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Vred Vr Sli

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Integrating VR SLI into Autodesk VRED Michael Nikelsky Principal Engineer © 2016 Autodesk Safe harbour statement We may make statements regarding planned or future development efforts for our existing or new products and services. These statements are not intended to be a promise or guarantee of future availability of products, services or features but merely reflect our current plans and based on factors currently known to us. These planned and future development efforts may change without notice. Purchasing decisions should not be made based upon reliance on these statements. These statements are being made as of April, 4th 2016 and we assume no obligation to update these forward-looking statements to reflect events that occur or circumstances that exist or change after the date on which they were made. If this presentation is reviewed after April, 4th 2016, these statements may no longer contain current or accurate information. © 2016 Autodesk Autodesk VRED Professional  Visualization and virtual prototyping tool  Focus on Automotive  Powerful data preparation and analysing tools  High quality OpenGL and raytracing rendering  VR support  Powerwalls, Cave  Oculus Rift  HTC Vive © 2016 Autodesk Why we need VR SLI  VR headsets are becoming popular again      © 2016 Autodesk Virtual Seating Booth Virtual Factory Driving Simulations Design Reviews Sales and Marketing Why we need VR SLI in VRED  Engineering Datasets  30-60M triangles inside the view frustum  ~3-5k Geometries  100-300 materials  Complex shaders  Realistic appearence  Measured materials  No extra data preparation step possible © 2016 Autodesk Stereo Rendering in VRED  Renderengine based on OpenGL 4.x  Uniform buffer required for camera data  Standard Stereo Rendering  For each eye  Bind Rendersurface  Setup Camera Buffer  Render the scene  Submit rendersurfaces to HMD © 2016 Autodesk VR SLI Rendering in VRED  Init the multicast SLI mode  GL_NVX_LINKED_GPU_MULTICAST=1  Modified renderloop      © 2016 Autodesk Bind rendersurface Setup Camera Buffer for both eyes Render the scene Copy rendersurface from GPU1 to GPU0 Submit rendersurfaces to HMD Nasty little details  View Frustum Culling  Different objects for left and right eye  Only one eye is rendered  Need to adjust view frustum to enclose both eyes  Occlusion queries do not work  GPU side occlusion culling might work © 2016 Autodesk Nasty little details  Hidden Area Mesh rendering is tricky  Upload different mesh data to the different GPUs  Flip the left eye mesh for the right eye  Skip it if you use timewarping  Careful with Multi-CPU Systems  Both GPUs need to be attached to one CPU © 2016 Autodesk Results VR SLI Scaling  Stereo Rendering in FullHD  Up to 88% better Performance compared to single GPU Stereo rendering  About 95% of the performance compared to mono rendering  CPU load is cut in half 71 Mono Single GPU Stereo VR SLI 61 No AA 51 Low AA 41 31 High AA 21 11 1 Mono Single GPU Stereo VR SLI © 2016 Autodesk No AA Low AA High AA 53 27 45 23 33 17 50 42 32 Results  HMD Rendering  Vsync/Syncpoints make accurate measurement difficult  Performance improvement ranges from 40% to 100% depending on Vsync/Syncpoint miss VR SLI Scaling 101 Single GPU Stereo No AA VR SLI Low AA 81 61 High AA No AA Low AA 41 High AA 21 1 Single GPU Stereo VR SLI © 2016 Autodesk No AA Low AA High AA 56 90 45 90 45 62 Autodesk is a registered trademark of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2013 Autodesk, Inc. All rights reserved.