Unreal Engine 4 : real-time GI using voxel cone-tracing !

EPIC games just released two impressive videos presenting their new UE4 game engine featuring real-time global illumination that supports diffuse and specular bounces on dynamic scenes.

According to this interview of Tim Sweeney, their technique is called SVOGI (Sparse Voxel Octree Global Illumination) and... it is based on the voxel cone-tracing technique we published last year at Pacific Graphics ! :-D

That's really awesome to see research results being used so quickly in a game engine ! Beyond the paper, you can find more details about our voxel cone-tracing approach in my GTC 2012 talk, my Siggraph talk, as well as in my Ph.D thesis on GigaVoxels.


GTC 2012 Talk: "Octree-Based Sparse Voxelization for Real-Time Global Illumination"

This week I gave a talk at the NVIDIA GPU Technology Conference about a fast sparse voxelization technique that I worked on at NVIDIA in the context of my real-time global illumination approach (using voxel cone-tracing inside a sparse voxel octree).

Video (if you want to enjoy my french accent): http://www.gputechconf.com/

In this talk I first give an overview of the real-time GI approach, before quickly detailing the new GPU voxelization and octree construction algorithm.

This sparse voxelization technique will be published in the OpenGL Insights book that will be out for Siggraph.

[UPDADE 07/12] The book chapter in OpenGL Insights has been published online here.


Ph.D thesis: GigaVoxels

I defended my Ph.D thesis on GigaVoxels last July, and the document is now online.

You can download it there:
GigaVoxels: A Voxel-Based Rendering Pipeline For Efficient Exploration Of Large And Detailed Scenes

You can also check my other publications on my Ph.D webpage.


Interview on 3DVF

I gave an interview to 3DVF, a great French community website dedicated to image synthesis, and numerical creation in general. The interview is mainly centered around our voxel-based GI approach, as well as my former INRIA research team and computer graphics research in France.

The interview be read here (in French).

Ph.D defended and postoc at NVIDIA Research

I did not take time to report on this before, but I defended my Ph.D thesis on GigaVoxels at INRIA this summer (my thesis will be soon available there), and I started a one year postdoc at NVIDIA Research in the SF bay area. There, I continue working on voxel representations, of course :-D

Even if I am now an NVIDIA employee, this continue to be a personal blog, all the things I publish here are totally mine and my opinions do not necessarily reflect the ones from my employer !

Real-Time Shadows Book

Just a quick post to recommend you the great book "Real-time shadows" that details, explore and greatly explain a large number of relevant techniques for real-time shadow rendering, which we all know must be one of the most prolific field in computer graphics !
In addition, this book is written by 4 leading experts of the field: Elmar Eisemann, Michael Schwarz, Ulf Assarsson and Michael Wimmer.
For me, it is now THE reference on shadows rendering !

More info on the book website. and a good description on the publisher's website. Of course it can be bought on amazon.

Siggraph 2011 Slides

Here is a quick list of interesting Siggraph 2011 courses and talks available online.

Courses/Talks :
Advances in Real-Time Rendering in Games
Beyond Programmable Shading
State-of-the-Art:  Interactive Global Illumination
Destruction and Dynamics for Film and Game Production
Filtering Approaches for Real-Time Anti-Aliasing
Production Volume Rendering
Compiler Technology for Rendering
Liquid Simulation with mesh-based Surface Tracking

Companies:
CRYTEK
NVIDIA Slides , Videos
INTEL

OpenGL/OpenCL :
OpenGL BOF Slides
Introduction to Modern OpenGL Programming
OpenCL BOF Slides

Others:
HPG 2011

Also a great list with more posters and talks is available on Stephen Hill's Blog
There is also my talk on Interactive Indirect Illumination Using Voxel Cone Tracing :-)

OpenGL 4.2 specification released

Specifications can be found in the GL registry: http://www.opengl.org/registry/
NVIDIA drivers already supporting it as well as new ARB extensions can be found there: http://developer.nvidia.com/opengl-driver

A full and very good review can be found on G-Truc Creation: http://www.g-truc.net/post-0414.html
Among interesting things, the shader_atomic_counters, conservative depth, instanced transformed feedback, the integration of shader_image_load_store and more !

And congrats to Christophe for his first credit in the spec :-D

"Interactive Indirect Illumination Using Voxel Cone Tracing" paper accepted at Pacific Graphics 2011

I am glad to announce that our paper "Interactive Indirect Illumination Using Voxel Cone Tracing" (cf. my previous post http://blog.icare3d.org/2011/06/interactive-indirect-illumination-and.html) has been accepted at Pacific Graphics 2011 !

You can find the authors version of the paper on my research page :
http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing.html
On my INRIA webpage:

Also, don't forget to attend my talk if you are going to Siggraph 2011 !
Tuesday, 9 August 9:00 am - 10:30 am | West Building, Rooms 109/110

Free 3D meshes links

I started to compile links to websites where free 3D models can be found. If you know other good websites, feal free to post them in the comments :-)

Static models and scenes:


Animated models and scenes:


    Interactive Indirect Illumination and Ambient Occlusion Using Voxel Cone Tracing

    I am happy to present you a new approach to compute indirect illumination and ambient occlusion in real-time using a pre-filtered geometry representation stored inside a sparse voxel octree, as well as a new approximate voxel-based cone-tracing. The sparse voxel octree is used as a proxy for occlusion information and indirect illumination, it supports dynamic objects and environments thanks to a new very fast voxelization algorithm that updates the octree structure and pre-filter geometry and lighting information.

    This work has been done in collaboration with Miguel Sainz and Simon Green from  NVIDIA, as well as Fabrice Neyret from CNRS and Elmar Eisemann from ParisTech.

    The paper ha been published at Pacific Graphic. You can find the authors version of it on my research page:
    http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing.html

    I also presented this work as a talk at Siggraph 2011 in Vancouver as well as a poster at I3D 2011.

    [Update 30/06/2011]: Benoit Rogez wrote a very good article about our approach on 3DVF (in French) : here
    [Update 10/06/2012]: More details on the algorithm and the fast voxelization and octree construction can be found in my GTC 2012 presentation.

    Indirect lighting (global illumination):
    High quality video: http://artis.imag.fr/Membres/Cyril.Crassin/GIVoxels/Siggraph11_GI1.mov








    Ambient occlusion:
    High quality video: http://artis.imag.fr/Membres/Cyril.Crassin/GIVoxels/Siggraph11_AO1.mov





    The vicious circle of generalization @AltDevBlogADay

    Full story here :-D



    This can be described as vicious circle of generalization:
    1. We want the code to be as generalized as possible.
    2. We design everything future-proof and extendible.
    3. When a feature request arrives, we’re doomed we need to change a lot of code.
    4. Why?
    5. Because everything was designed as generalized as possible.
    6. goto 1;

    GDC 2011 Technical Presentations

    GDC 2011 is over now and presentations start to appear on-line :-)

    DICE: http://publications.dice.se/
    NVIDIA: http://www.nvidia.com/object/gdc2011.html
    AMD: http://developer.amd.com/documentation/presentations/Pages/default.aspx#GDC
    INTEL: http://software.intel.com/en-us/articles/intelgdc2011/
    Khronos on OpenGL: http://www.khronos.org/library/detail/2011-gdc-opengl

    More links can be found on this blog: http://msinilo.pl/blog/?p=724

    Season of next-gen game engines

    This is the season of the new game engines : Dice Frostbite 2, Crytek CryEngine 3 and Epic Unreal Engine 3 !





    CUDA 4.0 RC Released to Registered Developers

    Here it is, CUDA 4.0 RC just got released to NVIDIA Registered developers.

    Interesting stuff from the CUDA manual:

    • Layered Textures Support (GL_TEXTURE_1D/2D_ARRAY)  : New tex.a1d/.a2d modifiers in PTX. But unfortunately the surface instruction do not support them yet, Grrrr
      Layered textures are created using cudaMalloc3DArray() with the cudaArrayLayered flag. New cudaTextureType2DLayered/ cudaTextureType2DLayered texture sampler types and tex1DLayered()/tex2DLayered() access intrinsics.
    • New .address_size PTX specifier : Allows  to specify the address size (32b/64b) used throughout a PTX module.
    • Inline PTX assembly: This feature was already present since CUDA 2.x but was not officially supported. It's now fully supported and documented :-D
    • Driver API, new thread-safe stateless launch API function cuLaunchKernel(): cuLaunchKernel(kernelObj,   blocksPerGrid, 1, 1,   threadsPerBlock, 1, 1,   0, 0, args, 0);
    • FERMI ISA documented and supported by cuobjdump.
    • Enhanced C++: Support for operators new  and  delete, virtual functions.

    CUDA 4.0 announced @GDC 2011

    Today NVIDIA announced CUDA 4.0 at the GDC. It will be available to registered developers on March 4th :-D
    Among interesting novelties, there is the support for layered textures (GL_TEXTURE_2D_ARRAY) that I hope will also be supported for surface access !
    There is also the support for direct peer-to-peer communication between GPUs and mappping multiple GPUs (and potentially other third party devices like network/infiniband) memory into the same address space in order to provide direct memory access (Unified Virtual Addressing, UVA). Virtual functions should also now be supported, along with the New and Delete functions for dynamic memory allocations from kernels.
    Looking forward to test all of this !

    More info : Anandtech, NVIDIA pressroom, Dr Dobbs GPGPU.org

    Update: CUDA 4.0 RC released to registered developers
    Slides are available there: http://bit.ly/cuda4features
    Among the interesting novelties I did not see before, it seems inline PTX will be officially supported with this release ! Also the dissasembler (cuobjdump) that were previously limited to Tesla ISA now support Fermi ISA disassembly. Take a look as the manual for the list of supported instructions.

    Writing a PhD thesis using FreeMind and LateX : My FreeMind Latex import plug-in

    I am currently in the process of writing my PhD thesis, and I discovered that relying on a mind mapping software can in fact revealed very useful especially at the beginning of the process. Indeed, I found mind mapping softwares like FreeMind very useful tools to graphically organize ideas into a hierarchy and that allows you to quickly and very efficiently construct and update the outline of your thesis. 
    It is actually easy to export a mindmap from FreeMind into a hierarchy of latex sections, in order to directly get your document structure ready to fill. 
    I am actually using this XSLT definition to do so.

    The only problem when working like this is that once you have exported your document structure from Freemind into latex, you have made modifications and written some sections into your latex, there is no way to import it back to FreeMind in order to reorganize your document.

    To allow this usage, I wrote a small groovy script for FreeMind that read a latex file and build the tree hierarchy out of it. It also imports the content of the sections into the text attribute of the nodes, and this content gets correctly exported by the latex export XSLT.

    This script must put into the FreeMind/plugins/script directory, and the following section must be added to the FreeMind/plugins/ScriptingEngine.xml file in order to get the script visible into the Tools menu:

    Of course, this code is provided with no warranty, but it should work well :-) 
    Have fun !

    #AltDevBlogADay

    Today, I would like to invite you to follow an awesome new participating game development blog called #AltDevBlogADay. This blog has been founded in January by Mike Acton who is engine director at Insomniac Games, and group together many very good game developers who publish one article each day on the website.

    Here is a short list of the article I particularly liked and I advice you to take a look at, among those already published:

    January pop stack post !

    I have not been posting here for a while and I am sorry about this. I have been quite busy lately with a paper submission and also the writing of my PhD thesis ! Anyway, I wish everybody an happy new year :-)
    There is a couple of links I stacked lately and I would like to share, so here they are !

    • NVIDIA Announced Project Denver : A fully integrated CPU+GPU chip dedicated to high-performance computing and based on ARM cores. It is designed to power future products ranging from personal computers to servers and supercomputers. It looks like NVIDIA's answer to AMD Fusion and is also clearly a "we don't believe in the future of x86 architectures" launched to the industry. I really believe this is the right approach  to bring high performance CPUs to all market segments. Thanks to the rise of mobile and tablet like devices, we may finally see the end of the hegemony of the x86 architecture. I really hope that it will not be the last dinosaur from NVIDIA ;-)
    • gDebugger is now free !
    • “Principles of Digital Image Synthesis” book is now free for download. And a nicely formated PDF can be found here.
    • Data-Oriented Design - Links and Thoughts : The concept of Data-Oriented Design (DOD) as opposed to Object Oriented Programming (OOP) is a concept that is emerging and gaining popularity among the game developers community lately. The idea is that instead of building performance sensitive parts of applications around classes that represent individual objects with ineficient -non-cache coherent- memory access patterns, it is more efficient to build them by thinking in terms of data flows and memory access patterns. That's a concept that may not be unfamiliar to GPU developers :-D
    • Overtime vs Productivity : Two very interesting blog posts by Allan Mckay that discuss on how people work, why we often get burned out and how to avoid this.
    • A lot of very interesting technical documentations about NVIDIA GPUs and coming from reverse engineering of various hardware can be found on pscnv Git repository. Pscnv is a fork of the nouveau project, an open source driver for NVIDIA GPUs.

    "How the GPU works" @c0de517e

    I rediscovered a very good in-depth explanation on how GPU works published in 2008 on c0de517e blog:
    Part 1 Part 2 Part 3

    CUDA "Better Performance at Lower Occupancy" @GTC2010

    A friend point me this very interesting talk at NVIDIA GTC:
    Better Performance at Lower Occupancy

    They deny two common fallacies that CUDA developer usually believe in:

    • Multithreading is the only way to hide latency on GPU
    • Shared memory is as fast as registers

    All the GTC2010 presentations can be found there (with slides and videos !):
    http://www.nvidia.com/object/gtc2010-presentation-archive.html

    Old Real-Time GPU Raytracer

    I just translated from French to English an old page on my website about a real-time GPU raytracer I developed for fun 4 years ago, during my Master Thesis. It is old school GPGPU in OpenGL and Cg that can run on an NV40 (GeForce 6800). No need for CUDA or a GF110 to do GPU raytracing ! ;-)
    The application also features a slow and unoptimized CPU raytracer.

    See there: http://www.icare3d.org/myprojects/opengl_projects/raytracer_gpu_full_1.0.html

    PS: It is funny to see what was possible at this time, but it was developed quickly and the shader code itself is not a reference !

    Fluid Simulation for Video Games @INTEL

    There is a very interesting series of article about fluid simulations for video games written by Michael J. Gourlay on intel developer website. Source code is also provided.
    Parts: 1, 2, 3, 4, 5, 6, 7, 8

    CUDA 3.2 Final released

    Download it on NVIDIA Developer website !
    http://developer.nvidia.com/object/cuda_3_2_downloads.html

    NVIDIA Fermi GPU and Architecture Analysis @Beyond3D

    The article is 3 weeks old but I just read it. Beyond3D published a very good analysis of the Fermi architecture. It is based on many homemade tests they developed to bench individual parts of the GF100 chip. Based on these analysis, they made interesting discoveries and speculations on the GF100 architecture.


    In this article, I also discovered "Pomegranate", a parallel hardware architecture for polygon rendering developed at Stanford and that seems to be very close to the way Fermi handle parallel work distribution of the different steps of the graphics pipeline. Pomegranate [Eldrige et al, 2000]

    Discussions are on Beyond3D Forum.

    Here are some interesting statements:

    Read more »

    First reviews of the NVIDIA GF110: GTX580

    The GF110 is the new high-end GPU from NVIDIA based on a renewed Fermi architecture. Even if the chip has not been officially launched, reviews starts already to appear online !


    In french:

    It seems reviews are pretty good !
    To sum-up, full speed FP16 texture filtering, Z-cull performances improved, architectural tweaks, 15-20% performance improvements over GTX480 in games, less power consumption, quieter, cooler.
    According to techreport, an interesting subtle change is that the 16/48KB local storage partition can be configured by the driver for graphics contexts, while it was only configurable in compute on the GF100.

    Congrats NVIDIA :-)

    Texture and buffer access performance on Evergreen architecture @rastergrid.com

    A very interesting article about textures and buffer access performances in OpenGL on AMD Evergreen architecture:
    http://rastergrid.com/blog/2010/11/texture-and-buffer-access-performance/

    Various stuff from October

    I did not have much time to update this blog lately, so here are some interesting stuff I did not post during October:

    OpenGL SuperBible Fifth Edition

    Last week, Addison Wesley kindly sent me a copy of the Fifth Edition of the OpenGL SuperBible so that I can write a review of it. So let's do that :-)

    The OpenGL SuperBible has been a reference book since the first release and this fifth edition is the first edition to be exclusively focused on modern, shader based, OpenGL programming. That's the great novelty of this edition: it is based on the OpenGL 3.3 API and all discussions about deprecated fixed-function programming has been thrown out of the book.


    Read more »

    Visual Transistor-level Simulation of the 6502 CPU

    If you have ever dreamed to see a chip operating at a transistor level, take a look at this crazy project presented at Siggraph this year: a transistor level simulator of the 6502 CPU (that was powering the Apple 2) !
    Greg James, Barry Silverman, Brian Silverman who are leading this project built the simulator by reverse engineering the chip from high resolution die shots they used to reconstruct the full polygon model of the chip circuits !

    They provide the simulator as a javascript applet you can use to program the virtual chip and see the circuits operating : http://visual6502.org/JSSim/index.html 

    The Siggraph talk can be found there: http://visual6502.org/docs/6502_in_action_14_web.pdf

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