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Implementing the Render Cache and the Edge-and-Point Image on Graphics Hardware

Implementing the Render Cache and the Edge-and-Point Image on Graphics Hardware. Edgar Velázquez-Armendáriz Eugene Lee Bruce Walter Kavita Bala. Motivation. High quality shading is still too slow. Not ready for interactivity. It is slow even on the GPU. Potential applications.

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Implementing the Render Cache and the Edge-and-Point Image on Graphics Hardware

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  1. Implementing the Render Cache and the Edge-and-Point Image on Graphics Hardware Edgar Velázquez-Armendáriz Eugene Lee Bruce Walter Kavita Bala GI 2006, Québec, June 9th 2006

  2. Motivation • High quality shading is still too slow. • Not ready for interactivity. • It is slow even on the GPU. • Potential applications. • Architecture. • Modeling. • Movies.

  3. Overview • GPU acceleration of the Render Cache and the Edge-and-Point Image (EPI). Points Edges and Points Render Cache reconstruction EPI reconstruction

  4. Render Cache overview Projection Depth cull Interpolation

  5. Edge-and-Point Image overview Naive EPI • Alternative display representation • Edge-constrained interpolation preserves sharp features • Fast anti-aliasing

  6. Presented work • Mapping to the hardware • The algorithm’s components differ from standard hardware rendering. • Overcome GPU limitations. • Results • GPU strategies. • Better interactivity.

  7. Related Work • Interactive. • Shading cache. [Tole02] • Corrective texturing. [Stamminger00] • Tapestry. [Simmons00] • Adaptive Frameless Rendering. [Dayal05] • Distance impostors. [Szirmay-Kalos05] • Non-interactive. • Irradiance caching. [Smky05] • Pure Hardware implementations. • Ray tracing. [Purcell02, Carr06] • Photon mapping. [Purcell03]

  8. Talk overview • Algorithm overview. • Mapping to the hardware: strategies and challenges. • Results. • Discussion.

  9. Overview

  10. Overview

  11. Overview

  12. Public availability • The complete Cg source of the shaders is available online: http://www.cs.cornell.edu/~kb/projects/epigpu/

  13. Talk overview • Algorithm overview. • Mapping to the hardware: strategies and challenges. • Results. • Discussion.

  14. Mapping to the hardware • Sections are grouped on computational similarity: • Point processing • Edge finding • Edge constrained interpolation • Most of the processing has been moved to the GPU.

  15. Point processing • Point Cloud as Vertex Buffer Object (VBO) and Texture. • Multiple Render Targets (MRT) used to write all information in a single pass. • Simplified predicted projection. • Not as accurate as the regular projection. 4 one-pixel points 1 splat point using one quarter of the point cloud

  16. Point processing: Update Vertex and Pixel shaders Point projector Point Cloud Point Image • Render Cache’s structures are complex to map. • We cannot modify pipelined GPU data. • Use additional passes.

  17. Point processing: Bandwidth issues • Point projection is bandwidth limited. • Point cloud update. • New samples request. • Write to the point cloud only the new samples. • We use vertex scatter. • Faster than replacing all the point cloud. • A static VBO is projected three times faster than a constantly modified one.

  18. Silhouette detection • The original EPI uses hierarchical trees. • Does not map well to GPU. • Brute force method on the GPU. • Avoid edges transfer every frame. • Faster than hierarchical structures! • Shadow edge detection left on the CPU. Edge texture Model edges

  19. Silhouette detection: Limitations • GPU silhouette detection is limited by the fill rate. • Texture memory constraints. • We need to keep all vertices as VBO. • Vertices and normals as textures. • One results texture. • Normals stored as fp16 to reduce space.

  20. Edge Raster • Raster edges with subpixel precision. • Depends on model complexity. • Extended lines as described in SEN03. • Filtered depth as read-only depth buffer. • Free occlusion culling! No depth texture With depth texture

  21. Edge Constrained Interpolation • Multi-pass pixel shaders. • Very long. • A lot of texture accesses. • Image resolution dependent. • Use look-up tables encoded as textures. • Avoid control code in shaders. • Encode original EPI operations.

  22. Future trends • Branching granularity. • Some filters require fine granularity to take advance of dynamic branching. • This issue is being solved with newer cards beginning with ATI X1000 series. • Bit operations not directly supported. • DirectX 10 will support them. • Bottom line: GPU implementation will get better and faster.

  23. Limitations • Fill rate and texture access. • These characteristics constantly improve with newer hardware with more pipelines and faster clock frequencies. • Improve by diminishing shaders length. • Number of registers used is still important. • A 180 instructions shader with 25 registers performs 50% slower than a 215 instructions shader with and 24 registers on our GPU.

  24. Talk overview • Algorithm overview. • Mapping to the hardware: strategies and challenges. • Results. • Discussion.

  25. Test platform • Test environment. • Software written in C++, Cg 1.4rc, and Java through JNI under Windows XP. • Pentium 4 EE 3.2 Ghz dual core, 2 GB RAM, dual Nvidia GeForce 7800 GTX (81.85). • Test scenes. • Cornell Box • Chains • Mackintosh Room • David Head • Dragon

  26. Results: FPS • GPU version is 60–110% faster than the original. • Speed up increases along with scene complexity.

  27. Results: Speed increase from CPU

  28. Results: Rendering times

  29. Talk overview • Algorithm overview. • Mapping to the hardware: strategies and challenges. • Results. • Discussion.

  30. Discussion • Point projection, even though it maps straightforwardly to the GPU is the bottleneck. • Image filters are very fast in spite of their multiple texture accesses and multiple passes. • We originally thought the opposite would be true!

  31. Discussion • Projection is not optimal. • We wanted to use Vertex Texture Fetch (VTF) for mapping the point cloud update but it was slower than Render to Vertex Array (RTV). • Dual GPU rendering with Scalable Link Interface (SLI) showed marginal gains.

  32. Future performance • Texture accesses are very fast and efficient. • Transferring vertex data on the GPU is too slow to be fully useful. • Scatter write on pixel shaders and geometry shaders may allow complete data management on the GPU.

  33. Conclusions • We presented a hybrid GPU/CPU system for the Render Cache and the EPI using commodity graphics hardware. • Our implementation is 60−110% faster than a pure CPU implementation and frees the CPU up for other operations. • System’s performance is likely to improve with the current trend of GPUs.

  34. Questions? Implementing the Render Cache and the Edge-and-Point Image on Graphics Hardware http://www.cs.cornell.edu/~kb/projects/epigpu/

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