICA PICA & NVIDIA Turing
  • 14. SEED // PICA PICA & NVIDIA Turing Transparent Shadows (3/)  SVGF + TAA really helps!  Performance  Volta: 2.84ms  Turing: 1.38ms  ~2.0x faster
  • 15. SEED // PICA PICA & NVIDIA Turing Transparent Shadows (hard)
  • 16. SEED // PICA PICA & NVIDIA Turing Transparent Shadows (soft)
  • 17. SEED // PICA PICA & NVIDIA Turing Transparent Shadows (hard)
  • 18. SEED // PICA PICA & NVIDIA Turing Transparent Shadows (soft)
  • 19. SEED // PICA PICA & NVIDIA Turing Transparent Shadows (soft) Transparent Shadows (hard)
  • 20. SEED // PICA PICA & NVIDIA Turing
  • 21. SEED // PICA PICA & NVIDIA Turing Rough Refractions
  • 22. SEED // PICA PICA & NVIDIA Turing Rough refraction
  • 23. SEED // PICA PICA & NVIDIA Turing Rough refraction
  • 24. SEED // PICA PICA & NVIDIA Turing Rough refraction
  • 25. SEED // PICA PICA & NVIDIA Turing Rough refraction
  • 26. SEED // PICA PICA & NVIDIA Turing We’re not done…  Noise vs Ghosting vs Performance  Managing Coherency & Ray Batches  Procedural Geometry & Animations  Specialized denoising & reconstruction  Real-Time Global Illumination  DXR’s Top & Bottom Accel Structs  best for RTRT?  New Hybrid rendering approaches?  Texture LOD? Hardware raytracing opens up so many new possibilities (awesome! ) One step closer at solving these open problems? Let’s get to work!
  • 27. SEED // PICA PICA & NVIDIA Turing PICA PICA ASSETS Now available on Sketchfab. Free to use for your R&D and papers! glTF + FBX + textures. License: CC BY-NC 4.0  https://skfb.ly/6AJCp
  • 28. SEED // PICA PICA & NVIDIA Turing Thanks  SEED PICA PICA Team  Jiho Choi (NV)  Peter Harrison (NV)  Alex Hyder (NV)  Aaron Lefohn (NV)  Ignacio Llamas (NV)  Martin Stich (NV)  John Spitzer (NV)  Chris Wyman (NV) S E E D S E A R C H F O R E X T R A O R D I N A R Y E X P E R I E N C E S D I V I S I O N S T O C K H O L M – L O S A N G E L E S – M O N T R É A L – R E M O T E W W W . E A . C O M / S E E D W E ‘ R E H I R I N G !
  • 29. SEED // PICA PICA & NVIDIA Turing References  [Andersson & Barré-Brisebois 2018] Andersson, Johan and Barré-Brisebois, Colin. “Shiny Pixels and Beyond: Real-Time Raytracing at SEED”, online.  [Harmer 2018] Harmer et. al. “Imitation Learning with Concurrent Actions in 3D Games”, online.  [Lagarde 2013] Lagarde, Sébastien. “Memo on Fresnel Equations”, online.  [McGuire 2017] McGuire, Morgan and Mara, Michael. “Phenomenological Transparency”, online.  [Schied 2017] Schied, Christoph et. al. “Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination”, online.  [Stachowiak 2018] Stachowiak, Tomasz. “Stochastic All The Things: Raytracing in Hybrid Real-Time Rendering”, online.
  • 30. Bonus
  • 31. SEED // PICA PICA & NVIDIA Turing Transparent Shadows  As mentioned, not doing caustics  But we actually refract  Final miss ray may not be aligned with light direction  factor = pow(dot(RefractedRay, L), N)
  • 32. SEED // PICA PICA & NVIDIA Turing Transparent Shadows  Refract and apply Fresnel  factor = pow(dot( RefractedRay, L), N) 𝐿 ⋅ 𝑅 𝑛
  • 33. SEED // PICA PICA & NVIDIA Turing Rough refraction
  • 34. SEED // PICA PICA & NVIDIA Turing Rough refraction

Editor's Notes

  1. Hi everyone, today I will give you an update on the raytracing work Henrik and I have we’ve been up to at SEED. For those of you who don’t know, SEED is a technical and creative research division inside Electronic Arts One of our recent projects was an experiment with hybrid real-time rendering, deep learning agents, and procedural level generation We presented this at this year’s GDC. In case you haven’t see it, let’s check it out!
  2. PICA PICA is a mini-game that we built for AI agents rather than humans. With reinforcement learning, the agents learn to navigate and interact with the environment. They run around and fix the various machines, so that conveyor belts keep running efficiently. If you are interested in the AI part, do check out our paper in arXiv. We’ve had the opportunity to be involved early on with DirectX Raytracing, thanks to our partners NVIDIA and Microsoft, to explore some of the possibilities behind this piece of technology. We decided to create something a bit different and unusual, less AAA than what you usually expect from an EA title. For this demo we wanted cute visuals that would be clean and stylized, yet grounded in physically-based rendering. We wanted to showcase the strengths of raytracing, while also taking into account our small art department of 2 people. We used procedural level generation with an algorithm that drove layout and asset placement. You should check out Anastasia’s various talks on the matter. At GDC, we showed this on a single TitanV. We also support fork-and-join mGPU
  3. To build this demo we built a hybrid of classic rendering techniques with rasterization and compute, with some raytracing on top. We take advantage of the 3 pipelines, have a standard deferred renderer with compute-based lighting and a pretty standard post-processing stack. For example we can render shadows via raytracing or cascaded shadow maps. Reflections can be raytraced or screen-space raymarched. Same story for ambient occlusion. Global illumination and translucency requires raytracing. We’ve talked about the various techniques, so check out our previous talks This hybrid approach has allowed us to build visuals with almost path-traced quality in real-time on Volta
  4. This is the kind of performance we get on a single Volta The numbers on the right are for the scene displayed here to the left. This scene is rendered at 1080p with our hybrid raytracing mode For shadows and AO, this is sampled at 1 sample per pixel For reflections we do half a ray per pixel with temporal and spatial reconstruction I’ve added addition metrics with more sample per pixels just to give you an idea on how things scale I’ve also extended the default 0.5m radius for AO to 2 meters and 20 meters, just to see how things scale Obviously some of these workloads are not shippable, but you can see that they scale mostly linearly.
  5. If we map this a bit differently, with a performance scaling factor, some of the raytracing workloads are improved by up to 6X. In general it scales for 3x up to 6x compared to a volta at the same resolution This is really awesome!
  6. Another way to look at this is the following: if we budget a certain amount of performance for a specific effect, basically we can have higher-quality visuals for the same budget For 1 sample per pixel on volta we can do 4-8 samples per pixel on turing This means faster reflections, translucency, AO, shadows and GI. As you saw from the video these effects are great when raytraced, and really add a lot
  7. Additionally if you look at the heavy workloads, with 8-16 samples per pixel, while expensive on Turing, performance is still manageable compared to similar settings on Volta.
  8. And so with all this new awesome power, we decided to revisit a technique that shines quite a lot with the power of raytracing: transparency and translucency Quickly, raytracing enables accurate light scattering for both transparency and subsurface translucency We’ve showed a technique that handles OIT, variable roughness, IOR transition as well as absorption For PICA PICA we did this in texture space, handing view-dependent and dynamic changes to the environment
  9. And so with all this new awesome power, we decided to revisit a technique that shines quite a lot with the power of raytracing: transparency and translucency Quickly, raytracing enables accurate light scattering for both transparency and subsurface translucency We’ve showed a technique that handles OIT, variable roughness, IOR transition as well as absorption For PICA PICA we did this in texture space, handing view-dependent and dynamic changes to the environment
  10. But one thing that didn’t work so well was that we only supported opaque shadows If you look at the pen’s shadow, where the light goes through the medium and comes out, it looks quite wrong…
  11. And so we decided to implement transparent shadows Transparency is a hard problem in real-time graphics, especially if you are limited to rasterization With ray tracing some new alternatives are possible We achieve this by replacing the regular shadow tracing code with a recursive ray trace through transparent surfaces As the light travels through the medium we accumulate absorption Our current implementation treats this as a thin film approximation, where we assume all the color is on the surface Doing it properly is not trivial, but with some sensible limitations, it’s becomes possible in real-time Implementing distance-based absorption could also be an option that we have yet to try Just like our opaque shadows, transparent shadows can also be soft!
  12. This is a simple illustration of what happens For any surface that needs shadowing, we shoot a ray towards the light If we hit an opaque surface, or if we miss everything, we can stop If we hit a transparent surface however, we accumulate absorption based on the albedo of the object We also evaluate Fresnel. And then we keep tracing towards the light We keep doing this until 1. all light is absorbed, or 2. We miss in in the trace. 2. We hit an opaque surface
  13. This is not caustics, as we ignore caustic effects with out approach We do take Fresnel into account on the boundaries though It is also important to note that the regular Schlick approximation falls apart when the index of refraction on the incident side of the medium is higher than the far side We use Total-Internal-Reflection Fresnel, and filter the results with our tweaked SVGF that we mentioned in previous talks Additionally, in our implementation we only use this technique for direct shadows: any other pass that needs to sample light visibility use a simpler shadow pass that treats any surface as opaque to the light. A bit of a shortcut but it works for our case.
  14. We shoot one ray per pixel, per frame. This gets noisy, so like I said we use our modified SVGF and temporal anti-aliasing to filter And the performance is actually pretty good. So for this scene it’s about half the cost on Turing at 1080p compared to volta
  15. Here are some results, in hard-mode
  16. Now softly filtered
  17. Again in hard-mode, from a different view.
  18. Soft-mode. Notice the colors blending
  19. And now side-by side
  20. And most importantly we’ve now fixed out pen-shadow problem  PHEW!
  21. As a bonus and quite last minute, we weren’t super happy with the way we handle rough transparency In the previous approach we just linearly opened the cone based on roughness, kinda adhoc Microfacet models are pretty standard now for real-time applications, for opaque surfaces And so transparent surfaces, we needed a model that can handle refraction as well as reflection We implemented the microfacet distribution as described by Walter et al. to achieve this Walter handles the rough light interactions on air to object boundaries, but also provides physically accurate solutions for any surface-to-surface light transport We importance sample the GGX distribution, using this method, for both reflected and refracted rays on internal and external boundaries This is obviously more expensive, but still manageable and quite nice. We recently put this together and feel like we can optimize it more, but that will be for some other time Naïve Implementation @ 512x512 in texture space is 6.2ms on Volta, but 3.5ms on Turing
  22. Here are the rough refractions
  23. From another angle, notice the teal square and the glass gummy bears with different roughness
  24. And that’s it for now This was just a glimpse on some of the stuff we’ve been up to lately Still have lots of open problem to solve with real-time raytracing, that we’ll have to tackle together as an industry in the years to come! Hopefully some great collaborations between offline raytracing experts and the game industry! And now with hardware raytracing, so many new possibilities open up for real-time Let’s get to work everyone! This is awesome!!
  25. Academia always asks for content from the games people and often doesn’t get it. And so for SIGGRAPH we have decided to release all the assets from PICA PICA You can download them via Sketchfab and on our website, use them in your research for free, build your raytracing pipeline and compare with ours. Challenge Accepted?
  26. Check the bonus slides to see how we fake caustics
  27. As mentioned earlier we don’t do caustics for our shadows. However, we found a simple trick to make the shadows significantly more believable, a bit of a hack. Instead of just shooting rays straight towards the light for every refraction, we actually refract the ray. (And as mentioned before evaluate fresnel) This can end up with a ray that significantly deviates from the light direction. So if we miss, we dot the final ray direction with the light direction, with some power. This is completely not accurate, but provides a visually pleasing result.