Презентация Future graphics in games онлайн
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- Всего слайдов:48 слайдов
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Слайды и текст к этой презентации:
№4 слайд
![Past - Part CryEngine](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img3.jpg)
Содержание слайда: Past - Part 1: CryEngine 1
Polybump (2001)
NormalMap extraction from High-Res Geometry
First „Per Pixel Shading“ & HDR Engine
For Lights, Shadows & Materials
High Dynamic Range
Long view distances & detailed vistas
Terrain featured unique base-texturing
High quality close ranges
High fidelity physics & AI
It took 3 years, avg 20 R&D Engineers
№8 слайд
![The Past - Part CryEngine CGI](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img7.jpg)
Содержание слайда: The Past - Part 2: CryEngine 2
CGI Quality Lighting & Shading
Life-like characters
Scaleable architecture in
Both content and pipeline
Technologies and assets allow various configurations to be maxed out!
Crysis shipped Nov 2007, works on PCs of 2004 till today and for future...
№10 слайд
![CryENGINE architecture](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img9.jpg)
Содержание слайда: CryENGINE 3 architecture
CryENGINE 2 successor, but now we do
Deferred lighting (aka Light Prepass)
Lighting in linear space
Indirect lighting
Coordinated dynamic and precomputed lighting
Advanced color correction (artists-driven color charts)
Streaming rendering assets (geometry, textures, animation)
Run on both consoles (Xbox 360 and Playstation 3)
Compressed and minimized bandwidth and memory requirements
№12 слайд
![Deferred lighting Good](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img11.jpg)
Содержание слайда: Deferred lighting
Good decomposition of lighting
No lighting-geometry interdependency
Cons:
Limited material variations
Higher memory and bandwidth requirements
Shading problems
2x2 tiles for mip computation fail for any kind of deferred texturing (projective light textures, decals etc.)
№15 слайд
![How to design for the future?](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img14.jpg)
Содержание слайда: How to design for the future?
Facts
Fixed Resolution for Gaming till 2012
HD 1920 x 1080 @ 60 fps
Stereoscopic 3D experience: 30 fps per eye
Limited by current consoles hardware
Risk of „Uncanny Valley“ for content
Perception-driven approaches!
Till 2012 majority of games must use artistic style, physics and AI to differentiate!
What‘s the current artistic style? Desaturate colors?
№16 слайд
![Graphics architecture](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img15.jpg)
Содержание слайда: Graphics architecture
Breakthroughs in rendering architecture are not easy
Proved multiple times by hardware vendors
Especially multiple recent tries with software renderer
Trails along with a huge infrastructure
Outcome of a many-years development experience
Graphics architecture will be much more divergent
Do we really want to write our own software renderer?
Coming back to old good techniques like voxels, micropolygons etc.
№18 слайд
![Graphics in Future Sparse](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img17.jpg)
Содержание слайда: Graphics in Future
Sparse Voxel Octrees (Datastructure)
Pros
Data structure is future proof for alternative rendering
Very good fit for unique geometry & texture
Geometry and texture budgets become less relevant
Artistic freedom becomes true
Naturally fits to automatic LOD schemes
Cons
Neither infrastructure nor h/w
Slightly memory intensive
Fits nicely to Ray-tracing, but is still too slow
№19 слайд
![Sparse Voxel Octree Usage in](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img18.jpg)
Содержание слайда: Sparse Voxel Octree Usage in CryEngine 3
We already use it in production!!
Used during level export to bake geometry and textures
Stored in a sparse octree of triangulated sectors
Very easy to manage and stream geometry and textures
No GPU computations required (despite virtual texturing)
Automatic correct LOD construction
Adaptive geometric and texture details
Depending on the gameplay
Huge space on disk for each level!
Use aggressive texture compression
Bake wisely, not the whole world
№21 слайд
![Opportunities in Future](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img20.jpg)
Содержание слайда: Opportunities in Future
Short-term user impact opportunities till 2012
The delta in visual opportunities is limited, BUT...
for the next 3 Years: Huge gains are possible in Physics, AI and Simulation of Special Effects
Focus around that knowledge can lead to very different designs
Mid-erm 2013+ creative opportunities
Future console generations
New Rendering Methods will become available
The renaissance of graphics will arrive
Allows new visual development directions that will rival full CGI feature films qualty
Action point: Link yourself to console cycle
№23 слайд
![Perception-driven graphics](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img22.jpg)
Содержание слайда: Perception-driven graphics
PCF-based soft shadows
Stochastic OIT
Image-based reflections
Ambient Occlusion (SSAO, prebaked etc.)
Most posteffect (DoF, motion blur approximations)
Light propagation volumes
Many stochastic algorithms
most of assumptions in real-time graphics
All that works because of the limited human perception
№24 слайд
![Real-time graphics is](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img23.jpg)
Содержание слайда: Real-time graphics is perception-driven
Human‘s eye has some specialities
~350 Mpixel spatial resolution
Quite hard to trick it in this area
~24 Hz temporal resolution
Very low, a room for techniques
We don‘t notice the flickering @ > 40Hz
We don‘t create an image for another machine, our target customer is a human
№26 слайд
![Hybrid rendering There is no](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img25.jpg)
Содержание слайда: Hybrid rendering
There is no panacea rendering pipeline
Even REYES is not used in its original form for movies
Hybrid pipeline is possible on the current gen GPUs
Will be even more topical for new generation of consoles
Usually combines everything that matches and helps
Ray-tracing for reflections and shadows
Could be triangles / point sets / voxel structures / etc.
Voxels for better scene representation (partially)
Screen-space contact effects (e.g. reflections)
Much much more (a lot of ideas)
№28 слайд
![D stereoscopic rendering](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img27.jpg)
Содержание слайда: 3D stereoscopic rendering
Technique was there for a long time
Becomes popular due to technologies, in games too
No new concepts, similar to photography art though
One golden rule: don’t make the audience tired
Crysis 2 already has a 1st class 3D Stereo support
Use the depth histogram to determine the interaxial distance:
№29 слайд
![Supported stereo modes in](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img28.jpg)
Содержание слайда: Supported stereo modes in CryENGINE 3
Stereo rendering modes
Brute-force stereo rendering
Central eye frame with reprojection
Experimental stochastic rendering from one of eyes
Stereo output modes
Anaglyph (color separation)
Interlaced
Horizontal joint images
Vertical joint images
Two monitors
№32 слайд
![Server-side rendering G](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img31.jpg)
Содержание слайда: Server-side rendering
4G networks have a good ground for that
Low ping – a strong requirement for real-time games
Will be widely deployed in 5-7 years
Compression of synthesized video
Temporally decompose the video details
Use perception-based importance
Salience maps + user-side eye-tracking
Need to amortize cloud-rendering cost per user:
№35 слайд
![Highly parallel scheduling](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img34.jpg)
Содержание слайда: Highly parallel scheduling
Small synthetic test (simulate GPU behavior)
512 cores (could be interpreted as slots of shared cache too)
32k small identical tasks to execute
Each item requires 1 clock on one core (so synthetic)
Within a range of 256 to 2048 threads
Scheduling overhead is taken into account in total time
Task feeding
Context switches
Overhead weight is not important
№37 слайд
![Highly parallel scheduling](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img36.jpg)
Содержание слайда: Highly parallel scheduling
Another test
Real GPU!
Screen-space effect (SSAO)
Bandwidth-intensive pixel shader
Each item requires 1 clock on one core (so synthetic)
Within a range of 5 to 40 threads
Cache pollution causes a peak right after the saturation state
The time reaches the saturation performance with more threads asymptotically
№39 слайд
![Highly parallel scheduling](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img38.jpg)
Содержание слайда: Highly parallel scheduling
Scheduling overhead can be a problem
Parallel scalability
With homogenous tasks it comes to maximum at saturation
What about heterogeneous workload?
The existence of the minimum depends on the performance impact of scheduling
We need to reduce it
Configurable hardware scheduler!
GRAMPS-like architectures are possible with it
Ray tracing becomes much faster and SoL with bandwidth bottleneck
№40 слайд
![Atomics Atomics came from CPU](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img39.jpg)
Содержание слайда: Atomics
Atomics came from CPU hardware
Used to build synchronization primitives in Oses
Works only on integers
Provides result of operation
We need absolutely different atomics!!!
We use it mostly for gather/scatter operations
MUST work on floating point numbers instead!
In most cases no result needed
Improve atomics w/o read-back (fire-and-forget concept)
Operation should be done on memory controller / smart memory side
We need order of magnitude faster performance for graphics atomics
№41 слайд
![Future performance PS and](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img40.jpg)
Содержание слайда: Future performance
PS3 and Xbox 360 are in-order
“by optimizing for consoles we also speed up PC”
not really, we invest only into current consoles
What’s the next generation of consoles?
Larrabee 2 and Fermi ARE in-order
Should we rewrite the architecture again?
Death of Out-of-Order architecture?
No way! Game platform will remain heterogeneous
Related to different game subsystems (game code vs rendering)
Many new parallel languages and paradigms
OpenCL, GRAMPS, C++0x, OpenMP, TBB, ConcRT, Ct
Backwards scalability is a challenge
№44 слайд
![Challenges of Future](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img43.jpg)
Содержание слайда: Challenges of Future
Technology challenges
Switching to a scaleable codebase
Think of parallelism & async jobs
Multithreading, scheduling
Larger codebases, multiple platforms & APIs
Production challenges
Cost of assets increase by ~50% annually
Content, besides quality increases, gets more & more „interactive“
Think to improve Tools, Pipelines & Bottlenecks to counter-effect , automate Source Back-Ends Resource Compilers
The better the tools, the cheaper and/or the better your output
№45 слайд
![Efficiency We spend too much](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img44.jpg)
Содержание слайда: Efficiency
We spend too much of computational power per frame!
Precision is mostly redundant
No need to compute colors in 32-bits floating points
Even h/w rasterizers was 12-bits of fixed precision in good old times
Humans do not notice the most of the picture in real-time graphics
It is a gameplay video rather than a still image
Neither we watch it like a movie, games are usually challenging
The importance of a particular technology is perception-driven
How important are the fully accurate rather very glossy reflections
Graphics hardware should challenge incoherent workloads
What about profit / development cost ratio?
Seems like we already fall into uncanny valley in graphics technologies
№46 слайд
![Scopes Content costs will](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img45.jpg)
Содержание слайда: Scopes
Content costs will increase
If nothing changes Tools must adapt
Smarter & automated pipelines & tools will provide better, faster & valid content data
Think procedural content creation
5y...gaming graphics will change,
but insignificantly in the next 3 years
Today‘s technologies will drive the next 3 years in visual development. The look is still about creativity and using the given resource powers of today
5y...realtime gaming graphics will approach to current CGI offline rendering
№47 слайд
![Conclusion Real-time](/documents_6/4825bd3b1e44ac621cd1275c690fdcf6/img46.jpg)
Содержание слайда: Conclusion
Real-time rendering pipeline renovation is around the corner
Hardware improvements are required
Evolution of current techniques for production real-time rendering
Prepare to new representations and rendering pipelines
Better infrastructure for parallel development
Tools and authoring pipelines needs modernization
Consider server-side rendering: could change the direction drastically
Perception-driven real-time graphics is a technology driver
Avoid uncanny valley in graphics technologies
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