simulating lighting conditions in production ergonomics ......ray tracing on hmds example •...

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Copyright © ESI Group, 2018. All rights reserved.Copyright © ESI Group, 2018. All rights reserved.

www.esi-group.com

October 9-11, 2018 | Munich

Andreas Dietrich, ESI Group

October 11, 2018

Simulating Lighting Conditions in Production Ergonomics

with NVIDIA OptiX

E8371

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2

AGENDA

Introduction

Helios Rendering Architecture

OptiX Backend

AI Denoising

Ray Tracing on HMDs

Example Applications

Demo

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3

INTRODUCTION

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“A pioneer and world-leading provider in Virtual Prototyping.”

— www.esi-group.com

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Production Ergonomics

Introduction

• Ergonomics important aspect of

• Manufacturing systems

• Maintenance procedures

• Visibility under real world lighting conditions

• Affects efficiency of human operators

• Need to simulate light propagation

• Monte-Carlo path tracing

• GPU accelerated

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6

HELIOS RENDERING ARCHITECTURE

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Requirements

Helios Rendering Architecture

• Lightweight• Not a full-blown scene graph, let application handle this

• Replicate as few data as possible

• High performance• Exploit specific/low-level GPU features

• Must be able to get close to the metal

• Extensible • Leverage external rendering frameworks, such a NVIDIA RiX or OptiX

• Support for various rendering algorithms• Rasterization, ray tracing, hybrid modes

• CAD rendering, photo-realistic rendering, scientific visualization, …

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Overview

Helios Rendering Architecture

• Helios renderer supports a variety of rendering technologies

• Encapsulated in Backends, e.g.,• RiXGL: rasterization

• OptiX: ray tracing

• Backends as dynamic libraries (DLLs)• Loaded and unloaded at runtime

• Can be switched arbitrarily

• Helios controls render graph, e.g.,• Hybrid rendering

• Frame composition

IC.IDO

RiXGL Backend

(DLL) . . .OptiX Backend

(DLL)

Helios

Application

Renderer

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9

OPTIX BACKEND

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Overview

Helios OptiX Backend

• Based on NVIDIA OptiX:

• Programmable GPU ray tracing pipeline

• Single-ray programming model using C++

• AI accelerated rendering

• Implements a range of physically based rendering algorithms

• Whitted ray tracing, Ambient Occlusion, Global Illumination

• Generates precomputed lighting data (e.g., texture baking)

• Separation of BSDF and integrator code (surface shading / light transport)

• Supports Material Definition Language (MDL)

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Overview

Helios OptiX Backend

Helios

OptiXMDL SDK

MDL Manager• Reads MDL files

• Generates material expression tree and parameter lists

• Generates BSDF programs (PTX assembly language)

OptiX Backend

OptiX Programs• Ray generation and hit programs

• Integrators call BSDF programs

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Scene Hierarchy Flattening

Helios Objects

T1

O2

G1

O3

Backend graph

Application graph

O1

O1 O2 O3

T3T2T1T2

G2

T3 T4

GroupTransform Object

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Shared Geometry and Appearance

Helios Objects

O1

T1

G1 A1

T2 T3

O2 O3

G2 A2

GeometryTransform Object Appearance

Single object Two object instances

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Helios Objects as OptiX Node Graph

OptiX Node Graph

G2 A2

O2

T2

O3

T3

Transform

Geometry

Group

Geometry

Instance

Acceleration

Geometry

Transform

Geometry

Group

Geometry

Instance

Material

GroupScene root

Acceleration• Two-level acceleration hierarchy

• Increased performance when using RTX

Object

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OptiX Programs

OptiX Node Graph

Acceleration

Material

Transform

Geometry

Group

Geometry

InstanceGeometry

Intersection

Program

BoundingBox

Program

ClosestHit

Program

AnyHit

Program

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Future-Proof Material Handling

Motivation for using MDL

• Realistic appearance

• Physically based rendering

• Support of measured materials

• Material layering (e.g., clear coating over wood)

• Exchangeability and flexibility

• Consistent look across renderer, platforms, applications

• Vendor, renderer and platform independence

• Share centralized material assets

• Use of material libraries by 3rd-party providers

MATERIAL SHARING (LIBRARY)

DEFINITION VISUALIZATION

Rasterization

Ray tracing

Co

urt

esy

of

NV

IDIA

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17

AI DENOISING

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Stochastic Monte-Carlo Noise

Global Illumination

• Global illumination path tracer

• Computes indirect light transport

• Monte-Carlo sampling

• Solves high-dimensional integrals

• Exhibits stochastic noise

• Takes long to generate smooth images

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AI Denoising

OptiX Postprocessing

• Postprocessing pipeline since Optix 5.0

• OptiX command list consists of

• Kernel launch stages

• Postprocessing stages

• Tone mapping

• Denoiser filter

• Denoiser stage

• Deep neural net (uses Tensor cores)

• Trained to detect and remove noise

Kernel

LaunchTonemapper Denoiser

Command list

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Filtering Noise in Postprocess

Deep Learning Denoiser

Plain path tracing (20 iterations) Path tracing + denoiser (20 iterations)

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21

RAY TRACING ON HMDS

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Ray Tracing on HMDs

Example

• Whitted style ray tracing possible on HMDs

• Helicopter cockpit

• 180.000 triangles

• 1 point light source

• Example setup

• Oculus Rift

• Quadro RTX 6000

• OptiX 5.1 + RTX

• 40 – 80 frames per second

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23

EXAMPLE APPLICATIONS

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Lighting Conditions in Micro-Factory

Example Applications

• Gazelle Tech micro-factory

• Local car assembly

• Relocation of production to customers

• Suited for emerging countries

• Workspace Lighting

• Illumination in tight spaces

• Depends on local environment

• Changes when factory is movedwww.gazelle-tech..com

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Global Illumination Simulation

Lighting Conditions in Micro-Factory

IC.IDO 12.1 on Quadro RTX 6000

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Global Illumination Simulation

Lighting Conditions in Micro-Factory

IC.IDO 12.1 on Quadro RTX 6000

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27

DEMO

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October 9-11, 2018 | Munich

THANK YOU

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