Cutting Edge Tools and Techniques for Real-Time Rendering...

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David Coombes, Developer Marketing Manager, GameWorks, NVIDIA Siggraph 2016 Cutting Edge Tools and Techniques for Real-Time Rendering with NVIDIA GameWorks

Transcript of Cutting Edge Tools and Techniques for Real-Time Rendering...

Page 1: Cutting Edge Tools and Techniques for Real-Time Rendering ...on-demand.gputechconf.com/siggraph/2016/... · Cutting Edge Tools and Techniques for Real-Time Rendering with NVIDIA GameWorks

David Coombes, Developer Marketing Manager, GameWorks, NVIDIA

Siggraph 2016

Cutting Edge Tools and Techniques for Real-Time Rendering with NVIDIA GameWorks

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What is NVIDIA GameWorks?

– Don’t do this…

» Or this NVIDIA GameWorks™ represents NVIDIA's investment in real-time graphics and

simulation for games.

Over 300 engineers work on a combination of development tools, sample code and advanced libraries enabling developers to create the best performing

games ever.

We provide these along with support through our web portal and developer forums.

NVIDIA GameWorks is part of the NVIDIA SDK and Developer Program

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GameWorks in Games

•GameWorks technology is used in hundreds of games including some of the most critically acclaimed games

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GameWorks is Everywhere

•PhysX, our cross platform physics solution is already integrated into:

•Unity3D (Yes, its used in Pokémon Go)

•Unreal Engine (3&4)

•StingRay

•PhysX is open and available on Github

• https://developer.nvidia.com/physx-source-github

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Gameworks:Continuous Innovation

PhysX SDK Rigid Bodies

TXAA Anti Aliasing

WaveWorks Ocean Surface

Simulation

Clothing

HairWorks Hair and Fur

FleX Position-based Constrained

Particle Dynamics

Turbulence Fluids and particles

HBAO+ Horizon-Based

Ambient Occlusion

VXGI Voxel Accelerated Global

Illumination

NvDOF Depth of Field

and Bokeh

Volumetric Lighting

VXAO Voxel Accelerated

Ambient Occlusion

PCSS Percentage Closer

Soft Shadows

HFTS Hybrid Frustum Traced Shadows

FaceWorks Subsurface

Scattering

Flow Dynamic Grid Combustible

Fluid Simulation

SPH Fluids Smoothed Particle Hydrodynamics

NSight

PerfHud CodeWorks For Android

OptiX Ray Tracing

Destruction

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GPU Development

•Nsight Visual Studio Edition 5.1

• Integrates with Visual Studio

• HUD

• Graphics Debugger

• Analysis tools

• CUDA Debugger

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Android Development

•NVIDIA CodeWorks for Android

•Makes it easy to set up native Android Debugging

•GPU and CPU debugging and profiling tools

•Visual Studio integration

•CodeWorks is works with most Android devices

•Parts of the tools are obviously Tegra specific

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New Technologies this Year

•Designed to be easy to integrate

•Volumetric Lighting as seen in Fallout4

•Voxel Accelerated Ambient Occulusion as seen in Rise of the Tomb Raider

•High Fidelity Shadows(HFTS) as see in Tom Clancy’s The Division

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” To create that volumetric light spilling across the scene (sometimes called “god rays”) we worked with our friends at NVIDIA… The technique used here runs on the GPU and leverages hardware tessellation. It’s beautiful in motion, and it adds atmospheric depth to the irradiated air of the Wasteland.”

Volumetric Lighting

— https://bethesda.net/#en/events/game/the-graphics-technology-of-fallout-4/2015/11/04/45

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Directional light with

shadow map.

Volumetric Lighting

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Extrude light volume

geometry.

Volumetric Lighting

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Calculate scattered

light by integrating

along line of sight.

Volumetric Lighting

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Add scattered lighting

to scene.

Volumetric Lighting

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Image Quality comparison Screen Space AO vs. VXAO

VXAO

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No ambient occlusion

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Screen-space ambient occlusion

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WITH VXAO

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Hybrid Frustum Traced Shadows

HFTS: Combine frustum traced

hard shadow with soft shadows.

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Too soft

Detachment

Too hard

SHADOW MAPS

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HFTS

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Graphics and Compute Samples

•OpenGL and Vulkan samples for many platforms

•Windows/Android/Linux

Vulkan Everywhere! The Vulkan ThreadedRenderingVk Sample running on 5 platforms, all from the same source base. L to R: Windows PC (GeForce mobile), SHIELD Android TV, SHIELD Tablet, Ubuntu PC (GeForce), Linux for Tegra Jetson TX1

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Coming Soon

•NVIDIA Flow

•Combustible fluid, fire, smoke -- Dynamic grid simulator --Volume rendering --DX11.2/11.3/12

•Library & sample application -- UE4 integration Q2-2016

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VR Funhouse

•Demonstrate advanced GPU rendering and simulation techniques in VR

Simulated Hair and Fur with HairWorks Slime guns with NVIDIA FloW

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Get Started

•Sign up for our free developer program

•gameworks.nvidia.com

•How to get our technology

•Get access to GameWorks tools, samples and libraries from the website

•Many of our technologies are now available on Github

• OpenGL and D3D Samples --FaceWorks

• Volumetric Lighting --HBAO+ --HairWorks --PhysX SDK

•Many of our technologies are integrated into our branch Unreal Engine 4

• HairWorks --VXGI --Flex --WaveWorks –-HBAO+ --VRWorks -–Flow(coming soon)

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Let’s Talk

•gameworks.nvidia.com

•Twitter: nvidiadeveloper

•Facebook: NVIDIADeveloper

[email protected]