simulating lighting conditions in production ergonomics ......ray tracing on hmds example •...
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October 9-11, 2018 | Munich
Andreas Dietrich, ESI Group
October 11, 2018
Simulating Lighting Conditions in Production Ergonomics
with NVIDIA OptiX
E8371
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AGENDA
Introduction
Helios Rendering Architecture
OptiX Backend
AI Denoising
Ray Tracing on HMDs
Example Applications
Demo
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INTRODUCTION
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“A pioneer and world-leading provider in Virtual Prototyping.”
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Production Ergonomics
Introduction
• Ergonomics important aspect of
• Manufacturing systems
• Maintenance procedures
• Visibility under real world lighting conditions
• Affects efficiency of human operators
• Need to simulate light propagation
• Monte-Carlo path tracing
• GPU accelerated
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HELIOS RENDERING ARCHITECTURE
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Requirements
Helios Rendering Architecture
• Lightweight• Not a full-blown scene graph, let application handle this
• Replicate as few data as possible
• High performance• Exploit specific/low-level GPU features
• Must be able to get close to the metal
• Extensible • Leverage external rendering frameworks, such a NVIDIA RiX or OptiX
• Support for various rendering algorithms• Rasterization, ray tracing, hybrid modes
• CAD rendering, photo-realistic rendering, scientific visualization, …
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Overview
Helios Rendering Architecture
• Helios renderer supports a variety of rendering technologies
• Encapsulated in Backends, e.g.,• RiXGL: rasterization
• OptiX: ray tracing
• Backends as dynamic libraries (DLLs)• Loaded and unloaded at runtime
• Can be switched arbitrarily
• Helios controls render graph, e.g.,• Hybrid rendering
• Frame composition
IC.IDO
RiXGL Backend
(DLL) . . .OptiX Backend
(DLL)
Helios
Application
Renderer
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OPTIX BACKEND
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Overview
Helios OptiX Backend
• Based on NVIDIA OptiX:
• Programmable GPU ray tracing pipeline
• Single-ray programming model using C++
• AI accelerated rendering
• Implements a range of physically based rendering algorithms
• Whitted ray tracing, Ambient Occlusion, Global Illumination
• Generates precomputed lighting data (e.g., texture baking)
• Separation of BSDF and integrator code (surface shading / light transport)
• Supports Material Definition Language (MDL)
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Overview
Helios OptiX Backend
Helios
OptiXMDL SDK
MDL Manager• Reads MDL files
• Generates material expression tree and parameter lists
• Generates BSDF programs (PTX assembly language)
OptiX Backend
OptiX Programs• Ray generation and hit programs
• Integrators call BSDF programs
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Scene Hierarchy Flattening
Helios Objects
T1
O2
G1
O3
Backend graph
Application graph
O1
O1 O2 O3
T3T2T1T2
G2
T3 T4
GroupTransform Object
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Shared Geometry and Appearance
Helios Objects
O1
T1
G1 A1
T2 T3
O2 O3
G2 A2
GeometryTransform Object Appearance
Single object Two object instances
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Helios Objects as OptiX Node Graph
OptiX Node Graph
G2 A2
O2
T2
O3
T3
Transform
Geometry
Group
Geometry
Instance
Acceleration
Geometry
Transform
Geometry
Group
Geometry
Instance
Material
GroupScene root
Acceleration• Two-level acceleration hierarchy
• Increased performance when using RTX
Object
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OptiX Programs
OptiX Node Graph
Acceleration
Material
Transform
Geometry
Group
Geometry
InstanceGeometry
Intersection
Program
BoundingBox
Program
ClosestHit
Program
AnyHit
Program
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Future-Proof Material Handling
Motivation for using MDL
• Realistic appearance
• Physically based rendering
• Support of measured materials
• Material layering (e.g., clear coating over wood)
• Exchangeability and flexibility
• Consistent look across renderer, platforms, applications
• Vendor, renderer and platform independence
• Share centralized material assets
• Use of material libraries by 3rd-party providers
MATERIAL SHARING (LIBRARY)
DEFINITION VISUALIZATION
Rasterization
Ray tracing
Co
urt
esy
of
NV
IDIA
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AI DENOISING
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Stochastic Monte-Carlo Noise
Global Illumination
• Global illumination path tracer
• Computes indirect light transport
• Monte-Carlo sampling
• Solves high-dimensional integrals
• Exhibits stochastic noise
• Takes long to generate smooth images
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AI Denoising
OptiX Postprocessing
• Postprocessing pipeline since Optix 5.0
• OptiX command list consists of
• Kernel launch stages
• Postprocessing stages
• Tone mapping
• Denoiser filter
• Denoiser stage
• Deep neural net (uses Tensor cores)
• Trained to detect and remove noise
Kernel
LaunchTonemapper Denoiser
Command list
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Filtering Noise in Postprocess
Deep Learning Denoiser
Plain path tracing (20 iterations) Path tracing + denoiser (20 iterations)
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RAY TRACING ON HMDS
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Ray Tracing on HMDs
Example
• Whitted style ray tracing possible on HMDs
• Helicopter cockpit
• 180.000 triangles
• 1 point light source
• Example setup
• Oculus Rift
• Quadro RTX 6000
• OptiX 5.1 + RTX
• 40 – 80 frames per second
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EXAMPLE APPLICATIONS
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Lighting Conditions in Micro-Factory
Example Applications
• Gazelle Tech micro-factory
• Local car assembly
• Relocation of production to customers
• Suited for emerging countries
• Workspace Lighting
• Illumination in tight spaces
• Depends on local environment
• Changes when factory is movedwww.gazelle-tech..com
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Global Illumination Simulation
Lighting Conditions in Micro-Factory
IC.IDO 12.1 on Quadro RTX 6000
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Global Illumination Simulation
Lighting Conditions in Micro-Factory
IC.IDO 12.1 on Quadro RTX 6000
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DEMO
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