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DX11 TECHNIQUES IN HK2207. Takahiro Harada AMD. HK2207. Demo for Radeon HD 6970 Based in Hong Kong 2207. Not just a single technique Cinematic with practical effects Physics effects Bullet CPU-physics CS rigid body Procedural adaptive tessellation Lighting effects Deferred rendering - PowerPoint PPT Presentation
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DX11 TECHNIQUES IN HK2207
Takahiro HaradaAMD
HK2207• Demo for Radeon HD 6970• Based in Hong Kong 2207
Not just a single technique Cinematic with practical effects
– Physics effects Bullet CPU-physics
CS rigid body
– Procedural adaptive tessellation
– Lighting effects Deferred rendering
Post effects
28th Feburary 2011 AMD‘s Favorite Effects
Live Connection
28th Feburary 2011 AMD‘s Favorite Effects
CS RIGID BODY SIMULATION
28th Feburary 2011 AMD‘s Favorite Effects
CS Rigid Body• For visual effect• Simulation using CS
– CS5.0 has full functionality to realize simulation
• Key Features of CS– Group shared memory
• Tree traversal• Narrowphase(NP)
– Atomics• Collision
– Random write
28th Feburary 2011 AMD‘s Favorite Effects
Particle Representation• Approximate shapes with particles• Arbitrary convex mesh input
– Scan conversion
• Integration– A thread, rigid body
• Collision– A thread, particle
• Collision with mesh– Conversion to particles– Collide against triangles
GPU Gems3, Real-time Rigid Body Simulation on GPUs28th Feburary 2011 AMD‘s Favorite Effects
• BVH used for broad phase collision detection– Contains static scene triangles– Node : 4 children, 4 volumes– Pack a few triangles in a leaf
• Traversal efficiency• Separate data to another buffer
Mesh Collision (BVH)
28th Feburary 2011 AMD‘s Favorite Effects
TriData
• Tree traversal– Traversal stack located in Thread Group Shared
Memory(TGSM)
• Traversal and Narrow phase(NP) are separated to keep high efficiency on the GPU– Less divergence– Reduce local resource usage
Mesh Collision (BVH)
28th Feburary 2011 AMD‘s Favorite Effects
Narrow Phase• Output from tree collision
– HitData, List of triangle indices per body– Sparse
• 1 body x 1 leaf collision == n particles x m tris– Cache relevant triangles in TGSM
• Reduce memory traffic
– Use 1 thread group(TG) for a body 00 11 22 33 44 55 66 77 88 99 1010
Body0 Body1 Body2 Body3 Body5
HitData
28th Feburary 2011 AMD‘s Favorite Effects
Body4
Narrow Phase: 1 Thread Group• 1 thread : 1 particle• Use 1 thread as a controller of the SIMD
– Read HitData -> LeafData– Share LeafData (TGSM)– All the threads are used to read 64 tris in parallel
• 64 collisions in parallel– AABB overlap test– 1 Triangle vs 64 particles collision
28th Feburary 2011 AMD‘s Favorite Effects
Void NP(){ Bring64ParticlesIntoGPRs(); if( LOCAL_IDX == 0 ) LoadAllCollisionInfo(); BARRIER; forAllLeaves(;;) { forAllTriangles(;;j+=TG_SIZE) { fillTriangle( ldsVtx, ldsAabb , LOCAL_IDX ); BARRIER; for(k<TG_SIZE;k++) { if( ovelaps(ldsAabb[k]) ) collide( pData, ldsVtx[k] ); } } }}
Inefficiencies• Hit data buffer is sparse
– We launch too many TGs– TG with 0 hit returns after mem access
• Controller sections– Only controller is working– 63 threads are idle
• Redundant overlap test(Particle-Tri)– Body-Tri test is enough
• Leaf is not completely filled– Several leaves are colliding– Can issue more memory requests
28th Feburary 2011 AMD‘s Favorite Effects
Introduce Prepass• Hit data buffer is sparse
– We launch too many TGs– TG with 0 hit returns after mem access
• Controller sections– Only controller is working– 63 threads are idle
• Redundant overlap test(Particle-Tri)– Body-Tri test is enough
• Leaf is not completely filled– Several leaves are colliding– Can issue more memory requests
• Use Append Buffer– A body/thread
• Use 64 threads to read– Less single thread work
• Do Body-Tri test
• Pack triangle Data– LeafA(4), LeafB(4) -> 8
Reduce local resource usageBetter HW occupancy28th Feburary 2011 AMD‘s Favorite Effects
Pre Narrow Phase• Use 1 thread for a body
– Read HitData -> LeafData -> Triangle
• Body-Triangle AABB test– 64 Particle-Triangle collisions– Store colliding triangle indices
• If any collide– Write to append buffer
• Write triangle index to contiguous mem
• Sorting by n hits improves divergence– Local sort
28th Feburary 2011 AMD‘s Favorite Effects
AppendAppend AppendAppend AppendAppend AppendAppend AppendAppend AppendAppend
Improved Narrow PhaseVoid NP(){ Bring64ParticlesIntoGPRs(); if( LOCAL_IDX == 0 ) LoadNumHits();
BARRIER;
for(i<ldsHitTriData.m_n;i+WG_SIZE) { fillTriangle( ldsVtx[LOCAL_IDX] , i+LOCAL_IDX );
BARRIER;
for(j<WG_SIZE;j++) { collide( pData, ldsVtx[j] ); } }}
28th Feburary 2011 AMD‘s Favorite Effects
Void NP(){ Bring64ParticlesIntoGPRs(); if( LOCAL_IDX == 0 ) LoadAllCollisionInfo(); BARRIER; forAllLeaves(;;) { forAllTriangles(;;j+=TG_SIZE) { fillTriangle( ldsVtx, ldsAabb , LOCAL_IDX ); BARRIER; for(k<TG_SIZE;k++) { if( ovelaps(ldsAabb[k]) ) collide( pData, ldsVtx[k] ); } } }}
Result
28th Feburary 2011 AMD‘s Favorite Effects
28th Feburary 2011 AMD‘s Favorite Effects
MAKING IT LOOK PRETTY …
28th Feburary 2011 AMD‘s Favorite Effects
Procedural Adaptive Tessellation• Add surface detail using DX11 tessellation• Hull shader
– Calc tessellation factor using depth• Tessellator• Domain shader
– Interpolate vertex position, normal– Displacement factor using 3D Perlin noise
• Evaluate in local space– Displacement vector– Displace
• Pixel shader– Normal is gradient
28th Feburary 2011 AMD‘s Favorite Effects
Cracks• Different tessellation factor on edge
– Objects are small enough– Sample depth at the center
• Discontinuous displacement vector– Normal is not continuous– Use convexity of geometry– Interpolate normal and vector from center
28th Feburary 2011 AMD‘s Favorite Effects
Other Techniques Used• Deferred shading• Depth of field• Emissive materials• Lens ghosting and flare• Aerial perspective• Reflections• Tone mapping• LUT color correction
28th Feburary 2011 AMD‘s Favorite Effects
28th Feburary 2011 AMD‘s Favorite Effects
Color
28th Feburary 2011 AMD‘s Favorite Effects
Light
28th Feburary 2011 AMD‘s Favorite Effects
Emissive etc
28th Feburary 2011 AMD‘s Favorite Effects
DOF
28th Feburary 2011 AMD‘s Favorite Effects
End• Questions?
• Acknowledgement– Jay McKee, Jason Yang, Justin Hensley, Lee Howes, Ali Saif,
David Hoff, Abe Wiley, Dan Roeger
28th Feburary 2011 AMD‘s Favorite Effects