of 52
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Depth of Field
Direct viewers attention
Match footage with CGI
Motion Blur
Enhance effect of motion
Reduce temporal aliasing
Motivation
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Temporal Aliasing
Avoid jerky animations at low frame rates.Temporal aliasing is as important as spatial aliasingIncreasing the frame rate decreases temporal aliasing,but it is still there. Crucial for feature film (that only now starttalking about 48 fps).
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Motion Blur Rendering
x
yt
pixelt
x
y
Pixel color is an integral over(x,y,t)
Instead of searching for an analytical solution (very hard), we estimate the integral by Monte Carlo techniques.
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Depth of Field Rendering
pixel
image plane(x,y)
focus planelens(u,v)
Pixel color is an integral over(x,y,u,v)
object out of focusobject in focus
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Depth of Field and Motion Blur
pixel
image plane(x,y)
focus planelens(u,v)
object out of focusobject in focus
Pixel color is an integral over(x,y,u,v,t)
t=0
t=1
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SamplingApproximating the visibility integral
Beyond Programmable Shading Course, ACM SIGGRAPH 2011
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Approximate Integral
Accumulation buffering
Render scene at many fixedtimes (and lens positions)[Korein83, Haeberli90]
Stochastic sampling [Cook86]Sample pixel at non-uniformly
spaced locations in (x,y,t,u,v)
Aliasing is replaced by noise
uniform
stochastic
Visibility integral in (u,v,t) is very hard to solve analytically.Monte Carlo technique: Sample the integral at many non-uniformlyspaced locations. Stochastic sampling to avoid correlation between dimensions and extends to higher dimensions.Average N samples per pixel with diferent (x,y,t) -> spatial & temporal anti-aliasing!Use stratified sampling to reduce noise. Higher correlation between dimensions=lower noise, but more bias
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Sampling for Motion Blur (3D)
A set of 64 fixed timesis sufficient to avoid
banding artifacts
Many samples per pixel
needed to reduce noise
4 spp 8 spp 16 spp 32 spp 256 spp
High quality sampling patterns available. On-the-fly generation possible.Use patterns that maximizes minimum distance in 3D,and have good 2D projections (on screen space x,y)Reconstruction filters [Lehtinen2011] can help tremendously here
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Sampling for DOF (4D)
Need many unique lens positions
InterleaveUV (64 lens pos) InterleaveUV (256 lens pos) 64 random spp
Furthermore, out-of-focus regions and high frequencies require morevisibility samples per pixel to reduce noise levels.
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InterleaveUVT Sobol sampling InterleaveUVT Sobol sampling
4 spp 4 spp 16 spp 16 sppBeyond Programmable Shading Course, ACM SIGGRAPH 2011
Sampling for MB+DOF (5D)
Need large number of unique (ui,vi,ti) tuples
Harder to find good sample distributionsImagescourtesy
ofLaineetal.[2011]
takenfromAssas
sinsCreedbyUbisoft
The InterleaveUVT images have 64 unique (u,v,t) positionsHarder to find good sample distributions with stratified samples in 5D space.
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VisibilityThe rasterizer stage
Beyond Programmable Shading Course, ACM SIGGRAPH 2011
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Recap: Standard Rasterization
Beyond Programmable Shading Course, ACM SIGGRAPH 2011
Visibility determination in a graphics pipeline - convert geometry to pixels
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The Graphics Pipeline
Vertex Shader
Input Assembler
Hull Shader
Tessellator
Domain Shader
Rasterizer
Pixel Shader
Output Merger
MemorySy
stem(buffers,textures)
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Test samples = evaluate edge
equations
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Test tile of pixels for overlap
Reject samples in tiles completely outside triangle
Enables coarse occlusion culling, improves coherence
Beyond Programmable Shading Course, ACM SIGGRAPH 2011
Tiled Traversal
Important optimization for larger triangles.Basis for a hierarchical rasterizer. Improves texture and memory coherence
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S S B d
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Screen-Space Bounds
Bound full motion and all lens positions
Handle moving triangles intersectingz=0 with care
t=0
t=1
z= 0
t=0t=1
image plane
DOF BBox
S ti T l Vi ibilit
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Spatio-Temporal Visibility
Moving triangle may cover largeregion in (x,y,t)
More samples per pixel neededfor low noise levels
We need to quickly cull samplesin both space and time
!
"
!
#
The key is that many more samples need to be tested, and that the complexity is tied to the amount of blur applied (motion and/or DOF).Dimension on visibility query has increased from two to three (or five) dimensions
S S C H ll
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!
"
!
#
Beyond Programmable Shading Course, ACM SIGGRAPH 2011
Screen Space Convex Hull
Reduce spatial bounds [McGuire2010]
A tile is only visited once, enablingmultisampling & coarse Z culling
No temporal culling
Revert to coarser bounds if moving triangle intersects z=0.The screen space convex hull algorithm only works onprojected vertices with z>0.
Interval
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!
"
!
#
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Interval
UseNtime intervals[Cook90, Fatahalian2009]
Bound triangles movement in
each interval and test all samples
in (x,y,t) box
Multiple tri setup and bounding. One tile visited multiple times
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5D Rasterization
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5D Rasterization
Interval [Cook90, Fatahalian2009]
Many strata in (u,v,t). Find (x,y) bounds for each stratum
Interleaved sampling [Keller2001, Fatahalian2009]
Generate fixed set of(u,v,t) tuples and
rasterize coarsely in (x,y)
Tile-based traversal with (u,v,t) bounds [Laine2011]
Tile-test returns bounds foru,v and tindividually
Interleave needs a large set of tuples. Laine: Tile-bounds for t computed using entire lens bounds.Tile-bounds for (u,v) computed using full motion trail. Lower eciency in 5D than 3D and 4D tests.
Tile Overlap Tests
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Tile-Overlap Tests
Find time interval when moving triangle overlaps
with the screen space tile [Laine2011, Munkberg2011b]
[0,1/4] [0,1/2] [1/4,3/4] [1/2,1] [3/4, 1]
t=0 t=1
Examples: Dual-space bounds [Laine], Tile frustum vs moving AABB & Tile vs moving triangleedges [Munkberg].
Tile-Overlap Test for DOF
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Tile-Overlap Test for DOF
pixel
image planefocus planelens
objects out of focus
focus planelens
objects out of focus
objects in focus
Idea:Only test lensregion that sees
the object througha certain screenspace tile
Lens Bounds Per Tile
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Lens Bounds Per Tile
Separating plane tests determine active lens
region [Akenine-Mller2011, Laine2011]lens separating
linestriangle
focus plane
tile
lens separating
lines
triangle
focus plane
tile
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Shading
Beyond Programmable Shading Course, ACM SIGGRAPH 2011
Shading Static Primitives
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Shading Static Primitives
Shading after visibility
Shade per 2x2 pixels in screen space
Shading before visibility [Cook87]
Shade in object space per vertex
Decoupled shading and visibility
GPU Derivatives by finite diferences. Supports Multi Sampling Anti-Aliasing (MSAA)Shade once per pixel but take many visibility samples. Very ecient for large primitivesReyes: Shading before visibility. Shade in object space per vertex.Shade a grid of vertices.Ecient SIMD shading.Derivatives by finite diferences. Requires small primitives.Small to large triangles: Hierarchical rasterization needed, but need explicit cache for decoupled sampling and shadingVery small triangles. Hierarchical rasterization only ecient for large blursShading at vertex frequency sucient. Supports decoupled sampling and shading by design
Shading Moving Primitives
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Shading Moving Primitives
Supersampling
Shade each visibility sample
Prohibitively expensive
Extend MSAA [McGuire2010]
Motion blur exampleShade once per covered pixel at a certain time
Texture filters take motion into account [Loviscach2005]
Approaches: Supersampling: Shade every visibility sample. No restrictions on traversal orderCaptures temporally varying shadingMSAA for motion blur and DOF: Extend standard MSAA to motion blur & depth of fieldMay shade arbitrary far outside triangle. Additional shading samples for temporal derivativeRequires a tile-based traversal orderDecoupled Shading: Mapping function between visibility samples and shading samples.Map multiple visibility samples to one shading pointPer-vertex shading (requires pixel-sized primitives)
MSAA Failure Case
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MSAA Failure Case
Reverts to supersampling for large motion
Each sample hits a new triangle
t=0
t=1/4
t=1/2
t=3/4
Movement
A diferent sample time is assigned to each of the four multi-samples
Decoupled Sampling [Ragan-Kelley2011 Burns2010]
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Decoupled Sampling[Ragan-Kelley2011, Burns2010]
Many-to-one mapping function
Between visibility and shading samples
Low shading rate
Even for large motion and defocus
Needs cache for shaded valuesRemapping logic per sample
Assume constant shading in time. In general: design (many to one) mapping functionbetween visibility samples and shading samples.Remap sample to a fixed time and center of lensUse remapped location as cache keyIf cache hit, fetch color, else shade and store color
Decoupled Sampling Example
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Decoupled Sampling Example
T=0
T=1
T=0t=0
t=1
screen space barycentric space shading space
remap to triangle at t=0
snap remappedvisibility sampleto closest shading
samplevisibility samples
Each visibility sample has a position in (x,y,t). Some of them hit the triangle. Compute the barycentric coordinate of the hit point.Remap to the triangle at t=0 and snap to the closest shading point in some shading space. Here, the shading points are in the centerof the pixel.
Reconstruction
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Reconstruction
Reduce noise in stochastic rendering
May drastically reduce required #samples per pixel
Store additional information with samples [Lehtinen2011]
Reference (256 spp)ReconstructedInput image (1 spp)
Imagescourtesyof
Lehtinenetal.[2011]
Important emerging research field for stochastic rendering.Can be seen as an alternative to shading caches. One shading value is reused for many (reconstructed) visibility samples.Lethinen et al store motion vector and sample depth. Enables on-the-fly reprojection of stochastic samples during reconstruction.Egan & Soler: Design sheared filter by looking at frequency domain. Adaptive sampling based on predicted bandwidth.
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View frustum
culledOcclusion
culled
Backface
culled
Beyond Programmable Shading Course, ACM SIGGRAPH 2011
Culling
Beyond Programmable Shading Course, ACM SIGGRAPH 2011
View Frustum Culling
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g
Solve for temporal interval when triangle is
inside the view frustum [Laine2011, Munkberg2011b]
z= 0
t=0
t=1
near plane
t=0.6
t=1
Test entire moving triangleGives smaller screen space bboxes (and better dual-space bounds)
Motion Blur Backface Culling
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Backface test is cubic
polynomial in t[Munkberg2011a]
Not conservative to test
facing at t=0 and t=1
Beyond Programmable Shading Course, ACM SIGGRAPH 2011
g
p0
p1
p2
p0
p1
p2
p0
p1
p2
t=0 t=0.5 t=1
The backface test for a triangle with linear vertex motion is cubic polynomialin t. Cubic polynomial -> up to three zeros -> up to three changes in the signof the signed area
DOF Backface Culling
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g
Lens
BF cull at center of lens
Correct BF cull
DOF Backface Culling
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Lens
g
BF cull at center of lens
Correct BF cull
Occlusion Culling for Motion Blur
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g
Standard z-culling less efficient
Spatio-temporal occlusion culling[Akenine-Mller2007, Boulos2010]
x
t
solid occludervalid for t=[0,1]
solid occludervalid for t=ti
Illustrat
ionadapted
fromBoulosetal.[2010]
Left: Solid occluder is minimal. Right: In the other extreme, a separate occlusion hierarchy per sample time.Middle ground probably most practical approach. In GPU-like pipeline, want coarse z-cull at tile level. A full spatio-temporal z-hierarchy improves culling,but is likely too expensive in terms of memory and bandwidth usageConclusion: Tile based traversal is preferable. Ecient 5D occlusion culling is an open research field
Conclusions
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Stochastic rasterization does not come for free
Many more sample tests and shading evaluations
Higher color, depth & texture bandwidth
Less efficient culling and compression
Efficient shading is a requirementVery easy for end-user if implemented in HW
Q&A
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Thank You:
The Advanced Rendering Technology team at Intel
The Graphics Group at Lund University
Mike Doggett, Jonathan Ragan-Kelley, Samuli Laine,
and Timo Aila for fruitful discussions
References
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[Akenine-Mller2007]Tomas Akenine-Mller, Jacob Munkberg, and Jon Hasselgren,
"Stochastic Rasterization using Time-Continuous Triangles", Graphics Hardware, August 2007.
[Akenine-Mller2011]Tomas Akenine-Mller, Robert Toth, Jacob Munkberg, and Jon Hasselgren,
"Efficient Depth of Field Rasterization using a Tile Test based on Half-Space Culling", technical report, June 2011
[Boulos2010] Solomon Boulos, Edward Luong, Kayvon Fatahalian, Henry Moreton and Pat Hanrahan
Space-Time Hierarchical Occlusion Culling for Micropolygon Rendering with Motion Blur High Performance Graphics 2010
[Burns2010] Burns, C.A., Fatahalian, K., Mark, W.R. A Lazy Object-Space Shading Architecture With Decoupled Sampling. High Performance Graphics, 19-28. 2010
[Cook84] Robert L. Cook, Thomas Porter, Loren Carpenter, Distributed Ray Tracing SIGGRAPH 1984
[Cook86] Robert L. Cook. Stochastic Sampling in Computer Graphics. ACM Transactions on Graphics, Volume 6, Number 1, January 1996.
[Cook87] Robert L. Cook, Loren Carpenter, Edwin Catmull. The Reyes Rendering Architecture. 1987
[Cook90] Robert L. Cook, Thomas Porter, Loren Carpenter. Pseudo-random point sampling techniques in computer graphics. United States Patent 4,897,806. 1990.
[Egan2009] Kevin Egan , Yu-Ting Tseng , Nicolas Holzschuch , Frdo Durand , Ravi Ramamoorthi,Frequency analysis and sheared reconstruction for rendering motion blur, ACM Transactions on Graphics (TOG), v.28 n.3, August 2009
[Fatahalian2009] Kayvon Fatahalian, Edward Luong, Solomon Boulos, Kurt Akeley, William R. Mark and Pat Hanrahan.
Data-Parallel Rasterization of Micropolygons with Defocus and Motion Blur High Performance Graphics 2009
[Fatahalian2011] Kayvon Fatahalian Evolving the Real-Time Graphics Pipeline for Micropolygon Rendering. Ph.D. Dissertation, Stanford University, 2011
[Grunschlo2011] Leonhard Grunschlo, Martin Stich, Sehera Nawaz, Alexander Keller. MSBVH: An Efficient Acceleration Data Structure for Ray Traced Motion Blur
High Performance Graphics 2011
References cont.
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[Gribel2010] Carl Johan Gribel, Michael Doggett, and Tomas Akenine-Mller, "Analytical Motion Blur Rasterization using Compression",
High Performance Graphics, pp. 163-172, June 2010
[Gribel2011] Carl Johan Gribel, Rasmus Barringer, and Tomas Akenine-Mller, "High-Quality Spatio-Temporal Rendering using Semi-Analytical Visibility", SIGGRAPH 2011.
[Hachisuka2008]Toshiya Hachisuka, Wojciech Jarosz, Richard Peter Weistroffer, Kevin Dale, Greg Humphreys, Matthias Zwicker, Henrik Wann JensenMultidimensional adaptive sampling and reconstruction for ray tracing SIGGRAPH 2008
[Hou2010] Qiming Hou, Hao Qin, Wenyao Li, Baining Guo, Kun Zhou. Micropolygon ray tracing with defocus and motion blur. SIGGRAPH 2010
[Haeberli90] Paul Haeberli , Kurt Akeley, The accumulation buffer: hardware support for high-quality rendering,
Proceedings of the 17th annual conference on Computer graphics and interactive techniques, p.309-318, 1990
[Korein83] Jonathan Korein , Norman Badler,Temporal anti-aliasing in computer generated animation, Computer Graphics, vol 17, no .3, p.377-388, 1983
[Keller2001]Alexander Keller , Wolfgang Heidrich, Interleaved Sampling, Eurographics Workshop on Rendering Techniques, p.269-276, 2001
[Laine2011] Samuli Laine, Timo Aila, Tero Karras and Jaakko Lehtinen. Clipless Dual-Space Bounds for Faster Stochastic Rasterization. SIGGRAPH 2011
[Lee2009] Sungkill Lee, Elmar Eisemann and Hans-Peter Seidel. Depth-of-field rendering with multiview synthesis. SIGGRAPH Asia 2009[Lee2010] Sungkill Lee, Elmar Eisemann and Hans-Peter Seidel. Real-time lens blur effects and focus control. SIGGRAPH 2010
[Lehtinen2011] Jaakko Lehtinen, Timo Aila, Jiawen Chen, Samuli Laine and Frdo Durand.
Temporal Light Field Reconstruction for Rendering Distribution Effects. SIGGRAPH 2011
[Loviscach2005] Jrn Loviscach, Motion Blur for Textures by Means of Anisotropic Filtering, Eurographics Symposium on Rendering, 2005. pp. 105-110
[Max85] Max N. L., Lerner D. M.: A two-and-a-half-d motion-blur algorithm. SIGGRAPH '85
[McGuire2010] McGuire, Enderton, Shirley, and Luebke, Real-Time Stochastic Rasterization on Conventional GPU Architectures, High Performance Graphics, June, 2010.
References cont.
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[Munkberg2011a] Jacob Munkberg and Tomas Akenine-Mller, "Backface Culing for Motion Blur and Depth of Field", journal of gpu, graphics and game tools, 2011.
[Munkberg2011b] Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Robert Toth, Masamichi Sugihara, and Tomas Akenine-Mller,
Hierarchical Stochastic Motion Blur Rasterization, High Performance Graphics 2011.
[Navarro2011] Fernando Navarro, Francisco J. Sern and Diego Guitierrez.Motion Blur Rendering: State of the Art. Computer Graphics Forum Volume 30 (2011), number 1 , pp. 3-26
[Overbeck2009] Ryan S. Overbeck , Craig Donner , Ravi Ramamoorthi, Adaptive Wavelet Rendering, ACM Transactions on Graphics (TOG), v.28 n.5, December 2009
[Potmesil81] Potmesil M. Chakravarty I: A lens and aperture camera model for synthetic image generation. SIGGRAPH 81 pp. 389-399
[Ragan-Kelley2011] Jonathan Ragan-Kelley, Jaakko Lehtinen, Jiawen Chen, Michael Doggett, Frdo Durand. Decoupled Sampling for Graphics Pipelines. SIGGRAPH 2011
[Shinya93] Shinya M.: Spatial anti-aliasing for animation sequences with spatio-temporal filtering. SIGGRAPH 93 pp. 289-296
[Shirley2011] Shirley, Aila, Cohen, Eric Enderton, Laine, Luebke, McGuire, A Local Image Reconstruction Algorithm for Stochastic Rendering, ACM Symposium on Interactive
3D Graphics and Games (I3D 2011 proceedings), February 2011
[Soler2009] Cyril Soler, Kartic Subr, Frdo Durand, Nicolas Holzschuch, Franois Sillion.Fourier depth of field. ACM Transactions on Graphics (TOG) , Volume 28 Issue 2, 2009
[Sousa2008] Sousa T.: Crysis next-gen effects. In Proceedings of the Game Developers Conference 2008.
[Sung2002] K. Sung , A. Pearce , C. Wang, Spatial-Temporal Antialiasing, IEEE Transactions on Visualization and Computer Graphics, v.8 n.2, p.144-153, April 2002
[Wald2007] Wald I., Mark. W. R., Gnther J., Boulos S., Ize T., Hunt W., Parker S.G.,Shirley P.:
State of the art in ray tracing animated scenes. Eurographics 2007 State of the Art Reports
[Walter2006] Bruce Walter, Adam Arbree, Kavita Bala, Donald P. Greenberg. Multidimensional Lightcuts. SIGGRAPH 2006