Dense 3D culture rendering using Bill Paone NVIDIA solutions in ...€¦ · NVIDIA solutions in...

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Defense, Space & Security Training Systems and Government Services BOEING is a trademark of Boeing Management Company. Copyright © 2015 Boeing. All rights reserved. Dense 3D culture rendering using NVIDIA solutions in Immersive Training Systems Bill Paone Technical Lead Engineer Visual Systems IPT

Transcript of Dense 3D culture rendering using Bill Paone NVIDIA solutions in ...€¦ · NVIDIA solutions in...

Page 1: Dense 3D culture rendering using Bill Paone NVIDIA solutions in ...€¦ · NVIDIA solutions in Immersive Training Systems Bill Paone Technical Lead Engineer Visual Systems IPT .

Defense, Space & Security

Training Systems and Government Services

BOEING is a trademark of Boeing Management Company.

Copyright © 2015 Boeing. All rights reserved.

Dense 3D culture rendering using NVIDIA solutions in Immersive Training Systems

Bill Paone Technical Lead Engineer Visual Systems IPT

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Overview

• Immersive Training

• NVIDIA GPU Performance History

• Dense Content: Then and Now

• Realism: All altitudes and times of day

• Rendering Frame Budgeting

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Immersive Visual Systems

Large number of video channels surrounding eyepoint

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Immersive Training

Goal: A totally immersed trainee

Levels: Engagement, engrossment, total immersion [1]

Studies: Higher fidelity: improved tactical training [3]

Studies: Experienced pilots require more immersion for effective training [2]

“How real should it be?”

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Wide area datasets

Global coverage

Inset design: landable, Low altitude

Large training areas

All weather conditions

All times of day

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Immersion: Scene Quality

Display system resolution, dynamic response, and brightness

Terrain satellite Imagery resolution

Topography accuracy (quality)

Image Generator rendering capabilities at all ranges:

Terrain Skin Tessellation

3D Culture

Moving Models

Limited artifacts

High performance

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Immersion, Scene Composition

• GPU performance allows higher quality buildup

• Terrain skin

• 3D buildings

• Dense trees

• Street rendering

• Shadows

• Winds

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History (Recent) NVIDIA GPU Performance

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5

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GPU Performance: Draw time

Draw

Boeing Simulation benchmark

Polygonal Performance

Polys

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GPU Memory Bandwidth history

• GPU memory speed performance allowing high fill rates.

0

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100

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Memory Bandwidth

GB/s

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Dense Content: Elevation

• Topography quality

• Current GPU performance allows complex terrain skin

• Terrain skin tessellation smoothing

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Dense Content: Imagery

• Satellite imagery issues

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Dense Content: 3D Buildings

• Accurate complex models

• Current GPUs texture memory and geometric performance allows use of accurate complex models

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Dense Content: Trees

• Wide area placement

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Dense Content: Roads

• Polygonal roads

• Accuracy as good as source

• Moving models

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Dense Content: Shadows

• Full scene cast shadows

* Current GPU polygonal performance and fill allows full scene shadows

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Performance: Then and Now

• Pre-Fermi

• Low 3D Building Densities

• Low Tree densities

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Dense Content: High/Medium Altitude

• Moving Models to terrain

• Dynamic realism

• Pre-Fermi Example

• High altitude example

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Medium Altitude dense culture

• Distance Cueing

• Time of day differences

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Realism: On Ground

• 3D ground culture

• Full scene cast shadows

• Winds

• Pre-Fermi

• No shadows

• Lower density culture

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Geo-typical Buildings

• Dense

• Less immersive

• High performance

• Pre-Fermi Example

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Realism: Night

• Light pools

• Light points

• Windows

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Realism: Night

• GPU polygonal performance allows large numbers of light points, accurate city illumination

• Global coverage from source

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Rendering Frame Budgeting (fixed frame rate)

Scene element

Terrain skin, Atmosphere

3D buildings

Trees

Roads

Cast shadows

Entities Lighting Particle effects Clouds: Volumetric and Layered Fog deck

Maintain frame rate 60Hz

Include all requirements

Understand cost of each element

Test for all requirements

Ensure system performance (full system test procedures)

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Conclusions NVIDIA GPU performance

• GPU performance allows dense culture rendering with cast shadows

• Visual Simulation content quality is ramping in realism

• GPU performance increases measuring 20% per year since Fermi series

• New generation cards: exceeding 20% increase

NVIDIA GPU performance increases have significantly improved immersion in training systems

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References

[1] Krista Langkamer Ratwani, Webb Stacy, Alexandra Geyer, Scott Pappada, and Emily Weise

“Evaluating Immersion in Training Environments”

Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2012

[2] Randall Garrett, PhD

“To Believe or Not to Believe, Fidelity is the Question”

Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2012

[3] Ms. Jamie L. Estock, Ms. Kathryn Baughman, Dr. Emily M. Stelzer, Dr. Amy L. Alexander,

“Fidelity requirements for effective training:

Pilot perceptions versus objective results”

Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2008

[4] Paone, William

“COTS Image Generation in Immersive Systems: Design, Acceptance and Production: A Tough Experience”

IMAGE Conference 2013

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Content and Rendering

• Diamond Visionics: Genesis IG and Genesis RTX Visual Run-time software

• Diamond Visionics: Hawaii source: imagery, shapes, tree points.

• PLW Modelworks: 3D Urban Models, Hawaii, OpenFlight

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Defense, Space & Security

Training Systems and Government Services

BOEING is a trademark of Boeing Management Company.

Copyright © 2015 Boeing. All rights reserved.

Dense 3D culture rendering using NVIDIA solutions in Immersive Training Systems

Bill Paone Technical Lead Engineer Visual Systems IPT