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P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Radeon ProRender and Radeon Rays
in a Gaming Rendering Workflow
Takahiro Harada, AMD
2017/3
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Introduction
Radeon ProRender & Radeon Rays
Radeon Rays
Unity + Radeon Rays
Integration to real time applications
Radeon ProRender
Agenda
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Introduction
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Ray Tracing Solution from AMD
A GPU accelerated ray triangle intersection engine
For low level engine developers
OpenCL, Vulkan, C++ backends
Full open source
A GPU accelerated light transport simulator
Computes global illumination using Monte Carlo ray tracing
(path tracing)
Intersection, shading, lighting, sampling, all in
High level API
Set up a scene, call render()
Returns you a nice render
For high level engine developers
OpenCL, C++ backend
Open source planned
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Not locking users to AMD platform
Trying to make it run as many platforms as possible
Using OpenCL 1.2, industry standard API
We implement at least
GPU optimized OpenCL code
CPU optimized C++ code
better control, optimization compared to relying on OpenCL to run on the CPU
Our solutions are competitive if compared on a CPU based solution
As OpenCL is dynamically loaded, OCL isn’t necessary
If it cannot find OCL, it’ll fall back to the CPU implementation
Most likely they run on your machine as they are
AMD’s Approach
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Support multiple vendors, multiple OSes (Windows, Linux, MacOS)
No initial investment is necessary to use our solution
It does run on CPU too
If you have an AMD GPUs, it is better
Better performance
Better experience
We do full testing on AMD GPUs
Non AMD platforms, it depends on the vendor’s OpenCL implementation
We do crash test on some vendor’s GPUs
We disable some vendor’s GPUs unfortunately because of their OpenCL bug (compiler, runtime)
AMD’s Approach
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
How Radeon Rays, Radeon ProRender are used in game development process
This Talk
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Radeon Rays
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Can be used as a building block of a renderer
Global illumination renderer
Sound renderer (True Audio)
AI
Comes with a reference renderer
It could be used for lightmap baking and light probe calculation
Uses ray casting
There are a few game companies integrating Radeon Rays
We integrated Radeon Rays into Unity
Radeon Rays
h"ps://github.com/GPUOpen-LibrariesAndSDKs/RadeonRays_SDK/
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Simple C++ API
// Find closest intersection!
void QueryIntersection(Buffer const* rays, int numrays, Buffer* hitinfos, !
Event const* waitevent, Event** event) const;!
// Find any intersection.!
void QueryOcclusion(Buffer const* rays, int numrays, Buffer* hitresults, !
Event const* waitevent, Event** event) const;!
Passing an array of rays and number of rays
It fills hit results
Using Radeon Rays
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Embree is popular, but using Radeon Rays gives you more
With Radeon Rays
It uses Embree for the CPU backend => Same performance is guaranteed
You can turn on the GPU backend => Performance improvements when you have a GPU
Using Radeon Rays
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Unity + Radeon Rays
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Lightmap is a solution for global illumination
Global Illumination is
Essential to get realism
Computationally expensive
Real time global illumination is still a research topic
No obvious solution using rasterization yet
Global Illumination
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Monte Carlo ray tracing is a way to compute global illumination
Too computationally intensive for game runtime
GPU accelerated ray tracing is a hot topic these days
Still not ready for real time game
Potential in content creation (Radeon ProRender)
Lightmap is solution for real-time global illumination
Global Illumination
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Lightmap
Many games today uses lightmaps
Lightmap
Texture storing global illumination
Although there are some limitations, it’s widely used
Precompute global illumination
Ray traced global illumination
Saved in texture “lightmap”
At runtime, simply put it as a texture, fetch it
The precomputation takes forever for a complex game scene
Hours to days
Radeon Rays can help you from this pain
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
A fast lightmap baking solution
Runs on GPU
10 – 20x performance improvement
Before 1 day baking => 1 hour with Radeon Rays
Faster solution => Faster iteration => Better content creation
Lightmap Baker using Radeon Rays
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Collaboration of Unity & AMD
Implemented in a branch of Unity 5.X
Based on the existing CPU lightmap baker
Using infrastructure for lightmap baking in Unity
The logic needs to be changed to fill the GPU better
Before: for each lightmap, for each texel, execute
After: for each lightmap, execute all the texels in the lightmap in parallel
Implemented 2 modes
Ambient occlusion and Global illumination
Unity Lightmap Baker using Radeon Rays
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Using Unity’s lightmap G buffer rendering functionality
World position
Surface normal
These are enough to do AO computation
Primary rays are generated by cosine weighted sampling
Makes the integration simple (simply count without any PDF
computation)
AO is calculated as
1 – [# of occluded rays] / [# of casted rays]
1 – sum( weight( hit distance ) ) / [# of casted rays]
Ambient Occlusion Mode
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
AO ray doesn’t bounce, but it does in GI
Maximum bounces is a user defined parameter
Ray termination
Supported light types
Point light
Spot light
Directional light
Area light
Emissive shader
IBL
Global Illumination Mode
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Surface properties are filled at lightmap G buffer rendering stages
World position
Surface normal (with normal maps)
Diffuse albedo
Necessary for color bleeding
Emission
View dependent effect are ignored
glossy, specular reflections
Global Illumination Mode
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
for lightmap in lightmaps!
ray = generatePrimaryRay( lightmap )!
for bounce < maxBounce!
hit = RR::intersect( ray )!
// emissive!
texel += evaluateEmissive( hit )!
// ibl!
shadowRay = generateRayIBL( hit )!
shadowHit = RR:intersect( shadowRay )!
texel += evaluateIBL( hit, shadowHit )!
for light in lights // point, spot, directional!
shadowRay = generateRayLight( hit, light )!
shadowHit = RR:intersect( shadowRay )!
texel += directIllumination( shadowHit, light )!
ray = generateNextRay( ray, hit )
Global Illumination Mode
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
288k Tris
497k verts
Directional lights
Point lights
Radeon Rays
160-170MRays/s
(a few sec for IBL + emissive)
Existing CPU code
<10MRays/s
Lightmap Visualization
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
GI + Texture
Final Render
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
This project is still in progress
We are going to improve to make it
Robust
Better convergence
Progressive rendering, so that it can run async with other work
A big advantage over CPU
Finally
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Other Radeon Rays Adaptions
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Real-time rendering plugin for Autodesk Revit
Exploring the model with high quality rendering
Use of custom fork of Radeon Rays
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Real-time rendering plugin for Autodesk Revit
Exploring the model with high quality rendering
Use of custom fork of Radeon Rays
Radeon Rays is used to compute illumination caches
Hybrid global illumination solution
Hierarchy of illumination caches
Screen space ray tracing
World space ray tracing as a last resort
BVH streaming
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Radeon Rays integration
Some game studios
Radeon Rays integration is not for everybody
If you don’t need the fine control in baking, Radeon ProRender might be the solution for you
Radeon ProRender has not only ray intersection, but all the logic necessary for GI (shading, sampling etc) are
there
You only need to set up the scene and call rprContextRender()
Lightmap render
Light probe render
Interactive preview
Others and More
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Radeon ProRender
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
A workflow where we bake, apply, then you can see global illumination
Could be wasteful
Texture resolution is too high
Could be insufficient
Texture resolution is too low
Optimal sampling rate is difficult with lightmap solution
Interactive global illumination solution with Radeon ProRender is alternative
Single click “Render”
Simpler workflow
Progressive global illumination refinement
What I have talked about are
P O L A R I S T E C H D AY
MARCH	2016			|			FIRERENDER,	FIRERAYS	
Render Examples
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
VRay Material Converter
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
VRay Material Converter
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
https://www.youtube.com/watch?v=z9wArygtwlI
Radeon ProRender Demo
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
A fast GPU accelerated global illumination renderer
Not fast enough for game runtime
There is a potential in game content creation acceleration
Provided as
SDK for developers (C API)
Plugins for creators
Radeon ProRender is
P O L A R I S T E C H D AY
MARCH	2016			|			FIRERENDER,	FIRERAYS	
Features
} Camera	
360	PerspecRve	 VR	
} Geometry	
Instancing	Mesh	 Subdivision	
} Lights	
Area	IES	Spot	Point
P O L A R I S T E C H D AY
MARCH	2016			|			FIRERENDER,	FIRERAYS	
Features
MATERIALS	
} BSDFs	
} Basic	components	
Diffuse	reflecRon	
} Shader	graph	
} Arbitrary	connecRon	of	shader	nodes	for	flexible	shading	system	
Diffuse	refracRon	 Glossy	reflecRon	 Glossy	refracRon	 Spec.	reflecRon	 Spec.	refracRon	 SSS	
Input	Lookup	 ArithmeRc	 Procedural	 Example	 Example	 Example	Blend	BSDFs
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Radeon ProRender Plugins
From AMD From third party
3DS Max
Maya
Solidworks
Blender
Coming soon!!
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Portal
Displacement mapping
CPU + GPU
VRay Material Converter
3DS Max Plugin New Features
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Portal
Displacement mapping
CPU + GPU
VRay Material Converter
3DS Max Plugin New Features
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Portal
Displacement mapping
CPU + GPU
VRay Material Converter
3DS Max Plugin New Features
P O L A R I S T E C H D AYP O L A R I S T E C H D AY
Thanks to Nicholas Timmons, Dmitry Kozlov for Unity integration
Acknowledgement

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[2017 GDC] Radeon ProRender and Radeon Rays in a Gaming Rendering Workflow

  • 1. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Radeon ProRender and Radeon Rays in a Gaming Rendering Workflow Takahiro Harada, AMD 2017/3
  • 2. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Introduction Radeon ProRender & Radeon Rays Radeon Rays Unity + Radeon Rays Integration to real time applications Radeon ProRender Agenda
  • 3. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Introduction
  • 4. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Ray Tracing Solution from AMD A GPU accelerated ray triangle intersection engine For low level engine developers OpenCL, Vulkan, C++ backends Full open source A GPU accelerated light transport simulator Computes global illumination using Monte Carlo ray tracing (path tracing) Intersection, shading, lighting, sampling, all in High level API Set up a scene, call render() Returns you a nice render For high level engine developers OpenCL, C++ backend Open source planned
  • 5. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Not locking users to AMD platform Trying to make it run as many platforms as possible Using OpenCL 1.2, industry standard API We implement at least GPU optimized OpenCL code CPU optimized C++ code better control, optimization compared to relying on OpenCL to run on the CPU Our solutions are competitive if compared on a CPU based solution As OpenCL is dynamically loaded, OCL isn’t necessary If it cannot find OCL, it’ll fall back to the CPU implementation Most likely they run on your machine as they are AMD’s Approach
  • 6. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Support multiple vendors, multiple OSes (Windows, Linux, MacOS) No initial investment is necessary to use our solution It does run on CPU too If you have an AMD GPUs, it is better Better performance Better experience We do full testing on AMD GPUs Non AMD platforms, it depends on the vendor’s OpenCL implementation We do crash test on some vendor’s GPUs We disable some vendor’s GPUs unfortunately because of their OpenCL bug (compiler, runtime) AMD’s Approach
  • 7. P O L A R I S T E C H D AYP O L A R I S T E C H D AY How Radeon Rays, Radeon ProRender are used in game development process This Talk
  • 8. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Radeon Rays
  • 9. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Can be used as a building block of a renderer Global illumination renderer Sound renderer (True Audio) AI Comes with a reference renderer It could be used for lightmap baking and light probe calculation Uses ray casting There are a few game companies integrating Radeon Rays We integrated Radeon Rays into Unity Radeon Rays h"ps://github.com/GPUOpen-LibrariesAndSDKs/RadeonRays_SDK/
  • 10. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Simple C++ API // Find closest intersection! void QueryIntersection(Buffer const* rays, int numrays, Buffer* hitinfos, ! Event const* waitevent, Event** event) const;! // Find any intersection.! void QueryOcclusion(Buffer const* rays, int numrays, Buffer* hitresults, ! Event const* waitevent, Event** event) const;! Passing an array of rays and number of rays It fills hit results Using Radeon Rays
  • 11. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Embree is popular, but using Radeon Rays gives you more With Radeon Rays It uses Embree for the CPU backend => Same performance is guaranteed You can turn on the GPU backend => Performance improvements when you have a GPU Using Radeon Rays
  • 12. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Unity + Radeon Rays
  • 13. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Lightmap is a solution for global illumination Global Illumination is Essential to get realism Computationally expensive Real time global illumination is still a research topic No obvious solution using rasterization yet Global Illumination
  • 14. P O L A R I S T E C H D AYP O L A R I S T E C H D AY
  • 15. P O L A R I S T E C H D AYP O L A R I S T E C H D AY
  • 16. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Monte Carlo ray tracing is a way to compute global illumination Too computationally intensive for game runtime GPU accelerated ray tracing is a hot topic these days Still not ready for real time game Potential in content creation (Radeon ProRender) Lightmap is solution for real-time global illumination Global Illumination
  • 17. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Lightmap Many games today uses lightmaps Lightmap Texture storing global illumination Although there are some limitations, it’s widely used Precompute global illumination Ray traced global illumination Saved in texture “lightmap” At runtime, simply put it as a texture, fetch it The precomputation takes forever for a complex game scene Hours to days Radeon Rays can help you from this pain
  • 18. P O L A R I S T E C H D AYP O L A R I S T E C H D AY A fast lightmap baking solution Runs on GPU 10 – 20x performance improvement Before 1 day baking => 1 hour with Radeon Rays Faster solution => Faster iteration => Better content creation Lightmap Baker using Radeon Rays
  • 19. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Collaboration of Unity & AMD Implemented in a branch of Unity 5.X Based on the existing CPU lightmap baker Using infrastructure for lightmap baking in Unity The logic needs to be changed to fill the GPU better Before: for each lightmap, for each texel, execute After: for each lightmap, execute all the texels in the lightmap in parallel Implemented 2 modes Ambient occlusion and Global illumination Unity Lightmap Baker using Radeon Rays
  • 20. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Using Unity’s lightmap G buffer rendering functionality World position Surface normal These are enough to do AO computation Primary rays are generated by cosine weighted sampling Makes the integration simple (simply count without any PDF computation) AO is calculated as 1 – [# of occluded rays] / [# of casted rays] 1 – sum( weight( hit distance ) ) / [# of casted rays] Ambient Occlusion Mode
  • 21. P O L A R I S T E C H D AYP O L A R I S T E C H D AY AO ray doesn’t bounce, but it does in GI Maximum bounces is a user defined parameter Ray termination Supported light types Point light Spot light Directional light Area light Emissive shader IBL Global Illumination Mode
  • 22. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Surface properties are filled at lightmap G buffer rendering stages World position Surface normal (with normal maps) Diffuse albedo Necessary for color bleeding Emission View dependent effect are ignored glossy, specular reflections Global Illumination Mode
  • 23. P O L A R I S T E C H D AYP O L A R I S T E C H D AY for lightmap in lightmaps! ray = generatePrimaryRay( lightmap )! for bounce < maxBounce! hit = RR::intersect( ray )! // emissive! texel += evaluateEmissive( hit )! // ibl! shadowRay = generateRayIBL( hit )! shadowHit = RR:intersect( shadowRay )! texel += evaluateIBL( hit, shadowHit )! for light in lights // point, spot, directional! shadowRay = generateRayLight( hit, light )! shadowHit = RR:intersect( shadowRay )! texel += directIllumination( shadowHit, light )! ray = generateNextRay( ray, hit ) Global Illumination Mode
  • 24. P O L A R I S T E C H D AYP O L A R I S T E C H D AY 288k Tris 497k verts Directional lights Point lights Radeon Rays 160-170MRays/s (a few sec for IBL + emissive) Existing CPU code <10MRays/s Lightmap Visualization
  • 25. P O L A R I S T E C H D AYP O L A R I S T E C H D AY GI + Texture Final Render
  • 26. P O L A R I S T E C H D AYP O L A R I S T E C H D AY This project is still in progress We are going to improve to make it Robust Better convergence Progressive rendering, so that it can run async with other work A big advantage over CPU Finally
  • 27. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Other Radeon Rays Adaptions
  • 28. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Real-time rendering plugin for Autodesk Revit Exploring the model with high quality rendering Use of custom fork of Radeon Rays
  • 29. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Real-time rendering plugin for Autodesk Revit Exploring the model with high quality rendering Use of custom fork of Radeon Rays Radeon Rays is used to compute illumination caches Hybrid global illumination solution Hierarchy of illumination caches Screen space ray tracing World space ray tracing as a last resort BVH streaming
  • 30. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Radeon Rays integration Some game studios Radeon Rays integration is not for everybody If you don’t need the fine control in baking, Radeon ProRender might be the solution for you Radeon ProRender has not only ray intersection, but all the logic necessary for GI (shading, sampling etc) are there You only need to set up the scene and call rprContextRender() Lightmap render Light probe render Interactive preview Others and More
  • 31. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Radeon ProRender
  • 32. P O L A R I S T E C H D AYP O L A R I S T E C H D AY A workflow where we bake, apply, then you can see global illumination Could be wasteful Texture resolution is too high Could be insufficient Texture resolution is too low Optimal sampling rate is difficult with lightmap solution Interactive global illumination solution with Radeon ProRender is alternative Single click “Render” Simpler workflow Progressive global illumination refinement What I have talked about are
  • 33. P O L A R I S T E C H D AY MARCH 2016 | FIRERENDER, FIRERAYS Render Examples
  • 34. P O L A R I S T E C H D AYP O L A R I S T E C H D AY VRay Material Converter
  • 35. P O L A R I S T E C H D AYP O L A R I S T E C H D AY VRay Material Converter
  • 36. P O L A R I S T E C H D AYP O L A R I S T E C H D AY https://www.youtube.com/watch?v=z9wArygtwlI Radeon ProRender Demo
  • 37. P O L A R I S T E C H D AYP O L A R I S T E C H D AY A fast GPU accelerated global illumination renderer Not fast enough for game runtime There is a potential in game content creation acceleration Provided as SDK for developers (C API) Plugins for creators Radeon ProRender is
  • 38. P O L A R I S T E C H D AY MARCH 2016 | FIRERENDER, FIRERAYS Features } Camera 360 PerspecRve VR } Geometry Instancing Mesh Subdivision } Lights Area IES Spot Point
  • 39. P O L A R I S T E C H D AY MARCH 2016 | FIRERENDER, FIRERAYS Features MATERIALS } BSDFs } Basic components Diffuse reflecRon } Shader graph } Arbitrary connecRon of shader nodes for flexible shading system Diffuse refracRon Glossy reflecRon Glossy refracRon Spec. reflecRon Spec. refracRon SSS Input Lookup ArithmeRc Procedural Example Example Example Blend BSDFs
  • 40. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Radeon ProRender Plugins From AMD From third party 3DS Max Maya Solidworks Blender Coming soon!!
  • 41. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Portal Displacement mapping CPU + GPU VRay Material Converter 3DS Max Plugin New Features
  • 42. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Portal Displacement mapping CPU + GPU VRay Material Converter 3DS Max Plugin New Features
  • 43. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Portal Displacement mapping CPU + GPU VRay Material Converter 3DS Max Plugin New Features
  • 44. P O L A R I S T E C H D AYP O L A R I S T E C H D AY Thanks to Nicholas Timmons, Dmitry Kozlov for Unity integration Acknowledgement