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© The Khronos ® Group Inc. 2020 - Page 1 This work is licensed under a Creative Commons Attribution 4.0 International License What’s Happening Inside the ANARI Working Group and How YOU Can Get Involved! August 2020
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Page 1: What’s Happening Inside the ANARI Working Group and How ... · Open to any interested company. All Khronos standards are royalty-free . Well-defined IP Framework protects participant’s

© The Khronos® Group Inc. 2020 - Page 1This work is licensed under a Creative Commons Attribution 4.0 International License

What’s Happening Inside the ANARI Working Group and How YOU Can Get Involved!

August 2020

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Welcome!This slide deck will be posted at www.khronos.org today

The webinar will be recorded and made freely available

Please take a moment to answer the polls

Ask any questions via the Q&A Panel at any time

We will answer questions at the end of the webinar

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Introduction to KhronosNeil TrevettKhronos President

ANARI Working Group

OverviewPeter Messmer

ANARI Working Group ChairSr. Mgr HPC Visualization, NVIDIA

A Glimpse at the Evolving ANARI APIJefferson AmstutzSoftware Engineer, Intel How to Use the

ANARI API John Stone

Senior Research ProgrammerUniversity of Illinois

Today’s Speakers

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Khronos Connects Software to Silicon

3D graphics, XR, parallel programming, vision acceleration

and machine learning

Non-profit, member-drivenstandards-defining industry

consortium

Open to any interested company

All Khronos standards are royalty-free

Well-defined IP Framework protects participant’s intellectual property

Founded in 2000>150 Members ~ 40% US, 30% Europe, 30% Asia

Open interoperability standards to enable software to effectively harness the power of 3D and multiprocessor acceleration

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Guidelines for creating APIs to streamline system safety certification

Khronos Active Initiatives

3D GraphicsDesktop, Mobile, Web

Embedded and Safety Critical

3D Assets Authoring

and Delivery

Portable XRAugmented and Virtual Reality

Parallel ComputationVision, Inferencing,Machine Learning

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Khronos for Global Industry Collaboration

Khronos membership is open to any company

Influence the design and direction of key open standards that will

drive your business

Accelerate time-to-market with early access to specification drafts

Provide industry thought leadership and gain insights into industry trends and directions

Benefit from Adopter discounts

www.khronos.org/members/

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ANARI Working Group Overview Peter Messmer

ANARI Working Group ChairSenior Manager HPC Visualization, NVIDIA

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Visualization≠ Rendering

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Industry Need and Opportunity• New rendering technology - including ray tracing - is

impacting scientific visualization- Accurate generation of imagery- Sophisticated visual cues provide intuitive understanding

of complex data

• But building efficient, portable renderer using low-level APIs - such as Vulkan - is often outside an ISV’s mission

- Rendering is just a necessary technique to be utilized- True for scientific visualization and emerging data

analytics space

• Define a high level API to simplify scientific visualization applications

- Leveraging full potential of modern rendering techniques- Platform independent- Portable code Without Ray Tracing

Reconstructed Earth’s Interior

With Ray Tracing

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ANARI (Analytic Rendering Interface) Goals

Acceleration APIs:Embree, OptiX, Radeon Rays, CUDA, OpenCL, Vulkan etc.

Hardware:CPUs, GPUs etc.

Renderers:Intel OSPRay, Radeon ProRender, NVIDIA VisRTX etc.

SciViz Apps and EnginesScene GraphsAnalytic Rendering Portability

Common API to describe objects in a scene

API to build the description of a scene rather than specifying the details of the rendering process

Rendering details left to the implementation of the API

Subset of more general scene graph APIs

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Strong ANARI Industry Support

All Layers in the Scientific Visualization Stack are Represented GPU Vendors, Rendering Engines, Visualization Libraries and Tools, Applications

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ANARI Timeline

ANARIWorking Group

Announced 3rd March 2020

Analytic Rendering Exploratory Group

FormedNovember 2019

TARGETANARI Provisional

SpecificationLate 2020

TARGETFirst ANARI

SpecificationMid 2021

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Progress So FarDefined and prioritized use cases

Investigated existing APIs

Selected starting-point API

Exploratory implementations

Different types of backends

Multiple frontend apps

Identifying friction points

Exploring issues requiring clarification

Discussing API changes

Starting to write specs

Not too late to get involved to influence the API design!

We

are

here

!

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A Glimpse at the Evolving ANARI API Jefferson Amstutz

Software EngineerIntel

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GPU

GPU

GPU

GPU

GPU GPU

GPU

GPU

ANARI API Overview• Viewport rendering API, not a scene graph

- Avoid complexity of application-specific structure, traversals, and metadata APIs - Very hard to unify

• Unidirectional: data flows from the app to ANARI- Freedom for implementers to deliver more diverse back ends (e.g. distributed rendering)- Maximizes freedom to define internal non-rendering APIs with itself (above ANARI API)

• Diverse execution topologies (examples):

AppANARIImpl.

CPU

AppANARI

Impl.CPU

Impl.CPU

Impl.CPU

AppANARIImpl.

Local Compute

Distributed ANARI Offload

CPU

Distributed ANARI/App

AppANARIImpl.

CPU

AppANARIImpl.

CPU

AppANARIImpl.

CPU

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API Design• C99 based API

- optional C++ bindings for added convenience, type safety• Based around opaque object handles

- Named types (e.g. “triangle” and “sphere” geometry types)- Named parameters (e.g. “intensity” on lights)

• Everything revolves around a single API call...

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Object Parameters• Name-value pairs for parameters

- Unused parameters by an implementation can be ignored (e.g. parameter extensions)

- C++ bindings recover convenience/robustness from type information without losing C API flexibility

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Object Types• Device (OSPRay, NVGL, ANARX, RadeonProRender, etc.)

- Encapsulates everything provided by a cohesive implementation- A “software device”, underlying hardware usage is implementation specific

• Buffers + Arrays (buffers for memory ownership, arrays to apply type info)• Frame Buffer (color, accumulation, depth, variance, etc.)• Renderer

- Represents shading/lighting models offered by the device• Camera• Image Operation (e.g. tone mapping, denoising, SSAO)• Material (fixed material set and/or a front-end interface to

OSL/MaterialX/MDL/etc.)• World [...]

- All the objects to be rendered!

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World HierarchyWorld

Instance

Geometric Model

Geometry

Volumetric Model

Volume

Light

[ ] [ ] [ ]

[ ]

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World HierarchyWorld

Instance

Geometric Model

Geometry

Volumetric Model

Volume

Light

+surface +scalar field

[ ] [ ] [ ]

[ ]

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World HierarchyWorld

Instance

Geometric Model

Geometry

Volumetric Model

Volume

Light

+appearance +appearance1:1 1:1

1:N 1:N[ ] [ ] [ ]

[ ]

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World HierarchyWorld

Instance

Geometric Model

Geometry

Volumetric Model

Volume

Light+illumination

1:N[ ] [ ] [ ]

[ ]

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World HierarchyWorld

Instance

Geometric Model

Geometry

Volumetric Model

Volume

Light

+world transform

1:N

[ ] [ ] [ ]

[ ]

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World HierarchyWorld

Instance

Geometric Model

Geometry

Volumetric Model

Volume

Light

+surface +scalar field

+world transform

1:N

+appearance +appearance1:1 1:1

+illumination1:N[ ] [ ] [ ]1:N 1:N

[ ]

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Implementation Status• Current approach is “implement first, then write the spec”

- Sharing a common ‘libanari’ front-end library- Multiple ray tracing implementations + OpenGL- More on the way!

NVGL OSPRay ANARX Original VMD

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How to Use the ANARI API John Stone

Senior Research ProgrammerUniversity of Illinois

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ANARI Benefits for Applications and Middleware• Designed with scientific and technical

visualization needs foremost• Easy developer adoption on-ramp

- One API, many conformant implementations- Abstracts + encapsulates rendering details- API tracing, debugging, replay tools

• Use state-of-the-art renderers and rendering techniques, low application development cost

- Choose renderers and rendering techniques best suited to application requirements

- Exploit hardware-optimized renderers• Middleware opportunities

- Domain-specific features, data handling and translation, interoperability with other APIs

Swine Flu A/H1N1 neuraminidase bound to Tamiflu (VMD)

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Scientific and Technical Visualization Needs• High-fidelity rendering of analytical scene content

- Geometric and volumetric objects, time series, …- Complex materials and texturing, transfer functions- Text labels and legends- High quality lighting, shadows, AO, path tracing, ...

• Interactive, in-situ, and offline rendering of huge visualizations, massive memory-resident data

• Hardware platforms- CPUs, GPU accelerators, heterogeneous HPC nodes- Run on laptops up to desktop workstations- Distributed memory parallel computing on HPC

clusters and supercomputers

On skin microrelief and emergence of expression micro-wrinkles.Georges Limbert, U. Southampton(ParaView)

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Runtime Enumeration of ANARI Renderers, Features• ANARI plans include runtime

query of renderers and features- Enable “matchmaking” of app

requirements to renderers- Feature profiles to simplify

app-renderer matching- Release of new renderers can

augment existing shrink wrapped ANARI apps

- Enable dynamic population of app graphical and scripting interfaces

- Query availability of renderer-specific extensions

Application

Renderer

Renderer

Renderer

Renderer

Extension

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Exploit State-of-the-art Renderers + Techniques• ANARI: Applications and middleware can make use of sophisticated rendering

techniques simply by “turning them on”• Advanced rendering techniques improve perception of complex 3-D geometry and

spatial relationships within a visualization

Classic simple lighting...Shadows, ambient occlusion,

and directional lights

Satellite Tobacco Mosaic Virus Capsid (VMD)

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Molecular Visualization Examples (VMD)

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by Niklas Röber DKRZ Cloud resolving climate models ParaView 5.1

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Publication Quality Journal Figures, Technical Communication, Movies, and Public Outreach (VMD)

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Rasterization (NCSA Virtual Director, Left)Ray Tracing (VMD, Right)

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NCSA Virtual Director

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Interactive, In-situ, and Offline Rendering of Huge Visualizations • Interactivity crucial for exploratory

visualization and for many technical and scientific modeling tasks

- Direct coupling of application with hardware optimized renderers

- Low overhead APIs- Async APIs overlap compute+viz- Exploit parallel computing techniques

• In-situ, visualization of massive memory-resident data sets

- Render live in-memory app data- Use data in-place when possible

~1 billion atom protocell membrane w/ ~1400 proteins (VMD)

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by Niklas Röber at https://www.dkrz.de/ of the Agulhas Current

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Get Involved in Developing ANARI!

Join Khronos and the ANARI Working GroupHave a voice and a vote in the design of the ANARI specification

Gain early access to alpha release APIs, tools, renderersFast track ANARI for your own renderer or hardware

Send us your feedback and requirementsWhat rendering features important to your application domain?

What new application domains and use cases would you use ANARI for?

https://www.khronos.org/[email protected]


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