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Cutting Edge Tools and Techniques for Real-Time Rendering with NVIDIA GameWorks David Coombes, Developer Marketing Manager, GameWorks, NVIDIA Siggraph 2016 What is NVIDIA GameWorks? Dont do this NVIDIA GameWorks represents NVIDIA's


  1. Cutting Edge Tools and Techniques for Real-Time Rendering with NVIDIA GameWorks David Coombes, Developer Marketing Manager, GameWorks, NVIDIA Siggraph 2016

  2. What is NVIDIA GameWorks? – Don’t do this… NVIDIA GameWorks™ represents NVIDIA's investment in real -time graphics and » Or this simulation for games. Over 300 engineers work on a combination of development tools, sample code and advanced libraries enabling developers to create the best performing games ever. We provide these along with support through our web portal and developer forums. NVIDIA GameWorks is part of the NVIDIA SDK and Developer Program 2 gameworks.nvidia.com

  3. GameWorks in Games • GameWorks technology is used in hundreds of games including some of the most critically acclaimed games 3 gameworks.nvidia.com

  4. GameWorks is Everywhere • PhysX, our cross platform physics solution is already integrated into: • Unity3D (Yes, its used in Pokémon Go) • Unreal Engine (3&4) • StingRay • PhysX is open and available on Github • https://developer.nvidia.com/physx-source-github 4 gameworks.nvidia.com

  5. Gameworks:Continuous Innovation OptiX NSight HFTS Ray Tracing SPH Fluids Volumetric CodeWorks Hybrid Frustum Smoothed Particle PerfHud Hydrodynamics Traced Shadows For Android Lighting FaceWorks Flow Subsurface VXGI Dynamic Grid Combustible Scattering VXAO Voxel Accelerated Global Fluid Simulation Illumination Voxel Accelerated Ambient Occlusion Clothing PCSS PhysX SDK Destruction Percentage Closer TXAA FleX Rigid Bodies Soft Shadows Anti Aliasing HBAO+ Position-based Constrained Particle Dynamics Horizon-Based Ambient Occlusion Turbulence WaveWorks HairWorks NvDOF Ocean Surface Fluids and particles Depth of Field Hair and Fur Simulation and Bokeh 5 gameworks.nvidia.com

  6. GPU Development • Nsight Visual Studio Edition 5.1 • Integrates with Visual Studio • HUD • Graphics Debugger • Analysis tools • CUDA Debugger 6 gameworks.nvidia.com

  7. Android Development • NVIDIA CodeWorks for Android • Makes it easy to set up native Android Debugging • GPU and CPU debugging and profiling tools • Visual Studio integration • CodeWorks is works with most Android devices • Parts of the tools are obviously Tegra specific 7 gameworks.nvidia.com

  8. New Technologies this Year • Designed to be easy to integrate • Volumetric Lighting as seen in Fallout4 • Voxel Accelerated Ambient Occulusion as seen in Rise of the Tomb Raider • High Fidelity Shadows(HFTS) as see in Tom Clancy’s The Division 8 gameworks.nvidia.com

  9. Volumetric Lighting ” To create that volumetric light spilling across the scene (sometimes called “god rays”) we worked with our friends at NVIDIA… The technique used here runs on the GPU and leverages hardware tessellation. It’s beautiful in motion, and it adds atmospheric depth to the irradiated air of the Wasteland.” ” — https://bethesda.net/#en/events/game/the- graphics-technology-of-fallout-4/2015/11/04/45 9 gameworks.nvidia.com

  10. Volumetric Lighting Directional light with shadow map. 10 gameworks.nvidia.com

  11. Volumetric Lighting Extrude light volume geometry. 11 gameworks.nvidia.com

  12. Volumetric Lighting Calculate scattered light by integrating along line of sight. 12 gameworks.nvidia.com

  13. Volumetric Lighting Add scattered lighting to scene. 13 gameworks.nvidia.com

  14. 14 gameworks.nvidia.com

  15. 15 gameworks.nvidia.com

  16. Image Quality comparison Screen Space AO vs. VXAO VXAO 16 gameworks.nvidia.com

  17. No ambient occlusion

  18. Screen-space ambient occlusion

  19. WITH VXAO

  20. Hybrid Frustum Traced Shadows HFTS: Combine frustum traced hard shadow with soft shadows. 20 gameworks.nvidia.com

  21. Detachment Too hard Too soft SHAD ADOW OW MAP APS 21 gameworks.nvidia.com

  22. HFTS 22 gameworks.nvidia.com

  23. Graphics and Compute Samples • OpenGL and Vulkan samples for many platforms • Windows/Android/Linux Vulkan Everywhere! The Vulkan ThreadedRenderingVk Sample running on 5 platforms, all from the same source base. L to R: Windows PC (GeForce mobile), SHIELD Android TV, SHIELD Tablet, Ubuntu PC (GeForce), Linux for Tegra Jetson TX1 23 gameworks.nvidia.com

  24. Coming Soon • NVIDIA Flow • Combustible fluid, fire, smoke -- Dynamic grid simulator --Volume rendering -- DX11.2/11.3/12 • Library & sample application -- UE4 integration Q2-2016 24 gameworks.nvidia.com

  25. VR Funhouse • Demonstrate advanced GPU rendering and simulation techniques in VR Simulated Hair and Fur with HairWorks Slime guns with NVIDIA FloW 25 gameworks.nvidia.com

  26. Get Started • Sign up for our free developer program • gameworks.nvidia.com • How to get our technology • Get access to GameWorks tools, samples and libraries from the website • Many of our technologies are now available on Github • OpenGL and D3D Samples --FaceWorks • Volumetric Lighting --HBAO+ --HairWorks --PhysX SDK • Many of our technologies are integrated into our branch Unreal Engine 4 • HairWorks --VXGI --Flex --WaveWorks – -HBAO+ --VRWorks - – Flow(coming soon) 26 gameworks.nvidia.com

  27. Let’s Talk • gameworks.nvidia.com • Twitter: nvidiadeveloper • Facebook: NVIDIADeveloper • dcoombes@nvidia.com 27 gameworks.nvidia.com

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