Post on 13-Jan-2015
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Visibility Optimization for Games
Sampo LappalainenLead ProgrammerUmbra Software Ltd.
Introduction
• Background in graphics programming• Hybrid Graphics, NVIDIA, Umbra Software• With Umbra since 2008• Graphics middleware for console and PC
games• Emphasis on visibility
Roadmap
1. Motivation2. Theory3. Practice4. Other applications5. Demo
MOTIVATIONWhy is visibility optimization important?
Game World
Our Villain
Our Hero
Screen Shot
Game Worlds
• Game developers want to make impressive game worlds
• Hardware sets limits on what can and can’t be done.
• Game developers need to push the hardware to it’s limits.
Visibility Optimization
• The most effective way to gain performance in games.
• Two basic ways to do visibility optimization:– art and level design– technology
• Games use a mix of both.
Visibility Optimization by Level Design
• Artists design game worlds so that performance is acceptable.
• Can be done in numerous ways e.g.:– limiting view distance– limiting polygon or object count– modeling portals and cells
Visibility Optimization by Level Design
Visibility Optimization by Level Design
• Time consuming and usually boring work.• Sets huge limits on what can and cannot be
done.• May lead to monotonic level design.• Manual and non-recurring work.
Visibility Optimization by Technology
Visibility Optimization by Technology
Visibility Optimization by Technology
• Gains:– No time wasted on rendering objects that don’t
contribute to the output image (no state changes, no draw calls etc).
– AI, physics, game logic etc. can be done at lower accuracy (or skipped all together) for hidden objects.
THEORYWalkthrough of the key concepts
Terminology
• Culling – removing hidden objects from rendering
• Target – object that can be hidden by others• Occluder – an object that blocks visibility • Rendering artifact – A non-intended glitch in
the output image
Metrics for comparison
• GPU cost• CPU cost• Overall frame time• Memory usage• Precomputation time• Manual work• Culling power
Backface culling
• Taken care of by the HW• Culling entire triangles
based on their winding• No need to render the
insides of an object
Depth buffering
• Taken care of by the HW• A two dimensional buffer for storing z-values
for each screen pixel• Before processing shaders for a pixel to be
rendered, test the z-value.• Allows drawing of unsorted geometry,
however sorting still greatly improves performance
Hierarchical depth buffering
• Replace depth buffer with a depth pyramid– Bottom of the pyramid: full-resolution depth buffer– Higher levels: smaller resolution depth buffers where a single pixel
represents the maximum z-value in a group of pixels in the below level
• Hierarchically rasterize the polygon starting from the highest level– If polygon is further than the recorded pixel, early exit– If polygon is closer, hierarchically test the lower levels– If the bottom of the pyramid is reached and the polygon is still closer,
propagate the value up the pyramid
Spatial hierarchies
• Enabled culling large portions of the game world with a single quick test
• Dynamic objects can be moved in the hierarchy runtime
• BSP-tree, kd-tree
Spatial hierarchies
View frustum culling
• Culling objects that are outside the camera view cone
• Test using object bounds• Tremendous speed-up using an hierarchy
View Frustum Culling
View Frustum Culling
Potentially Visible Set - PVS
• A data structure that defines from-region-visibility for a scene• Computed in pre-process• Scene is divided into Cells• Compute a bit matrix that lists all the visible objects for each
cell• Runtime a simple matrix lookup• How to find a good sub-division for a scene?• Cannot handle dynamic occluders• Target volume: extension to handle dynamic targets
Portals
• Place portals in the scene that connect the cells to form a portal graph
• In runtime, find the portals of the current cell that are in the frustum
• Traverse through all found portals to the adjacent cells and find all portals that are visible to the camera through the original portal
• Same limitations with dynamic objects as with PVS systems
Rasterization-based
• Render occluder geometry into a software coverage buffer
• Test visibility using test geometry• Use temporal coherence to determine the
initial set to be rendered• Handles both dynamic targets and occluders
as long as they have occluder geometry
Testing from coverage buffer
Testing from coverage buffer
Testing from coverage buffer
Testing from coverage buffer
Testing from coverage buffer
Testing from coverage buffer
Testing from coverage buffer
Testing from coverage buffer
Occlusion Queries
• Supported by GPUs since 2001.• GPU answers the question: “how many pixels would have
been visible if this object would have been rendered”?• Instead of rasterizing your own depth buffer, use the GPU
depth buffer instead• Normally the query is done using bounding volumes (effective
but not necessary).• No need for artist generated occluder geometry• GPU-CPU synchronization needed
Occlusion Queries
• Determine the set of visible objects against the actual rendered geometry:– all pixels can be used as occluding material!
Using Occlusion Queries
• Occlusion queries are a really powerful tool for visibility optimization.
• Like all other features of the GPU occlusion queries can be used ineffectively.
• Special tricks are needed to get the most out of occlusion queries.
Issuing Occlusion Queries
disableColorWrite();disableDepthWrite();startQueryCounter();renderObjectBounds();stopQueryCounter();
enableColorWrite();enableDepthWrite();
if (query->getResult() > 0)renderObject();
CPU-GPU synchronization
• With normal draw calls the CPU issues a command to the GPU and can continue processing as usual (Parallel processing).
• With occlusion queries the CPU needs to get query results back to be able to know if the object was visible or not.
• The CPU needs to wait for the query results to be available.
• No parallel processing (which is really bad).
Issuing Occlusion Queries
Issuing Occlusion Queries
Issuing Occlusion Queries
Issuing Occlusion Queries
• Fortunately GPU design has a solution for this problem.
• GPUs can store multiple occlusion query results.
• Occlusion queries can be batched.• Some GPUs have a limit on how many query
results can be stored.
Batching Occlusion QueriesdisableColorWrite();disableDepthWrite();
for (each query){
startQueryCounter();renderObjectBounds();stopQueryCounter();
}
enableDepthWrite();enableColorWrite();
for (each query){
if (query->getResult() > 0)renderObject();
}
Batching Occlusion Queries
Latent Occlusion Queries
• Some stalls may be introduced between frames.• The last query result needs to be read back before
continuing.• Avoid GPU stalls by using the query results from the
previous frame.• Read back the query results at the beginning of each
frame.• Sounds like a perfect solution?
Latent Occlusion Queries
Latent Occlusion Queries
• There are downsides to this.• Visible popping artifacts when objects come
visible.• If the camera is moving slowly and FPS is
good, no problem.• When multiple objects become visible FPS
typically drops (there’s a lot more to render)• For example when a door is opened.
Latent Occlusion Queries
Latent Occlusion Queries
Latent Occlusion Queries
Latent Occlusion Queries
• Queries done to hierarchy nodes produce even larger artifacts
• Growing bounds helps, but is difficult to get to work with hierarchical queries
• The stall in using occlusion query results on the same frame may be as short as 0.1ms (on XBOX 360)
• In this a price developers are ready to pay for artifact free occlusion culling?
Parallelism
• Most gaming platforms today come with more than one CPU
• Using the same algorithm for multiple cameras (splitscreen, AI bots, light sources)
• Tile-based rasterization• Parallel data structure traverse
PRACTICEWhat kind of systems have really been used?
Binary Space Partitioning
• As made famous by Doom and the Quake series• A tree data structure for representing the scene• Gordon and Chen 1991 paper used in Doom (
http://www.rothschild.haifa.ac.il/~gordon/ftb-bsp.pdf)
• Teller’s 1992 PhD thesis used in Quake (http://people.csail.mit.edu/seth/pubs/pubs.html)
Binary space partitioning
• Before Doom BSP’s were used to do sorting for the painter’s algorithm (back-to-front)
• Painter’s algorithm is too slow for large scenes• Solution: change the order to front-to-back
and keep track on which pixels have been drawn
• Quake introduced a pre-process step for computing a PVS based on the BSP model
Umbra 1
• Used in Star Wars Galaxies, EverQuest 2, Age of Conan, Kingdom Heroes 2, Tian Xia 2
• A data structure that supports dynamic and static visibility
• Software rasterizer and occlusion queries supported
Umbra 1
• Database– Spatial bounding volume hierarchy– User updates
• Visibility traverse– Input: camera parameters– Output: visible object set– Hierarchical visibility testing: a single query can
hide large parts of the scene
Hierarchical Culling
• In typical game scenes most of the scene is hidden at any given point of view
• Problem:– the size of the whole scene effects performance
(input sensitive system).
• Only the visible objects are supposed to effect performance (output sensitive system).
Hierarchical Culling
Hierarchical Culling
• Solution:– build a spatial hierarchy for the objects in the
scene
• Culling hidden parts of the scene in constant time
• Occlude groups of objects: if a hierarchy node is hidden all nodes below it are also hidden
Hierarchy Traversal
• Traverse the hierarchy to determine visibility• Use temporal coherency• On first frame, start from the root• Store nodes where traversal ended and start
traversing them on the next frame• Nodes form a visibility barrier
Hierarchy Traversal
Hierarchy Traversal
Hierarchy Traversal
Dynamic Objects
• Object geometry may change (e.g. due to LODing).• Objects may move• If object geometry changes it may not fit into its old
bounds• Move the object upwards in the hierarchy so that the
bounds can fit inside a node• Push the object back down once there is idle time
Dynamic Objects
• If the object moves temporal bounding volumes can be used.
• Use history info to predict the object movement.
• The TBV doesn’t have to be updated every frame.
Dynamic Objects
Dynamic Objects
Umbra 2
• Multi-core version of the previous tech• Used in e.g. Mass Effect 2, Dragon Age series,
Alan Wake
Multi-core culling
• Two subtasks: rendering and visibility traversal
• Rendering issues rendering calls and occlusion queries.
• Visibility processing takes care of hierarchy processing and high level culling (e.g. vf culling).
Multi-core culling
• Game tread needs to do updates before our visibility thread can continue (camera and object updates)
• Visibility thread updates the hierarchy• After update the hierarchy can be traversed
Multi-core culling
Multi-core culling
• While the visibility thread is idle it can update the hierarchy:– lazy hierarchy building– collapsing nodes– visibility barrier updates– moving dynamic objects down etc.
Umbra 3
• Used by Unity 3D, Secret Studio• Collection of visibility algorithms– Umbra 1-2 feature sets– Automatic portal generation in pre-process– CPU rasterization and ray-tracing based portal
culling algorithms– PVS culling for low end systems
Umbra 3
• Uses real geometry, no need for artists to create occluder geometry
• Support for streaming, distance queries, intersection queries
Automatic portal generation
• Works with both outdoor and indoor scenes• Conservative occlusion• The output is a graph where the nodes are
cells and the edges are the portals• Optionally a PVS can be computed• Incremental updates
Umbra 3 recursive portal culling
• Recursive traverse of the portal graph from the camera view point, ray tracing
• Very accurate culling results• Too slow for whole scene culling, currently
used for reference and for dynamic object culling
Umbra 3 optimized portal culling
• Rasterize the portals into a coverage buffer• Fast enough for even outdoor scenes• In some cases over-estimates the visible set
Umbra 3 PVS culling
• Extremely fast– Needed for low end systems such as smart phones– Can be used to determine visibility for e.g.
hunderds of AI bots
• The longer time spent computing, the more accurate the result
Killzone 3
• See ”Practical occlusion culling for PS3”: http://gdcvault.com/play/1014356/Practical-Occlusion-Culling-on
• Solution implemented spesifically for PlayStation 3• Rasterizes a 720p tiled depth buffer on the SPU’s• Performs occlusion tests to a downsampled depth
buffer using object bounds• Occluder mesh selection done by artists
Battlefield 3
• See ”Culling the Battlefield”: http://publications.dice.se/attachments/CullingTheBattlefield.pdf
• A cross-platform (XBOX360, PS3, PC) solution• SIMD optimized frustum culling• Software rasterizer for occlusion culling done
to a 256x116 depth buffer• Occluder geometry hand made by artists
OTHER APPLICATIONSWhat else can I use it for?
Lighting & shadows
• When applied from a light sources point of view a visibility algorithm can be used for finding shadow casters
• ”Shadow Caster Occlusion Culling for Efficient Shadow mapping” (http://www.cg.tuwien.ac.at/research/publications/2011/bittner-2011-scc/bittner-2011-scc-paper.pdf)
Streaming
• Large game worlds have so much content that it cannot fit in the memory of a gaming platform
• Loading between zones takes away immersion• A from-region visibility algorithm can be used
to do visibility-based streaming over the network or from a storage media
AI
• A visibility algorithm can be used to drive AI logic
• Data structures used in visibility determination can be modified to be used for distance or intersection testing
Sound occlusion
• Distance and intersection tests can be used to simulate the behaviour of sound
• Precomputing visibility and audio have a lot of overlap and make for an interesting field of study
FIN
Sampo Lappalainensampo@umbrasoftware.com
http://www.umbra3.com