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Advanced Computer Graphics Global Illumination - OptiX Ming-Te Chi Department of Computer Science, National Chengchi University

Advanced Computer Graphics Global Illumination - OptiX

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Advanced Computer Graphics Global Illumination - OptiX. Ming-Te Chi Department of Computer Science,  National Chengchi University. Outline. CUDA OptiX. CPU vs GPU. Kernels and Thread. NVCC . cu: c language with extension - PowerPoint PPT Presentation

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Page 1: Advanced Computer Graphics Global Illumination  -  OptiX

Advanced Computer Graphics

Global Illumination - OptiX

Ming-Te ChiDepartment of Computer Science, 

National Chengchi University

Page 2: Advanced Computer Graphics Global Illumination  -  OptiX

Outline

• CUDA

• OptiX

2

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CPU vs GPU

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Kernels and Thread

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NVCC

• cu: c language with extension• PTX: binary in CUDA instruction set

architecture. (virtual assemble language)

• nvcc: nVidia Cuda Compiler: – Compile cu into PTX

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CPU to GPU

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OPTIX

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Document

• OptiX– a scalable framework for ray-tracing based

application.• OptiX Programming Guide– Host-based API – CUDA c-based system that produce ray,

intersection, …• OptiX Quickstart Guide– how to implement several basic ray tracing effects,

from trivially simple to moderately complex.

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Object model

• Context

• Program

• Variable• Buffer• Texture sampler

• Geometry Instance– Geometry– Material

• Group– Geometry Group– Transform– Selector

• Acceleration

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Host - Context

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Host – entry points

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Programs - Ray Type

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Radiance

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Shadow ray

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Geometry Instance

• Geometry Instance– Geometry• IntersectionProgram• BoundingBoxProgram

– Material• ClosestHitProgram• AnyHitProgram

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Programs

• Ray Generation– camera

• Closest Hit– shading

• Any Hit– Shadow ray

• Miss– Background/enviroment

• Exception– Bad pixel / Print error

• Intersection– ray-primitive

• Bounding Box– Ray-bounding box

• Visit

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Programs – Ray Generation(1)

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Programs – Ray Generation(2)

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Programs – bounding box

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Programs – Intersection

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Programs – Closest Hit

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Programs – Miss

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Supported OptiX call

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sample

• Sample 1~8

• Whitted, Cook, glass, Tutorial

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Host - SampleScene.h

class SampleScene { // Create the optix scene and return initial viewing parametersvirtual void initScene( InitialCameraData& camera_data )=0; // Update camera shader with new viewing params and then tracevirtual void trace( const RayGenCameraData& camera_data )=0; // Return the output buffer to be displayedvirtual optix::Buffer getOutputBuffer()=0;

// Optional virtual interfacevirtual void cleanUp();virtual void resize(unsigned int width, unsigned int height);virtual bool keyPressed(unsigned char key, int x, int y)

}

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void Tutorial::trace( const RayGenCameraData& camera_data ){ m_context["eye"]->setFloat( camera_data.eye ); m_context["U"]->setFloat( camera_data.U ); m_context["V"]->setFloat( camera_data.V ); m_context["W"]->setFloat( camera_data.W );

Buffer buffer = m_context["output_buffer"]->getBuffer(); RTsize buffer_width, buffer_height; buffer->getSize( buffer_width, buffer_height );

m_context->launch( 0, static_cast<unsigned int>(buffer_width), static_cast<unsigned int>(buffer_height) );}

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Intersection()rtTrace()

Tutorial 0 – Normal shader

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Tutorial 1 – Diffuse shader

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Ray.origin

hit_point

L

Lightffnormal

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Tutorial 2 – Phong Highlight

• Half vectorRay.origin

hit_point

L

Lightffnormal

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Tutorial 3 - Shadows

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Ray.origin

hit_point

L

Lightffnormal