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Discover cutting-edge techniques in DirectX 11 (DX11) for enhancing graphics and physics simulations on AMD Radeon HD 6970. This presentation, led by Takahiro Harada from Hong Kong, explores cinematic effects that combine practical visuals with advanced physics effects, including collision detection and rigid body simulations using compute shaders. Learn about procedural adaptive tessellation, lighting effects, and efficient rendering techniques. Elevate your understanding of GPU-powered visual effects with these innovative methods that push the boundaries of real-time performance.
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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 • Post effects AMD‘s Favorite Effects
Live Connection AMD‘s Favorite Effects
CS Rigid Body Simulation 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 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 AMD‘s Favorite Effects GPU Gems3, Real-time Rigid Body Simulation on GPUs
Mesh Collision (BVH) • 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 TriData AMD‘s Favorite Effects
Mesh Collision (BVH) • 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 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 0 1 2 3 4 5 6 7 8 9 10 Body0 Body1 Body2 Body3 Body4 Body5 HitData AMD‘s Favorite Effects
Narrow Phase: 1 Thread Group 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] ); } } } } • 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 AMD‘s Favorite Effects
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 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 usage Better HW occupancy 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 Append Append Append Append Append Append AMD‘s Favorite Effects
Improved Narrow Phase 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] ); } } } } Void 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] ); } } } AMD‘s Favorite Effects
Result AMD‘s Favorite Effects
MAKING IT LOOK PRETTY … 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 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 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 AMD‘s Favorite Effects
Color AMD‘s Favorite Effects
Light AMD‘s Favorite Effects
Emissive etc AMD‘s Favorite Effects
DOF AMD‘s Favorite Effects
End • Questions? • Acknowledgement • Jay McKee, Jason Yang, Justin Hensley, Lee Howes, Ali Saif, David Hoff, Abe Wiley, Dan Roeger AMD‘s Favorite Effects