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The Rendering Pipeline -
Challenges & Next Steps
JOHAN ANDERSSON
ELECTRONIC ARTS
Intro
 What does an advanced game engine real-time rendering
pipeline look like?
 What are some of the key challenges & open problems?
 What are some of the next steps to improve on?
 From both software & hardware perspectives
Previous talks
2010 & 2012 challenges
Photo-realistic rendering at 1W
Long term goal:
Improvements since 2010 & 2012
 Image quality & authoring: massive transition to PBR
 Reflections: SSR and perspective-correct IBLs
 Antialiasing: TAA instead of MSAA
 Gen4 consoles (PS4 & XB1) as new minspec
 Compute shader use prevalent – create your own pipelines!
Improvements since 2010 & 2012 (cont.)
 New explicit control APIs
 Mantle, Metal, DX12, Vulkan
 Well needed change & major step forward
 Not much improvements on compute & shaders
 Programmability
 Conservative raster, min/max texture filter
 "Need a virtual data-parallel ISA" -> SPIR-V!
 "Render target read/modify/write" -> Raster Ordered Views
 Sparse resources
Pipeline of today – key themes
 Non-orthogonality gets in the way – can we get to a more
unified pipeline?
 Complexity is continuing to increase
 Increasing quality in a scalable way
Getting to a more unified pipeline
Transparencies – sorting
 Can’t mix different transparent surfaces & volumes
 Particles, meshes, participating media, raymarching
 Can’t render strict front to back to get correct sorting
 Most particles can be sorted, have to use uber shaders
 Contrains game environments
 Restricts games from using more volumetric
rendering
particles
meshes
volumetric
Transparencies – sorting solution
 Render everything with Order-Independent Transparency (OIT)
 Use Raster Ordered Views (DX12 FL: Haswell & Maxwell)
 Not available on consoles = most games stuck with no OIT
 Scalable to mix all types of transparencies with high quality?
 Transparent meshes (windows, foliage): 1-50x overdraw
 Particles: 10-200x overdraw
 Volume rendering (ray-marched)
 Able to combine with variable resolution rendering?
 Most particles & participating do not need to be shaded at full resolution
Defocus & motion blur - opaque
 Works okay in-game on opaque surfaces
 Render out velocity vectors
 Calc CoC from z
 Apply post-process
 But not correct or ideal
 Leakage
 Disocclusion
Defocus & motion blur - transparencies
 Transparent surfaces are even more problematic
 Esp. motion blur
 Typically simulated with stretched geometry (works mostly for sparks)
 Can only skip or smear everything with standard post-processes
 Fast moving particles should also have internal motion blur
Defocus & motion blur - transparencies
 Blend velocity vectors & CoC for transparencies?
 Feed into the post-process passes
 Post-processes should also be depth-aware - use OIT approx.
transmittance function
 Still not correct, but could prevent the biggest artifacts
 Ideal: directly sample defocus & motion blur in rendering
 But how? Stochastic raster? Raytracing?
 Pre-filtered volumetric representations?
Forward vs deferred
 Most high-end games & engines use deferred shading for opaque geometry
 Better quad utilization
 Separation of material property laydown & lighting shaders
 Would like to render more as transparent, which has to use forward
 Thin geometry: hair & fur
 Proxy geometry (foliage) with alpha-blending for antialiasing
 But forward rendering is much more limiting in compositing
 No SSAO
 No screen-space reflections
 No decal blending of individual channels (e.g. albedo)
 No screen-space sub-surface scattering
Forward vs deferred (cont.)
 Can we extend either forward or deferred to be more orthogonal?
 Use world-space data structures instead of screen-space
 Be able to query & calc AO, reflections, decals while forward shading
 Texture shader to convolve SSS lighting
 Massive forward uber shaders that can do everything
 Render opaque & transparent with deep deferred shading?
 Store all layers of a pixel, including transparents, in a deep gbuffer
 Unbounded memory
 Be able to query neighbors (AO)
 Be able to render into with blending (decals)
Rendering pipeline complexity
Rendering pipeline complexity
 Recent improvements that reduce complexity 
 New APIs are more explicit – less of a black box
 DX11 hardware & compute shaders now minspec
 Hardware trend towards DX12 feature level
Rendering pipeline complexity
 Challenges:
 Sheer amount of rendering systems & passes
 Making architectural choices of what techniques & pipeline to use
 Shader permutations & uber shaders
 Compute shaders still very limiting – no nested dynamic parallelism & pipes
 Mobile: TBDR vs immediate mode
Battlefield 4 rendering passes
Battlefield 4
Battlefield 4 rendering passes
 mainTransDecal
 fgOpaqueEmissive
 subsurfaceScattering
 skyAndFog
 hairCoverage
 mainTransDepth
 linerarizeZ
 mainTransparent
 halfResUpsample
 motionBlurDerive
 motionBlurVelocity
 motionBlurFilter
 filmicEffectsEdge
 spriteDof
 fgTransparent
 lensScope
 filmicEffects
 bloom
 luminanceAvg
 finalPost
 overlay
 fxaa
 smaa
 resample
 screenEffect
 hmdDistortion
 spotlightShadowmaps
 downsampleZ
 linearizeZ
 ssao
 hbaoHalfZ
 hbao
 ssr
 halfResZPass
 halfResTransp
 mainDistort
 lightPassEnd
 mainOpaque
 linearizeZ
 mainOpaqueEmissive
 reflectionCapture
 planarReflections
 dynamicEnvmap
 mainZPass
 mainGBuffer
 mainGBufferSimple
 mainGBufferDecal
 decalVolumes
 mainGBufferFixup
 msaaZDown
 msaaClassify
 lensFlareOcclusionQueries
 lightPassBegin
 cascadedShadowmaps
Architectural decisions
 Selecting which techniques to develop & invest in is a challenge
 Critical to create visual look of a game
 Non-orthogonal choices and tradeoffs
 Difficult to predict the moving future of hardware, games and authoring
 Can be paralyzing with a big advanced engine rendering pipeline
 Exponential scaling with amount of systems & techniques interacting
 Difficult to redesign and move large passes
 Can result in a lot of refactoring & cascading effects to the overall pipeline
 Backwards compatibility with existing content
 Easier if passes & systems can be made more decoupled
What can we do to reduce complexity?
 A more unified pipeline would certainly help!
 Such as with OIT
 Or in the long term: native handling of defocus & motion blur
 Improve GPU performance – simplify rendering systems
 Much of the complexity comes from optimizations for performance
 Could sacrifice a bit of performance for increased orthogonality, but not much
 We have real-time constrain = get the most out of our 16 ms/f (VR: 4 ms/f!)
 Raytrace & raymarch more
 Easier to express complex rendering
 Warning: moves to complexity to data structures and the GPU execution instead
 Not practical overall replacement / unification
 Use as complement – more & more common (SSR, volume rendering, shadows?)
What can we do to reduce complexity?
 Make it easier to drive the graphics & compute
 CPU/GPU communication – C++ on both sides (and more languages)
 Device enqueue & nested data parallelism
 Increase flexibility, expressiveness & modularity of building pipelines
 Build a specialized renderer
 Focus in on very specific rendering techniques & look
 Typically tied to a single game
 E.g. The Tomorrow Children, Dreams
 Build engines, tools & infrastructure to build general renderers
 Handle wide set of environments, content and techniques
 Modular layers to easily have all the passes & techniques interoperate
 Shader authoring is also key
Uber shaders
 Example cases:
 Forward shaders (lights, fog, skinning, etc)
 Particles (to be able to sort without OIT) – want to use individual shaders instead
 Terrain layers [Andersson07] – want to use massive uber shaders
 Why they can be a problem:
 Authoring: Massive shaders with all possible paths in it, no separate shader linker
 Performance: Large GPR pressure affects entire shader
 Performance: Flow control overhead
 Classic approach: break out into separate shader permutations
 Static CPU selection of shader/PSO to use – limited flexibility
 Can end up creating huge amount of permutations = long compile/load times.
 Worse with new APIs! PSO explosion
Uber shaders – potential improvements
 Shader function pointers
 Define individual functions as own kernels
 Select pointers to use per draw call
 Part of ExecuteIndirect params
 Ideal: Select pointers inside shader – not possible today
 Optimization: VS selects pointers PS will use?
 What would the consequences be for the GPU?
 I$ stalls, register allocation, coherency, more?
 More efficient GPU execution of uber shaders?
 Shaders with highly divergent flow & sections with very different GPR usage
 Hardware & execution model that enables resorting & building coherency?
Scalable quality
Real-time rendering have gotten quite far!
 In order to get further, want to:
1. Get that last 5-10% quality in our environments
to reach photorealism
NFS photo reference
Real-time rendering have gotten quite far!
 In order to get further, want to:
1. Get that last 5-10% quality in our environments
to reach photorealism
2. Be able to build & render new environments
that we haven’t been able to before
Glass houses!
Real-time rendering have gotten quite far!
 In order to get further, want to:
1. Get that last 5-10% quality in our environments
to reach photorealism
2. Be able to build & render new environments
that we haven’t been able to before
Dreams (MediaMolecule)
Difficult areas
 Hair & fur
 OIT, overdraw, LOD, quad overshading, deep shadows
 Foliage
 OIT, overdraw, LOD, geometry throughput,
 Lighting, translucency, AO
 Fluids
 LOD & scalability, simulation, overall rendering
 VFX
 Need volumetric representation & lighting
 Related to [Hillaire15]
Difficult areas
 Hair & fur
 OIT, overdraw, LOD, quad overshading, deep shadows
 Foliage
 OIT, overdraw, LOD, geometry throughput,
 Lighting, translucency, AO
 Fluids
 LOD & scalability, simulation, overall rendering
 VFX
 Need volumetric representation & lighting
 Related to [Hillaire15]
Difficult areas
 Hair & fur
 OIT, overdraw, LOD, quad overshading, deep shadows
 Foliage
 OIT, overdraw, LOD, geometry throughput,
 Lighting, translucency, AO
 Fluids
 LOD & scalability, simulation, overall rendering
 VFX
 Need volumetric representation & lighting
 Related to [Hillaire15]
Difficult areas
 Hair & fur
 OIT, overdraw, LOD, quad overshading, deep shadows
 Foliage
 OIT, overdraw, LOD, geometry throughput,
 Lighting, translucency, AO
 Fluids
 LOD & scalability, simulation, overall rendering
 VFX
 Need volumetric representation & lighting
 Related to [Hillaire15]
Pompeii movie
Difficult areas (cont.)
 Correct shadows on everything
 Including area lights & shadows!
 Extra important with PBR to prevent leakage
 Geometry throughput, CPU overhead, filtering, LOD
 Reflections
 Hodgepodge of techniques today
 Occlusion of specular critical
 See Mirror’s Edge talk [Johansson15]
 Antialiasing
 See [Salvi15] next
Mirror’s Edge: Catalyst concept
Quality challenges
 Getting the last 5-10% quality can be very expensive
 While covering a relatively small portion of the screen
 Example: hair & fur rendering
 Improving GPUs in some of these areas may not benefit “ordinary”
rendering
 How to build truly scalable solutions
 Example: Rendering, lighting and shadowing a full forest
 Level-of-detail is a key challenge for most techniques to make them
practical
Scalable solutions – screen-space
 Sub-surface scattering went from texture- to screen-space
 Orders of magnitude faster
 Implicitly scalable + no per-object tracking
 Not perfect, but made it practical & mainstream
 Volumetric rendering to view frustum 3d texture
 Froxels! See [Wronski14] and [Hillaire15]
Scalable solutions – screen-space
 Can one extend screen-space techniques further?
 Render multiple depth layers to solve occlusion
 Multi-layer deep gbuffers [Mara14]
 Render cubemap to reach outside of frustum
 Render lower resolution separate cubemap, slow
 Render main view as cubemap with variable resolution?
 Single geometry pass
 Also for fovated rendering
Scalable solutions – pre-compute
 Traditionally a strong cut off between pre-computed & runtime solutions
 Believe this is going away more – techniques and systems have to scale &
cover more of the spectrum:
 Offline pre-compute: Highest-quality
 Load-time pre-compute: High-quality
 Background compute: Medium-quality
 Runtime
 Want flexible tradeoffs depending on contexts
 Artist live editing lighting
 Gamer customizing in-game content
 Background gameplay changes to the game environment
Scalable solutions – hierarchical geometry
 Want to avoid wasteful brute force geometry rendering
 Do your own culling, occlusion & LOD directly on the GPU
 Finer granularity than CPU code
 Engine can have more context and own spatial data structures
 Combined with GPU information (for example HiZ)
 Opportunities to extend the GPU pipeline?
 Compute as frontend for graphics pipeline to accelerate
 Avoid writing geometry out to memory
 Good fit with procedural geometry systems as well
Takeaways
 We’ve gotten very far in the last few years!
 Big transitions: PBR, Gen4, Compute, explicit APIs
 We are at the cusp of a beautiful future!
 Build your own rendering pipelines & data structures
 But which ones? All of them! 
 Need reduce coupling & further evolve GPU execution models
Thanks to everyone who provided feedback!
 Sébastien Hillaire (@sebhillaire)
 Christina Coffin (@christinacoffin)
 John White (@zedcull)
 Aaron Lefohn (@aaronlefohn)
 Colin Barré-Brisebois (@zigguratvertigo)
 Sébastién Lagarde (@seblagarde)
 Tomasz Stachowiak (@h3r2tic)
 Andrew Lauritzen (@andrewlauritzen)
 Jasper Bekkers (@jasperbekkers)
 Yuiry O’Donnell (@yuriyodonnell)
 Kenneth Brown
 Natasha Tatarchuk (@mirror2mask)
 Angelo Pesce (@kenpex)
 David Reinig (@d13_dreinig)
 Promit Roy (@promit_roy)
 Rich Forster (@dickyjimforster)
 Niklas Nummelin (@niklasnummelin)
 Tobias Berghoff (@tobiasberghoff)
 Morgan McGuire (@casualeffects)
 Tom Forsyth (@tom_forsyth)
 Eric Smolikowski (@esmolikowski)
 Nathan Reed (@reedbeta)
 Christer Ericson (@christerericson)
 Daniel Collin (@daniel_collin)
 Matias Goldberg (@matiasgoldberg)
 Arne Schober (@khipu_kamayuq)
 Dan Olson (@olson_dan)
 Joshua Barczak (@joshuabarczak)
 Bart Wronski (@bartwronsk)
 Krzysztof Narkowicz (@knarkowicz)
 Julien Guertault (@zavie)
 Sander van Rossen (@logicalerror)
 Lucas Hardi (@lhardi)
 Tim Foley (@tangentvector)
Questions?
Email: johan@ea.com
Web: http://frostbite.com
Twitter: @repi
References
 [Andersson07] Terrain rendering in Frostbite using Procedural Shader Splatting
 [Hillaire15] Physically Based and Unified Volumetric Rendering in Frostbite
 [Wronski14] Volumetric fog: Unified, compute shader based solution to
atmospheric scattering
 [Salvi15] Anti-Aliasing: Are We There Yet?
 [Mara14] Fast Global Illumination Approximations on Deep G-Buffer
 [Johansson15] Leap of Faith: The World of Mirror’s Edge Catalyst

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The Rendering Pipeline - Challenges & Next Steps

  • 1. The Rendering Pipeline - Challenges & Next Steps JOHAN ANDERSSON ELECTRONIC ARTS
  • 2. Intro  What does an advanced game engine real-time rendering pipeline look like?  What are some of the key challenges & open problems?  What are some of the next steps to improve on?  From both software & hardware perspectives
  • 4. 2010 & 2012 challenges
  • 5. Photo-realistic rendering at 1W Long term goal:
  • 6. Improvements since 2010 & 2012  Image quality & authoring: massive transition to PBR  Reflections: SSR and perspective-correct IBLs  Antialiasing: TAA instead of MSAA  Gen4 consoles (PS4 & XB1) as new minspec  Compute shader use prevalent – create your own pipelines!
  • 7. Improvements since 2010 & 2012 (cont.)  New explicit control APIs  Mantle, Metal, DX12, Vulkan  Well needed change & major step forward  Not much improvements on compute & shaders  Programmability  Conservative raster, min/max texture filter  "Need a virtual data-parallel ISA" -> SPIR-V!  "Render target read/modify/write" -> Raster Ordered Views  Sparse resources
  • 8. Pipeline of today – key themes  Non-orthogonality gets in the way – can we get to a more unified pipeline?  Complexity is continuing to increase  Increasing quality in a scalable way
  • 9. Getting to a more unified pipeline
  • 10. Transparencies – sorting  Can’t mix different transparent surfaces & volumes  Particles, meshes, participating media, raymarching  Can’t render strict front to back to get correct sorting  Most particles can be sorted, have to use uber shaders  Contrains game environments  Restricts games from using more volumetric rendering particles meshes volumetric
  • 11. Transparencies – sorting solution  Render everything with Order-Independent Transparency (OIT)  Use Raster Ordered Views (DX12 FL: Haswell & Maxwell)  Not available on consoles = most games stuck with no OIT  Scalable to mix all types of transparencies with high quality?  Transparent meshes (windows, foliage): 1-50x overdraw  Particles: 10-200x overdraw  Volume rendering (ray-marched)  Able to combine with variable resolution rendering?  Most particles & participating do not need to be shaded at full resolution
  • 12. Defocus & motion blur - opaque  Works okay in-game on opaque surfaces  Render out velocity vectors  Calc CoC from z  Apply post-process  But not correct or ideal  Leakage  Disocclusion
  • 13. Defocus & motion blur - transparencies  Transparent surfaces are even more problematic  Esp. motion blur  Typically simulated with stretched geometry (works mostly for sparks)  Can only skip or smear everything with standard post-processes  Fast moving particles should also have internal motion blur
  • 14. Defocus & motion blur - transparencies  Blend velocity vectors & CoC for transparencies?  Feed into the post-process passes  Post-processes should also be depth-aware - use OIT approx. transmittance function  Still not correct, but could prevent the biggest artifacts  Ideal: directly sample defocus & motion blur in rendering  But how? Stochastic raster? Raytracing?  Pre-filtered volumetric representations?
  • 15. Forward vs deferred  Most high-end games & engines use deferred shading for opaque geometry  Better quad utilization  Separation of material property laydown & lighting shaders  Would like to render more as transparent, which has to use forward  Thin geometry: hair & fur  Proxy geometry (foliage) with alpha-blending for antialiasing  But forward rendering is much more limiting in compositing  No SSAO  No screen-space reflections  No decal blending of individual channels (e.g. albedo)  No screen-space sub-surface scattering
  • 16. Forward vs deferred (cont.)  Can we extend either forward or deferred to be more orthogonal?  Use world-space data structures instead of screen-space  Be able to query & calc AO, reflections, decals while forward shading  Texture shader to convolve SSS lighting  Massive forward uber shaders that can do everything  Render opaque & transparent with deep deferred shading?  Store all layers of a pixel, including transparents, in a deep gbuffer  Unbounded memory  Be able to query neighbors (AO)  Be able to render into with blending (decals)
  • 18. Rendering pipeline complexity  Recent improvements that reduce complexity   New APIs are more explicit – less of a black box  DX11 hardware & compute shaders now minspec  Hardware trend towards DX12 feature level
  • 19. Rendering pipeline complexity  Challenges:  Sheer amount of rendering systems & passes  Making architectural choices of what techniques & pipeline to use  Shader permutations & uber shaders  Compute shaders still very limiting – no nested dynamic parallelism & pipes  Mobile: TBDR vs immediate mode
  • 20. Battlefield 4 rendering passes Battlefield 4
  • 21. Battlefield 4 rendering passes  mainTransDecal  fgOpaqueEmissive  subsurfaceScattering  skyAndFog  hairCoverage  mainTransDepth  linerarizeZ  mainTransparent  halfResUpsample  motionBlurDerive  motionBlurVelocity  motionBlurFilter  filmicEffectsEdge  spriteDof  fgTransparent  lensScope  filmicEffects  bloom  luminanceAvg  finalPost  overlay  fxaa  smaa  resample  screenEffect  hmdDistortion  spotlightShadowmaps  downsampleZ  linearizeZ  ssao  hbaoHalfZ  hbao  ssr  halfResZPass  halfResTransp  mainDistort  lightPassEnd  mainOpaque  linearizeZ  mainOpaqueEmissive  reflectionCapture  planarReflections  dynamicEnvmap  mainZPass  mainGBuffer  mainGBufferSimple  mainGBufferDecal  decalVolumes  mainGBufferFixup  msaaZDown  msaaClassify  lensFlareOcclusionQueries  lightPassBegin  cascadedShadowmaps
  • 22. Architectural decisions  Selecting which techniques to develop & invest in is a challenge  Critical to create visual look of a game  Non-orthogonal choices and tradeoffs  Difficult to predict the moving future of hardware, games and authoring  Can be paralyzing with a big advanced engine rendering pipeline  Exponential scaling with amount of systems & techniques interacting  Difficult to redesign and move large passes  Can result in a lot of refactoring & cascading effects to the overall pipeline  Backwards compatibility with existing content  Easier if passes & systems can be made more decoupled
  • 23. What can we do to reduce complexity?  A more unified pipeline would certainly help!  Such as with OIT  Or in the long term: native handling of defocus & motion blur  Improve GPU performance – simplify rendering systems  Much of the complexity comes from optimizations for performance  Could sacrifice a bit of performance for increased orthogonality, but not much  We have real-time constrain = get the most out of our 16 ms/f (VR: 4 ms/f!)  Raytrace & raymarch more  Easier to express complex rendering  Warning: moves to complexity to data structures and the GPU execution instead  Not practical overall replacement / unification  Use as complement – more & more common (SSR, volume rendering, shadows?)
  • 24. What can we do to reduce complexity?  Make it easier to drive the graphics & compute  CPU/GPU communication – C++ on both sides (and more languages)  Device enqueue & nested data parallelism  Increase flexibility, expressiveness & modularity of building pipelines  Build a specialized renderer  Focus in on very specific rendering techniques & look  Typically tied to a single game  E.g. The Tomorrow Children, Dreams  Build engines, tools & infrastructure to build general renderers  Handle wide set of environments, content and techniques  Modular layers to easily have all the passes & techniques interoperate  Shader authoring is also key
  • 25. Uber shaders  Example cases:  Forward shaders (lights, fog, skinning, etc)  Particles (to be able to sort without OIT) – want to use individual shaders instead  Terrain layers [Andersson07] – want to use massive uber shaders  Why they can be a problem:  Authoring: Massive shaders with all possible paths in it, no separate shader linker  Performance: Large GPR pressure affects entire shader  Performance: Flow control overhead  Classic approach: break out into separate shader permutations  Static CPU selection of shader/PSO to use – limited flexibility  Can end up creating huge amount of permutations = long compile/load times.  Worse with new APIs! PSO explosion
  • 26. Uber shaders – potential improvements  Shader function pointers  Define individual functions as own kernels  Select pointers to use per draw call  Part of ExecuteIndirect params  Ideal: Select pointers inside shader – not possible today  Optimization: VS selects pointers PS will use?  What would the consequences be for the GPU?  I$ stalls, register allocation, coherency, more?  More efficient GPU execution of uber shaders?  Shaders with highly divergent flow & sections with very different GPR usage  Hardware & execution model that enables resorting & building coherency?
  • 28.
  • 29. Real-time rendering have gotten quite far!  In order to get further, want to: 1. Get that last 5-10% quality in our environments to reach photorealism NFS photo reference
  • 30. Real-time rendering have gotten quite far!  In order to get further, want to: 1. Get that last 5-10% quality in our environments to reach photorealism 2. Be able to build & render new environments that we haven’t been able to before Glass houses!
  • 31. Real-time rendering have gotten quite far!  In order to get further, want to: 1. Get that last 5-10% quality in our environments to reach photorealism 2. Be able to build & render new environments that we haven’t been able to before Dreams (MediaMolecule)
  • 32. Difficult areas  Hair & fur  OIT, overdraw, LOD, quad overshading, deep shadows  Foliage  OIT, overdraw, LOD, geometry throughput,  Lighting, translucency, AO  Fluids  LOD & scalability, simulation, overall rendering  VFX  Need volumetric representation & lighting  Related to [Hillaire15]
  • 33. Difficult areas  Hair & fur  OIT, overdraw, LOD, quad overshading, deep shadows  Foliage  OIT, overdraw, LOD, geometry throughput,  Lighting, translucency, AO  Fluids  LOD & scalability, simulation, overall rendering  VFX  Need volumetric representation & lighting  Related to [Hillaire15]
  • 34. Difficult areas  Hair & fur  OIT, overdraw, LOD, quad overshading, deep shadows  Foliage  OIT, overdraw, LOD, geometry throughput,  Lighting, translucency, AO  Fluids  LOD & scalability, simulation, overall rendering  VFX  Need volumetric representation & lighting  Related to [Hillaire15]
  • 35. Difficult areas  Hair & fur  OIT, overdraw, LOD, quad overshading, deep shadows  Foliage  OIT, overdraw, LOD, geometry throughput,  Lighting, translucency, AO  Fluids  LOD & scalability, simulation, overall rendering  VFX  Need volumetric representation & lighting  Related to [Hillaire15] Pompeii movie
  • 36. Difficult areas (cont.)  Correct shadows on everything  Including area lights & shadows!  Extra important with PBR to prevent leakage  Geometry throughput, CPU overhead, filtering, LOD  Reflections  Hodgepodge of techniques today  Occlusion of specular critical  See Mirror’s Edge talk [Johansson15]  Antialiasing  See [Salvi15] next Mirror’s Edge: Catalyst concept
  • 37. Quality challenges  Getting the last 5-10% quality can be very expensive  While covering a relatively small portion of the screen  Example: hair & fur rendering  Improving GPUs in some of these areas may not benefit “ordinary” rendering  How to build truly scalable solutions  Example: Rendering, lighting and shadowing a full forest  Level-of-detail is a key challenge for most techniques to make them practical
  • 38. Scalable solutions – screen-space  Sub-surface scattering went from texture- to screen-space  Orders of magnitude faster  Implicitly scalable + no per-object tracking  Not perfect, but made it practical & mainstream  Volumetric rendering to view frustum 3d texture  Froxels! See [Wronski14] and [Hillaire15]
  • 39. Scalable solutions – screen-space  Can one extend screen-space techniques further?  Render multiple depth layers to solve occlusion  Multi-layer deep gbuffers [Mara14]  Render cubemap to reach outside of frustum  Render lower resolution separate cubemap, slow  Render main view as cubemap with variable resolution?  Single geometry pass  Also for fovated rendering
  • 40. Scalable solutions – pre-compute  Traditionally a strong cut off between pre-computed & runtime solutions  Believe this is going away more – techniques and systems have to scale & cover more of the spectrum:  Offline pre-compute: Highest-quality  Load-time pre-compute: High-quality  Background compute: Medium-quality  Runtime  Want flexible tradeoffs depending on contexts  Artist live editing lighting  Gamer customizing in-game content  Background gameplay changes to the game environment
  • 41. Scalable solutions – hierarchical geometry  Want to avoid wasteful brute force geometry rendering  Do your own culling, occlusion & LOD directly on the GPU  Finer granularity than CPU code  Engine can have more context and own spatial data structures  Combined with GPU information (for example HiZ)  Opportunities to extend the GPU pipeline?  Compute as frontend for graphics pipeline to accelerate  Avoid writing geometry out to memory  Good fit with procedural geometry systems as well
  • 42. Takeaways  We’ve gotten very far in the last few years!  Big transitions: PBR, Gen4, Compute, explicit APIs  We are at the cusp of a beautiful future!  Build your own rendering pipelines & data structures  But which ones? All of them!   Need reduce coupling & further evolve GPU execution models
  • 43. Thanks to everyone who provided feedback!  Sébastien Hillaire (@sebhillaire)  Christina Coffin (@christinacoffin)  John White (@zedcull)  Aaron Lefohn (@aaronlefohn)  Colin Barré-Brisebois (@zigguratvertigo)  Sébastién Lagarde (@seblagarde)  Tomasz Stachowiak (@h3r2tic)  Andrew Lauritzen (@andrewlauritzen)  Jasper Bekkers (@jasperbekkers)  Yuiry O’Donnell (@yuriyodonnell)  Kenneth Brown  Natasha Tatarchuk (@mirror2mask)  Angelo Pesce (@kenpex)  David Reinig (@d13_dreinig)  Promit Roy (@promit_roy)  Rich Forster (@dickyjimforster)  Niklas Nummelin (@niklasnummelin)  Tobias Berghoff (@tobiasberghoff)  Morgan McGuire (@casualeffects)  Tom Forsyth (@tom_forsyth)  Eric Smolikowski (@esmolikowski)  Nathan Reed (@reedbeta)  Christer Ericson (@christerericson)  Daniel Collin (@daniel_collin)  Matias Goldberg (@matiasgoldberg)  Arne Schober (@khipu_kamayuq)  Dan Olson (@olson_dan)  Joshua Barczak (@joshuabarczak)  Bart Wronski (@bartwronsk)  Krzysztof Narkowicz (@knarkowicz)  Julien Guertault (@zavie)  Sander van Rossen (@logicalerror)  Lucas Hardi (@lhardi)  Tim Foley (@tangentvector)
  • 45. References  [Andersson07] Terrain rendering in Frostbite using Procedural Shader Splatting  [Hillaire15] Physically Based and Unified Volumetric Rendering in Frostbite  [Wronski14] Volumetric fog: Unified, compute shader based solution to atmospheric scattering  [Salvi15] Anti-Aliasing: Are We There Yet?  [Mara14] Fast Global Illumination Approximations on Deep G-Buffer  [Johansson15] Leap of Faith: The World of Mirror’s Edge Catalyst

Notas del editor

  1. But before that…. I did 2 talks around major challenges in real-time rendering in 2010 and 2012 as well.
  2. The industry spent a lot of effort & energy (and still is) on the transition to low-level explicit graphics APIs Haven't been that many other changes in the rendering pipeline Esp. compute hasn't improved much
  3. But let’s go back to the rendering pipeline of today
  4. Arbitrary ellipsoid / anisotropic filtering
  5. This is the rendering passes we had in Frostbite 2 years ago for Battlefield 4. Our pipeline now with PBR has even more passes and complexity
  6. We’ve gotten really far with our real-time rendering results. Here is 2 screenshots and 2 photos of the same area from the new Need for Speed game. And it is getting quite difficult to tell which one is the photo and which one is the real-time render!
  7. But what is left to do, what are we missing to get that last 5-10%? It is also important to note that this is specifically created scene and as with all game development and real-time rendering we select & craft our worlds & visuals based on the limitations we know about. We avoid creating environments that we know we can’t create or won’t have the performance for or that doesn’t fit in together with the gameplay or other aspects.
  8. But what is left to do, what are we missing to get that last 5-10%? It is also important to note that this is specifically created scene and as with all game development and real-time rendering we select & craft our worlds & visuals based on the limitations we know about. We avoid creating environments that we know we can’t create or won’t have the performance for or that doesn’t fit in together with the gameplay or other aspects.
  9. But what is left to do, what are we missing to get that last 5-10%? It is also important to note that this is specifically created scene and as with all game development and real-time rendering we select & craft our worlds & visuals based on the limitations we know about. We avoid creating environments that we know we can’t create or won’t have the performance for or that doesn’t fit in together with the gameplay or other aspects.
  10. Avoid perf cliffs, prefer linear scaling cost of systems