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High-Fidelity Light Field VR Playback Using NVIDIA GPUs Tim Milliron, Vice President of Engineering Nikhil Karnad, Architect for Image-Based Rendering 1 An Introduction to Light Field 2 THE LIGHT FIELD HOW IT WORKS KEY BENEFITS Capture


  1. High-Fidelity Light Field VR Playback 
 Using NVIDIA GPUs Tim Milliron, Vice President of Engineering Nikhil Karnad, Architect for Image-Based Rendering 1

  2. An Introduction to Light Field 2

  3. THE LIGHT FIELD HOW IT WORKS KEY BENEFITS Capture the natural flow of every ray of Every pixel contains color, brightness and ⨠ ⨠ light depth properties (RGBZ) Leverages either hundreds of individual Every scene becomes a 3D model vs. a ⨠ ⨠ cameras or millions of microscopic lenses flat 2D image Requires tightly coupled hardware and Each captured perspective encodes ⨠ ⨠ software proper view-dependent illumination CONFIDENTIAL 3

  4. Light Field for VR 4

  5. THE LIGHT FIELD VOLUME ⨠ Capture ray data from every angle at all locations entering a given volume at high frame rate ⨠ Generate virtual views 
 from any point within the volume, 
 facing any direction, 
 with any field of view. ⨠ Breakthrough sense of presence & realism for live action VR 5

  6. THE LIGHT FIELD FOR VR - 6DOF ⨠ Parallax – Ability to “see behind objects” ⨠ View Dependent Illumination – Specular highlights, reflections, … 
 ⨠ Truly Correct Stereo – Any viewing orientation - even when the viewer’s head is sideways – Any inter-ocular distance - adjustable 
 on-the-fly 6

  7. Lytro Immerge 7

  8. LYTRO IMMERGE Rendering Capture Processing Playback • Rendering process to • Configurable multi- • Light-field playback in • Color matching generate final assets for camera system • Depth estimation leading HMDs efficient playback and compression

  9. PRODUCTION-READY ⨠ Planar configuration comprised of 
 95 individual cameras ⨠ Nodal capture in 5 “wedges” ⨠ 475 cameras used to synthesize 
 a full 360 view ⨠ Generates a 1-meter-wide “Viewing Volume” ⨠ Designed for modern high-end production ⨠ Director & film-crew can be behind the camera ⨠ Works well in practical on-set conditions ⨠ Highest resolution camera on the market today - 
 up to 8k 360 resolution CONFIDENTIAL 9

  10. CREATING A 360 LIGHT FIELD VOLUME 1 5 2 4 3 Lytro Immerge 
 Light Field Merging 
 Rotate to Capture “Wedges” 
 Planar Configuration 
 reconstructs the data into a five rotations to film a 
 captures the environment from one 360 Light Field volume, enabling 
 full 360 view of the environment direction creating a “wedge” 6DoF movement for viewers during playback CONFIDENTIAL 10

  11. What’s the catch? 11

  12. What’s the catch? 12

  13. The Bad News 100-1,000x data 13

  14. The Good News 14

  15. The Good News 15

  16. Light Field Capture & Playback is (barely) within reach today… 16

  17. Lytro Immerge Rendering & Playback 
 with NVIDIA GPUs 17

  18. Light Field rendering: Requirements ⨠ Need two views, one per eye ⨠ High quality throughout the 6- DoF viewing volume ⨠ Close objects need to shift relative to far ones ⨠ Fill in occlusions seamlessly ⨠ Illumination variation across views should not be lost ⨠ Low latency, typically 90+ fps 18

  19. Light Field rendering: Requirements ⨠ Need two views, one per eye ⨠ High quality throughout the 6- DoF viewing volume ⨠ Close objects need to shift relative to far ones ⨠ Fill in occlusions seamlessly ⨠ Illumination variation across views should not be lost ⨠ Low latency, typically 90+ fps Viewing volume DoF: Degrees of freedom 19

  20. Light Field rendering: Requirements ⨠ Need two views, one per eye ⨠ High quality throughout the 6- DoF viewing volume ⨠ Close objects need to shift relative to far ones ⨠ Fill in occlusions seamlessly ⨠ Illumination variation across views should not be lost ⨠ Low latency, typically 90+ fps Viewing volume DoF: Degrees of freedom 20

  21. Light Field rendering: Requirements ⨠ Need two views, one per eye ⨠ High quality throughout the 6- DoF viewing volume ⨠ Close objects need to shift relative to far ones ⨠ Fill in occlusions seamlessly ⨠ Illumination variation across views should not be lost ⨠ Low latency, typically 90+ fps Viewing volume DoF: Degrees of freedom 21

  22. Light Field rendering: Requirements ⨠ Need two views, one per eye ⨠ High quality throughout the 6- DoF viewing volume ⨠ Close objects need to shift relative to far ones ⨠ Fill in occlusions seamlessly ⨠ Illumination variation across views should not be lost ⨠ Low latency, typically 90+ fps Viewing volume DoF: Degrees of freedom 22

  23. Light Field rendering: Requirements ⨠ Need two views, one per eye ⨠ High quality throughout the 6- DoF viewing volume ⨠ Close objects need to shift relative to far ones ⨠ Fill in occlusions seamlessly ⨠ Illumination variation across views should not be lost ⨠ Low latency, typically 90+ fps Viewing volume DoF: Degrees of freedom 23

  24. Light Field rendering: Background ⨠ Each wedge is a planar camera array ⨠ Captured rays sample the plenoptic function – Light slab [Levoy and Hanrahan, 1 1996] 5 2 – Lumigraph [Gortler et al., 1996] – Digital Light Field Photography 4 3 [Ng, 2006] – Light Field Camera Design [Wei et al., 2015] Theoretical two-plane Light Field parametrization 24

  25. Light Field rendering: Background ⨠ Each wedge is a planar camera array Lytro Light Field ⨠ Captured rays sample the plenoptic camera function 2012 – Light slab [Levoy and Hanrahan, 1996] – Lumigraph [Gortler et al., 1996] – Digital Light Field Photography Lytro ILLUM [Ng, 2006] 2014 – Light Field Camera Design [Wei et al., 2015] 25

  26. Lytro Immerge rendering: Practice ⨠ LOTS of captured rays! – Hundreds of cameras – Video capture rate 1 – Tens of billions of rays per 5 2 sec 4 3 ⨠ Per-ray payload multiplies data size Subset of the Light Field captured for Hallelujah 26

  27. Lytro Immerge rendering: Practice ⨠ We use NVIDIA GPUs to crunch these massive datasets 1 2 5 ⨠ Assuming we could sift through 3 4 lots of rays per second during HMD render… ⨠ Upload to GPU would still be a bottleneck – Bandwidth requirement of hundreds of GB/s Image courtesy NVIDIA http://images.nvidia.com/pascal/img/titanx/titanx-design.png HMD: Head-mounted display 27

  28. Lytro Immerge rendering: Acceleration ⨠ Goal – Unburden the GPU from having to consider the entire dataset ⨠ Solution – A proprietary acceleration structure that caches rays Eye center Camera center of perspective (in HMD) of perspective HMD: Head-mounted display 28

  29. Lytro Immerge playback: Example 1 2 Limited field of view capture Left-eye and right-eye across two wedges views rendered to the HMD HMD: Head-mounted display 29

  30. Lytro Immerge playback: Pipeline ⨠ Load: Cache allows order-of-magnitude improvement – Under 10 GB/s ⨠ Decode: Proprietary compression technique for further bandwidth reduction – Both CPU and GPU used ⨠ Shaders: Compute and graphics ⨠ OpenGL and DirectX implementations 30

  31. Lytro Immerge playback: Performance ⨠ Require 90 fps or higher, i.e., 11 ms or faster ⨠ Careful balance between compute and graphics ⨠ Average GPU render times for Hallelujah – 980 Ti : 10.3 ms – Titan X Maxwell : 9.2 ms – Titan X Pascal : 6.5 ms 31

  32. Acknowledgements ⨠ Representing the work of the entire LYTRO IMMERGE team ⨠ Shoutouts specifically for this section of the talk – Kurt Akeley, Trevor Carothers, Zeyar Htet, Derek Pang, Mike Ma, Alex Song, Cathy Ashenbremer ⨠ Contact information – Nikhil Karnad <nkarnad@lytro.com> – Tim Milliron @timmilliron 32

  33. QUESTIONS & ANSWERS CONFIDENTIAL CONFIDENTIAL 33

  34. High-Fidelity Light Field VR Playback 
 Using NVIDIA GPUs Tim Milliron, Vice President of Engineering Nikhil Karnad, Architect for Image-Based Rendering 34

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