oat tatarchuk froblins(siggraph2008)

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Simulation and Rendering Massive Simulation and Rendering Massive Creatures on GPU  Creatures on GPU Christopher Oat Natal a Tatarchuk  AMD Graphics Products Group

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Page 1: Oat Tatarchuk Froblins(Siggraph2008)

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Simulation and Rendering MassiveSimulation and Rendering Massive

Creatures on GPU 

Creatures on GPU

Christopher Oat

Natal a Tatarchuk

 AMD Graphics Products Group

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•o va on

• Crowd movement simulation on GPU

 – Global and local navigation and avoidance

•  

• Crowd rendering and scene management on

• Conclusions

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• ur as s o pus e enve ope

for interactive visual experience

“ –  

interactive experiences?”

• Be ond ust the rett face 

 – We know we can do that… We’ve

done it!

 – Can we make them think?

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• a ng e gamep ay more un: game s a

series of choices...

 – It helps when choices are interesting!

•  Artificial intelligence is ubiquitous in currentgames

 – Non- la er and la er characters re uire a form of AI

 – Path finding, obstacle avoidance, decisions, etc.

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• can spen > me on pa n ng

computations alone in games

 – Limits possible decision complexity

 – Thus we frequently see “zombie-like” NPCs

 – Gameplay suffers

•  many characters

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

 –  

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• oa : mu a e an ren er mass ve crow s omu a e an ren er mass ve crow s o

characters on GPU at a scale that's bothcharacters on GPU at a scale that's both

rea a ng an c a eng ngrea a ng an c a eng ng

• Direct3D® 10.1

• Tessellation

 • HD resolution and HDR rendering

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• ynam c pa n ng compu a ons on

• Massive crowd rendering with LOD management

• Tessellation for high quality close-ups and stable performance

• HDR lighting and post-processing effects with-

• Terrain system

  -

•  Advanced global illumination system

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• o va on

• Crowd movement simulation on GPU

 – Global and local navigation and avoidance

•  

• Crowd rendering and scene management on

• Conclusions

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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D namic and En a in WorldD namic and En a in WorldThrough AIThrough AI

• om ne g o a pa n ng w

local avoidance and individual

• Crowd movement is more stable

and realistic solved on a lobal scale

 – Crowd dynamics similar to fluids

 –  A ents “flow” towards the closest oal 

along the path of least resistance

 – Froblins follow correct paths and do not “get stuck”

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• Based on Continuum Crowds [TCP06]• Convert motion lannin into an o timization

problem

 –  

 – Computational algorithms from optics

• Smooth flow-like crowd movement

 – Con estion avoidance and emer ent behavior 

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

 

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ndnd 

aa computational iterative approach (eikonalcomputational iterative approach (eikonalsolver solver))

 – – RepresentRepresent environment as a costenvironment as a cost fieldfield

 – – rougroug scre za on o e e ona equa onscre za on o e e ona equa on

••  A licable A licable to man eneral al orithms andto man eneral al orithms and

areasareas

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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Example PathsExample Paths

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• o ve or trave t me as a unct on o potent a• Potential = inte rated cost F alon shortest

path to goal

= – o ow nega ve gra en

• Set potential = 0 at goal, eikonal equation

elsewhere

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

 

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Eikonal Solver via Fast MarchinEikonal Solver via Fast MarchinMethodMethod

• mu a es s ra s s or es pa a gor m

•  A finite difference approximation to the continuous

eikonal equation

 – Start from known otential =0 at oal and ro a ate to

neighbors until convergence

 – Compute potential for neighbor cells based on known cells

• Serial algorithm; requires an ordered data structure

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• s ng as era ve e o

• Use upwind finite difference approximation but no ordered

a a s ruc ures

• We use small grid resolutions (1282

-2562

)• Solve for four goals at once

 – Taking advantage of vectorization – use RGBA FP16 texture

• Convergence determined empirically

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• on nuum o e mo e s env ronmen as a

 positive cost function

 – Can’t be zero otherwise agents would move at infinite

speed; add some small base amount• Incorporate information about terrain and

obstacles (static and dynamic)

 – Splat dynamic obstacles, including agents into the cost

function

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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=+ +

 

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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•  

 – Performance & No need to avoid agent far away

• p ate ve oc ty ase on pos t ons an ve oc t es

of nearby agents/obstacles – Based on Velocity Obstacle formulation [Fiorini and

Shiller 1998]

 – See course notes for more details & Jeremy Shopf’stalk on in Beyond Programmable Shading: In Action 

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• Evaluate a fixed set of possible directions

relative to global navigation direction

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• Need to query nearby agent positions and

velocities

• Spatial data structure

“ ”

 – Bin Counter : Color buffer 

 – Bin Array : Depth Buffer Array

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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Agent Positions Bin Counter Bin Array

2

3

51

0 1 0 0

1 0 0 1

0 0 0 1

3

1 5

26

4 0 0 0 26

4

• or space pos t on mappe to n ex

• Bin Counter: color buffer, tracks bin loads

• ID Array: depth array, binned agent IDs

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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Agent Positions Bin Counter Bin Array

0 1 0 0

1 0 0 1

0 0 0 1

3

1 5

2

0 0 0 26

4

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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Agent Positions Bin Counter Bin Array

0 1 0 0

1 0 0 1

0 0 0 1

3

1 5

2

0 0 0 26

4

 

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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Agent Positions Bin Counter Bin Array

0 1 0 0

1 0 0 1

0 0 0 1

3

1 5

2

0 0 0 26

4

 

• Fetch load from Bin Counter (color buffer)

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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Agent Positions Bin Counter Bin Array

0 1 0 0

1 0 0 1

0 0 0 1

3

1 5

2

0 0 0 26

4

 

• Fetch load from Bin Counter (color buffer)

• Fetch agent IDs from Bin Array (depth array)

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

 –  

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3 0 1 0 0 3

64

2

51 1 0 0 1

0 0 0 10 0 0 2

6

1 5

24

• Binning is a multi-pass algorithm

 

 – Once binned, agents removed from working set

 – Algorithm repeats until working set is empty

 – Overflow is ossible & detectable

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

 

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• Initialize data structure –  

 – Clear bin array (depth array) to  MAX_DEPTH

 – Working set is array of all agent IDs

• No VB necessar  

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• n n coun er rs s ce o n array

• Draw working set as point primitives

• Vertex shader:

 –  

 – Set point’s depth to normalized agent ID

• Pixel shader: output “1”

• Depth test: LESS_THAN

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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……

• ex s ce o n array oun as ep u er  

• VS: Sample ID from previous slice of bin array

 – Reject points less than or equal to previous

• - 

• PS: write pass number 

• Depth test: LESS_THAN

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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....

• ’ 

been binned get streamed-out and rasterized

• ept test ensures t e po nt w t owest

gets binned• Results in points binned in sorted order 

 –  

• Stream-out buffer becomes new working set

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• We want to halt the algorithm once all points

are binned

 – Do not query size of stream out buffer each pass

 –  

• Would like to hand the whole thing off to the

o con ro execu on

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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 – Number of bin array slices

• Make all the draw calls for the max number 

of iterations – Use cascading predicated draw calls

“ ” –  raw u o

  – Predicate on number of stream-out elements

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• GPU terminates algorithm once all agents

are binned

 – Once working set (stream out buffer) goes to 0

 –  

• The algorithm either terminates or overflows

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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•  

 – Efficient queries

• Early-out on empty bins, known bin load, sorted order 

 – Overflow detection – Stream-out reduction of working set

 –  

• Many applications beyond local avoidance

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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 – Dominant directional light color: Lc 

• Left over residual lighting environment: Le 

•   s 

• Surface normal: N 

( ) ),SH_Eval(**0,max escd  L N V  L L N  +⋅

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• Dynamic characters cast shadows on terrain

 – Shadow map shadows mingle with SHLM shadows

 –

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

 

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• Results in double shadows…

 – Characters in shadow still cast shadows

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Detectin Direct Sun Li ht

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Detectin Direct Sun Li ht

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Detectin Direct Sun Li ht

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Detectin Direct Sun Li ht

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Detectin Direct Sun Li ht

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Detectin Direct Sun Li ht

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Detectin Direct Sun Li ht

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• Shadow map only used on non-occluded

regions of terrain

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 All slides © 2008 Advanced Micro Devices, Inc. Used with permission. All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• o va on

• Crowd movement simulation on GPU

 – Global and local navigation and avoidance

•  

• Crowd rendering and scene management on

• Conclusions

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• Don’t want to render thousands million-poly

c arac ers

 – Wasteful if details are unseen

• CPU side character management is impractical

when doing GPU simulation

 – Requires a read-back

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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 All slides © 2008 Advanced Micro Devices, Inc. Used with permission. All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• e use rec . ea ures or scene

management and level of detail management

• Render froblins as an army of instanced

characters• 3 discrete LODs

• Use tessellation to get maximum amount of details with stable performance for close-ups

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission. All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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•  Act on instances

•   A set of oint rimitives instance data as

input

-

 – Discard the rest

 – Use DrawAuto for multiple tests or combine into asingle GS invocation for efficiency

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. en er e occ u er geome ry

2. Construct the Hi-Z map

3. Run all characters through the view frustum

cullin filter 

4. Results are run through the occlusion culling

. Run through a series of LOD selection filters6. Render each LOD

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• s ng e er ng per orm v ew rus um

culling

 – Using standard methods

• VS checks for intersection between character bounding volume and the view frustum

 – Re ular methods a l

• If the test passes, the character is visible: emit it

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

 – erw se s cu e

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• Render all occluders prior to rendering

characters

• Determine which characters are occluded by

 – Use resulting depth buffer 

 –Cull against arbitrary, dynamic occluders

• Novel formulation: Hi-Z map

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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--

•  A hierarchical depth image

 – Uses the Z buffer information

•  A mip-mapped, screen-resolution image

 – ac exe a eve = max  a exe s a eve -

• Does not require a separate depth pass

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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--

-

• Examine the depth information for pixels covered

by the object’s projected bounding sphere

 – Compare the max fetch depth to the projected depth of 

the point on the sphere closest to the camera

• Conservative culling

 – Does not result in false culling

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

 

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--

 –

 – DepthStencil view (with MS DB in Direct3D® 10.1)

• Generate the mip chain levels with reduction

 – Mind the dimensions – screen-space images don’t

 – Use integer operations to avoid incorrect indexing

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--

• Render into one mip level while sampling the

previous level

 – Rendering into smaller mip reducing the larger one

•  value

• Fetch additional texels on the odd-sizedboundary

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• Use a discrete LOD scheme

 – Each LOD is selected by character’s distance to

camera

•   – Separate the characters into three disjoint sets

 – LOD parameters easily specified for each set

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• ompu e se ec on pos cu ng

 – Only process visible characters

 – Culling results are only computed once and re-used

• Render closest LOD usin tessellation and displacement

 

• Simplified geometry and shaders for furthest LOD

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• ee ns ance coun or ssu ng e raw ca or 

each LOD

• This requires a stream out stats query

 – Can cause significant stall when results are used in thesame frame issuing the query

• Re-or anize the draw-calls to fill the a between

issuing the query and using the results –

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• ra ona y ma r x pa e es are compu e on e

CPU per character 

 – Loaded into constant store

• Limitations on the number of characters handled inone draw-call with this approach

 – Lar e crowds of characters re uire numerous draw calls

• GPU character management makes this tricky

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•  Agents have a set number of actions with

associated animation sequence

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• t preprocess ng t me, a e an mat on ata

into texture arrays

 – Slice number = animation sequence

 –  

•  At rendering time, determine per-instance

animation sequence index and time offset – Durin simulation in our case

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• amp e an nterpo ate an mat on ata

when rendering the character 

 – Sample the animation textures

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• preprocess ng, a en e rans orm erarc y

• Compute bone transforms for each key frame

transforming that bone into object space

• Durin simulation assi n an animation se uenceto each character 

 –  

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 …

→…

Matrix Row 0Bone 1  

Matrix Row 2

Matrix Row 0

Matrix Row 1

Matrix Row 2

Bone 2

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• ur ng ren er ng e c es, n erpo a es, an

blends the key frames for each bone

 – Using per-character information

•  skinning in object space

• Transforms the result using its positionand orientation

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• om ne w rec   ns anc ng suppor 

• Render using interpolative planar tessellation

 – Fast evaluation

 – - 

• Control tessellation level per-draw call

 – Use character location

• The same art assets as conventional rendering

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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• esse a on re uces memory oo pr n an

bandwidth

 – Only store low resolution mesh

 –  Polygons Total Memory

Low resolution 5160 polygons VB/IB: 100K

Froblin model 2K x 2K 16 bit displacement map: 10MB

ZBrush High res

Froblin model

>15M polygons ~270MB VB and 180MB IB storage

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• Scalability

• Stable and redictable erformance

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

Tessellation Performance AnalysisTessellation Performance Analysis

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Fa ra w a yv iew

Close-u p

v iew

Render ing

Mode

Num faces :

ATIATI ATIATI ATIATI ATIATIRadeonRadeonHD 4870HD 4870

RadeonRadeonHD 2900 XTHD 2900 XT

RadeonRadeonHD 4870HD 4870

RadeonRadeonHD 2900 XTHD 2900 XT

Original l o w r e s 4,050852 fps852 fps 359 fps359 fps 850 fps850 fps 275275

NT = 411 x NL

 

Con t inuous lytesse l la tedmesh N

1.6 M triangles 232 fps232 fps 143 fps143 fps 213 fps213 fps 101101 

Adap t i ve lytesse l la ted

mesh NA

Dynamic,1.6M > NA >4K triangles

845 fps845 fps 356 fps356 fps 574574 fpsfps 207207

*Configuration: AMD reference platform with AMD Athlon™ 64 X2 Dual-Core Processor 4600+, 2.40GHz, 2GB RAM.

Motherboard: ASUSTek M2R32-MVP. Memory: DDR2-800 400 MHz.

Operating System: Windows Vista® SP1.” All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

Tessellation Pre Direct3D® 11Tessellation Pre Direct3D® 11

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•  

 – Supported on XboxTM

360 – a eon er es an eyon : suppor e

on all models

 

• Subset of Direct3D® 11 tessellation features

• Contact AMD ATI developer relations for detailson accessing tessellation

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

Preview and Prepare for Preview and Prepare for 

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Direct3D® 11Direct3D® 11•  

for this feature

 – Su ort on Microsoft® Windows® XP as well as Microsoft®

Windows® Vista

 – PC versions can use XboxTM 360 native features

 – Reach more players

• Developing artwork takes time

 – Integrating tessellation early gives you and your artists time todesign and polish

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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Tessellator 

Evaluatesurface

AddSuper Super--primprim

MeshMeshTessellated andDisplaced Mesh

TessellatedTessellated

MeshMesh

displacement

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

DisplacementDisplacement

MapMap

Combinin Normal Ma s andCombinin Normal Ma s and

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Displacement MapsDisplacement Maps

•  As we displace, we change the actual

displayed normal

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se norma maps even w 

displacement 

• Generate displacement and normal maps

usin the same tan ent s ace – The same TS computations for preprocessing

 – e norma enco e n norma map w ma c

the normal from displacement

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

Regularly drawn Froblin

N t ll ti d

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No tessellation used

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

High Detail Froblin with

Di l t M i

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Displacement Mapping

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

Froblin Close-up:

No tessellation

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No tessellation

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

Froblin With Tessellation

Close up

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Close-up

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• ynam c num er o e a e c arac ers n v ew

 – Simulation changes interactively, no a priori control

• Need stable frame rate in dense crowd

simulations

• Compute tessellation level as a function of 

 – Avoid polygonal count explosion

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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l = c amp max , , max

• N characters rendered with tessellation

• Bound the number of amplified triangles

• r m ve coun never excee s an e cosof M fully tessellated characters

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

 

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transformation on control cage

Pass 1: Control

cage animation

n a pre-pass

 – Allows for more complex per-

 

Stream Out Buffer Stream Out Buffer 

vertex operations

• Pass 2:

(de)compression for reducingTessellate the

control cage

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• Shader-based vertex compression /

decom ression

• Reduce stream out memory footprint

e ween e pre-pass an esse a epass

• Reduce fetch bandwidth for tessellated

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• Pack transformed vertex positions into

128 bit format

 –Lets us load each vertex with one fetch

 –Gives as much as 30% speedup

 –  

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 All slides © 2008 Advanced Micro Devices, Inc. Used with permission. All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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**

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 – From 900 polygons -> 6K -> 1.6M at the closest tessellated level of details

 – Up to 18M triangles per frame at fast interactive rates

 – 6M-8M triangles on average at 20-25 fps

•   – Rendering all objects into multiple shadow maps more than doubles

polygon count per frame

• en er ng an s mu a ng g qua y e a e ro ns

at 21 fps on average

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

*Configuration: AMD reference platform with AMD Athlon™ 64 X2 Dual-Core Processor 4600+, 2.40GHz, 2GB RAM.

GPU: ATI Radeon™ HD 4870 Grahpics. Motherboard: ASUSTekM2R32-MVP. Memory: DDR2-800 400 MHz.

Operating System: Windows Vista® SP1.”

**

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 • mo es ren er w an pos -

processing• mu a e e av or an ren er agen s a ps

•  AI simulation for 65K agents alone – 45 fps

• Rendering and simulating 65K agents – 31 fps

• Rendering 9,800,000 polygons each frame

•  AI simulation executes with high efficiency resulting in~1 teraflops!

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

*Configuration: AMD reference platform with AMD Athlon™ 64 X2 Dual-Core Processor 4600+, 2.40GHz, 2GB RAM.

GPU: ATI Radeon™ HD 4870 Grahpics. Motherboard: ASUSTekM2R32-MVP. Memory: DDR2-800 400 MHz.

Operating System: Windows Vista® SP1.”

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• rac ca an e c en s mu a on an ren er ng o

large crowds of characters on GPU• New GPU algorithms for 

 – Global and local navigation and spatial data structures

 – Scene management

 –

•  And a number of other advanced techniques!

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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•  All shaders are included in the course notes

• Course notes are available for download:

 – ACM Digital Library: http://portal.acm.org/dl.cfm

 – rap cs ec n ca u ca ons we page:http://ati.amd.com/developer/techreports.html

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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Chain unChain unx genx gen

StudiosStudiosegor m cegor m c

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•   REUILLE, ., OOPER, ., AND OPOVI , . . on nuum

Crowds. ACM Trans. Graph. 25, 3 (Jul. 2006), pp. 1160-1168, Boston,

MA.

• [JEONGWHITAKER07B] JEONG, W.-K, AND WHITAKER, R.T. 2007. A Fast

Iterative Method for a Class of Hamilton-Jacobi Equations on Parallel

S stems. Universit of Utah School of Com utin Technical Re ort 

UUCS-07-010.

• [T ATARCHUK08] T ATARCHUK, N. 2008. Advanced Topics in GPU

Tessellation: Algorithms and Lessons Learned. Presentation.

Gamefest 2008, Seattle, WA, July 2008.

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

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Tradem ark A t t r i bu t i on

AMD, the AMD Arrow logo, AMD Opteron, AMD Athlon, AMD Turion, AMD Phenom, ATI, the ATI, , , ,

Inc. Microsoft, Windows, and Windows Vista are registered trademarks of Microsoft Corporation

in the United States and/or other jurisdictions. Other names are for identification purposesonly and may be trademarks of their respective owners.

 All slides © 2008 Advanced Micro Devices, Inc. Used with permission.

©2008 Advanced Micro Devices, Inc. All rights reserved.