🗊Презентация Future graphics in games

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Слайд 1





Future graphics in games
Cevat Yerli
Crytek CEO
Anton Kaplanyan
Lead researcher
Описание слайда:
Future graphics in games Cevat Yerli Crytek CEO Anton Kaplanyan Lead researcher

Слайд 2





Agenda
The history: Crytek GmbH
Current graphics technologies
Stereoscopic rendering
Current graphics challenges
Graphics of the future
Graphics technologies of the future
Server-side rendering
Hardware challenges
Perception-driven graphics
Описание слайда:
Agenda The history: Crytek GmbH Current graphics technologies Stereoscopic rendering Current graphics challenges Graphics of the future Graphics technologies of the future Server-side rendering Hardware challenges Perception-driven graphics

Слайд 3





The Past - Part 1
March 2001 till March 2004
Development of Far Cry
Development of CryEngine 1

Approach: A naïve, but successful push for contrasts, by insisting on opposites to industry. size, quality, detail, brightness
First right investment into tools - WYSIWYPlay
Описание слайда:
The Past - Part 1 March 2001 till March 2004 Development of Far Cry Development of CryEngine 1 Approach: A naïve, but successful push for contrasts, by insisting on opposites to industry. size, quality, detail, brightness First right investment into tools - WYSIWYPlay

Слайд 4





Past - Part 1: CryEngine 1
Polybump (2001)
NormalMap extraction from High-Res Geometry
First „Per Pixel Shading“ & HDR Engine
For Lights, Shadows & Materials
High Dynamic Range
Long view distances & detailed vistas
Terrain featured unique base-texturing
High quality close ranges
High fidelity physics & AI
It took 3 years, avg 20 R&D Engineers
Описание слайда:
Past - Part 1: CryEngine 1 Polybump (2001) NormalMap extraction from High-Res Geometry First „Per Pixel Shading“ & HDR Engine For Lights, Shadows & Materials High Dynamic Range Long view distances & detailed vistas Terrain featured unique base-texturing High quality close ranges High fidelity physics & AI It took 3 years, avg 20 R&D Engineers

Слайд 5


Future graphics in games, слайд №5
Описание слайда:

Слайд 6





The Past – Part 2 – CryENGINE 2
April 2004 till November 2007
Development of Crysis
Development of CryEngine 2
Approach: Photorealism meets interactivity! 
Typically mutual exclusive directions
Realtime productivity with WYSIWYPlay
Extremely challenging, but successful 
Описание слайда:
The Past – Part 2 – CryENGINE 2 April 2004 till November 2007 Development of Crysis Development of CryEngine 2 Approach: Photorealism meets interactivity! Typically mutual exclusive directions Realtime productivity with WYSIWYPlay Extremely challenging, but successful 

Слайд 7






CryEngine 2  - Way to Photorealism
Описание слайда:
CryEngine 2 - Way to Photorealism

Слайд 8





The Past - Part 2: CryEngine 2
CGI Quality Lighting & Shading
Life-like characters
Scaleable architecture in 
Both content and pipeline
Technologies and assets allow various configurations to be maxed out!
Crysis shipped Nov 2007, works on PCs of 2004 till today and for future... 
Описание слайда:
The Past - Part 2: CryEngine 2 CGI Quality Lighting & Shading Life-like characters Scaleable architecture in Both content and pipeline Technologies and assets allow various configurations to be maxed out! Crysis shipped Nov 2007, works on PCs of 2004 till today and for future... 

Слайд 9





The Present - CryEngine 3
CryEngine 3 is build with next-gen in mind
Scales through many-core support
Performs on PC, Xbox360, PS3, DX11
Built by avg. 25 people over 3 years
Описание слайда:
The Present - CryEngine 3 CryEngine 3 is build with next-gen in mind Scales through many-core support Performs on PC, Xbox360, PS3, DX11 Built by avg. 25 people over 3 years

Слайд 10





CryENGINE 3 architecture
CryENGINE 2 successor, but now we do
Deferred lighting (aka Light Prepass)
Lighting in linear space
Indirect lighting
Coordinated dynamic and precomputed lighting
Advanced color correction (artists-driven color charts)
Streaming rendering assets (geometry, textures, animation)
Run on both consoles (Xbox 360 and Playstation 3)
Compressed and minimized bandwidth and memory requirements
Описание слайда:
CryENGINE 3 architecture CryENGINE 2 successor, but now we do Deferred lighting (aka Light Prepass) Lighting in linear space Indirect lighting Coordinated dynamic and precomputed lighting Advanced color correction (artists-driven color charts) Streaming rendering assets (geometry, textures, animation) Run on both consoles (Xbox 360 and Playstation 3) Compressed and minimized bandwidth and memory requirements

Слайд 11





Why deferred lighting
Описание слайда:
Why deferred lighting

Слайд 12





Deferred lighting
Good decomposition of lighting
No lighting-geometry interdependency 
Cons:
Limited material variations
Higher memory and bandwidth requirements
Shading problems
2x2 tiles for mip computation fail for any kind of deferred texturing (projective light textures, decals etc.)
Описание слайда:
Deferred lighting Good decomposition of lighting No lighting-geometry interdependency Cons: Limited material variations Higher memory and bandwidth requirements Shading problems 2x2 tiles for mip computation fail for any kind of deferred texturing (projective light textures, decals etc.)

Слайд 13





Deferred pipelines bandwidth
Описание слайда:
Deferred pipelines bandwidth

Слайд 14


Future graphics in games, слайд №14
Описание слайда:

Слайд 15





How to design for the future?
Facts
Fixed Resolution for Gaming till 2012
HD 1920 x 1080 @ 60 fps
Stereoscopic 3D experience: 30 fps per eye
Limited by current consoles hardware
Risk of „Uncanny Valley“ for content
Perception-driven approaches!
Till 2012 majority of games must use artistic style, physics and AI to differentiate!
What‘s the current artistic style? Desaturate colors?
Описание слайда:
How to design for the future? Facts Fixed Resolution for Gaming till 2012 HD 1920 x 1080 @ 60 fps Stereoscopic 3D experience: 30 fps per eye Limited by current consoles hardware Risk of „Uncanny Valley“ for content Perception-driven approaches! Till 2012 majority of games must use artistic style, physics and AI to differentiate! What‘s the current artistic style? Desaturate colors?

Слайд 16





Graphics architecture
Breakthroughs in rendering architecture are not easy
Proved multiple times by hardware vendors 
Especially multiple recent tries with software renderer
Trails along with a huge infrastructure
Outcome of a many-years development experience
Graphics architecture will be much more divergent
Do we really want to write our own software renderer?
Coming back to old good techniques like voxels, micropolygons etc.
Описание слайда:
Graphics architecture Breakthroughs in rendering architecture are not easy Proved multiple times by hardware vendors Especially multiple recent tries with software renderer Trails along with a huge infrastructure Outcome of a many-years development experience Graphics architecture will be much more divergent Do we really want to write our own software renderer? Coming back to old good techniques like voxels, micropolygons etc.

Слайд 17





How to design for the future?
Alternatives that will brand some games in future: 
Point Based Rendering
Ray Tracing
Rasterization, as usual
Micropolygons
Data representations:
Sparse Voxel Octrees (data structure)
Sparse Surfel Octrees
Описание слайда:
How to design for the future? Alternatives that will brand some games in future: Point Based Rendering Ray Tracing Rasterization, as usual Micropolygons Data representations: Sparse Voxel Octrees (data structure) Sparse Surfel Octrees

Слайд 18





Graphics in Future
Sparse Voxel Octrees (Datastructure)
Pros
Data structure is future proof for alternative rendering 
Very good fit for unique geometry & texture
	Geometry and texture budgets become less relevant
Artistic freedom becomes true
Naturally fits to automatic LOD schemes
Cons
Neither infrastructure nor h/w
Slightly memory intensive
Fits nicely to Ray-tracing, but is still too slow
Описание слайда:
Graphics in Future Sparse Voxel Octrees (Datastructure) Pros Data structure is future proof for alternative rendering Very good fit for unique geometry & texture Geometry and texture budgets become less relevant Artistic freedom becomes true Naturally fits to automatic LOD schemes Cons Neither infrastructure nor h/w Slightly memory intensive Fits nicely to Ray-tracing, but is still too slow

Слайд 19





Sparse Voxel Octree Usage in CryEngine 3
We already use it in production!!
Used during level export to bake geometry and textures
Stored in a sparse octree of triangulated sectors
Very easy to manage and stream geometry and textures
No GPU computations required (despite virtual texturing)
Automatic correct LOD construction
Adaptive geometric and texture details
Depending on the gameplay
Huge space on disk for each level!
Use aggressive texture compression
Bake wisely, not the whole world
Описание слайда:
Sparse Voxel Octree Usage in CryEngine 3 We already use it in production!! Used during level export to bake geometry and textures Stored in a sparse octree of triangulated sectors Very easy to manage and stream geometry and textures No GPU computations required (despite virtual texturing) Automatic correct LOD construction Adaptive geometric and texture details Depending on the gameplay Huge space on disk for each level! Use aggressive texture compression Bake wisely, not the whole world

Слайд 20





Sparse Voxel Octree Usage in CryEngine 3
Описание слайда:
Sparse Voxel Octree Usage in CryEngine 3

Слайд 21





Opportunities in Future
Short-term user impact opportunities till 2012 
The delta in visual opportunities is limited, BUT...
for the next 3 Years: Huge gains are possible in Physics, AI and Simulation of Special Effects
 Focus around that knowledge can lead to very different designs
Mid-erm 2013+ creative opportunities
Future console generations
New Rendering Methods will become available
The renaissance of graphics will arrive
Allows new visual development directions that will rival full CGI feature films qualty
Action point: Link yourself to console cycle
Описание слайда:
Opportunities in Future Short-term user impact opportunities till 2012 The delta in visual opportunities is limited, BUT... for the next 3 Years: Huge gains are possible in Physics, AI and Simulation of Special Effects  Focus around that knowledge can lead to very different designs Mid-erm 2013+ creative opportunities Future console generations New Rendering Methods will become available The renaissance of graphics will arrive Allows new visual development directions that will rival full CGI feature films qualty Action point: Link yourself to console cycle

Слайд 22





PERCEPTION-DRIVEN GRAPHICS
Описание слайда:
PERCEPTION-DRIVEN GRAPHICS

Слайд 23





Perception-driven graphics
PCF-based soft shadows
Stochastic OIT
Image-based reflections
Ambient Occlusion (SSAO, prebaked etc.)
Most posteffect (DoF, motion blur approximations)
Light propagation volumes
Many stochastic algorithms
most of assumptions in real-time graphics
All that works because of the limited human perception
Описание слайда:
Perception-driven graphics PCF-based soft shadows Stochastic OIT Image-based reflections Ambient Occlusion (SSAO, prebaked etc.) Most posteffect (DoF, motion blur approximations) Light propagation volumes Many stochastic algorithms most of assumptions in real-time graphics All that works because of the limited human perception

Слайд 24





Real-time graphics  is  perception-driven
Human‘s eye has some specialities
~350 Mpixel spatial resolution
Quite hard to trick it in this area
~24 Hz temporal resolution 
Very low, a room for techniques
We don‘t notice the flickering @ > 40Hz
We don‘t create an image for another machine, our target customer is a human
Описание слайда:
Real-time graphics is perception-driven Human‘s eye has some specialities ~350 Mpixel spatial resolution Quite hard to trick it in this area ~24 Hz temporal resolution Very low, a room for techniques We don‘t notice the flickering @ > 40Hz We don‘t create an image for another machine, our target customer is a human

Слайд 25





Under-sampling / super-sampling
Spatial
Undersampling
Inferred shading
Depth of field
Decoupled sampling
Temporal
Temporal anti-aliasing
Motion blur
Mixed
Spatio-temporal anti-aliasing
Описание слайда:
Under-sampling / super-sampling Spatial Undersampling Inferred shading Depth of field Decoupled sampling Temporal Temporal anti-aliasing Motion blur Mixed Spatio-temporal anti-aliasing

Слайд 26





Hybrid rendering
There is no panacea rendering pipeline
Even REYES is not used in its original form for movies
Hybrid pipeline is possible on the current gen GPUs
Will be even more topical for new generation of consoles
Usually combines everything that matches and helps
Ray-tracing for reflections and shadows
Could be triangles / point sets / voxel structures / etc.
Voxels for better scene representation (partially)
Screen-space contact effects (e.g. reflections)
Much much more (a lot of ideas)
Описание слайда:
Hybrid rendering There is no panacea rendering pipeline Even REYES is not used in its original form for movies Hybrid pipeline is possible on the current gen GPUs Will be even more topical for new generation of consoles Usually combines everything that matches and helps Ray-tracing for reflections and shadows Could be triangles / point sets / voxel structures / etc. Voxels for better scene representation (partially) Screen-space contact effects (e.g. reflections) Much much more (a lot of ideas)

Слайд 27





STEREOSCOPIC RENDERING
Recent trend
Описание слайда:
STEREOSCOPIC RENDERING Recent trend

Слайд 28





3D stereoscopic rendering
Technique was there for a long time
Becomes popular due to technologies, in games too
No new concepts, similar to photography art though
One golden rule: don’t make the audience tired
Crysis 2 already has a 1st class 3D Stereo support
Use the depth histogram to determine the interaxial distance:
Описание слайда:
3D stereoscopic rendering Technique was there for a long time Becomes popular due to technologies, in games too No new concepts, similar to photography art though One golden rule: don’t make the audience tired Crysis 2 already has a 1st class 3D Stereo support Use the depth histogram to determine the interaxial distance:

Слайд 29





Supported stereo modes in CryENGINE 3
Stereo rendering modes
Brute-force stereo rendering
Central eye frame with reprojection
Experimental stochastic rendering from one of eyes
Stereo output modes
Anaglyph (color separation)
Interlaced
Horizontal joint images
Vertical  joint images
Two monitors
Описание слайда:
Supported stereo modes in CryENGINE 3 Stereo rendering modes Brute-force stereo rendering Central eye frame with reprojection Experimental stochastic rendering from one of eyes Stereo output modes Anaglyph (color separation) Interlaced Horizontal joint images Vertical joint images Two monitors

Слайд 30





Stereo video
Описание слайда:
Stereo video

Слайд 31





SERVER-SIDE RENDERING
Описание слайда:
SERVER-SIDE RENDERING

Слайд 32





Server-side rendering
4G networks have a good ground for that
Low ping – a strong requirement for real-time games
Will be widely deployed in 5-7 years
Compression of synthesized video
Temporally decompose the video details
Use perception-based importance
Salience maps + user-side eye-tracking
Need to amortize cloud-rendering cost per user:
Описание слайда:
Server-side rendering 4G networks have a good ground for that Low ping – a strong requirement for real-time games Will be widely deployed in 5-7 years Compression of synthesized video Temporally decompose the video details Use perception-based importance Salience maps + user-side eye-tracking Need to amortize cloud-rendering cost per user:

Слайд 33





Example of perception-driven graphics
Описание слайда:
Example of perception-driven graphics

Слайд 34





CURRENT PROBLEMS OF HARDWARE ARCHITECTURE
Описание слайда:
CURRENT PROBLEMS OF HARDWARE ARCHITECTURE

Слайд 35





Highly parallel scheduling
Small synthetic test (simulate GPU behavior)
512 cores (could be interpreted as slots of shared cache too)
32k small identical tasks to execute
Each item requires 1 clock on one core (so synthetic)
Within a range of 256 to 2048 threads
Scheduling overhead is taken into account in total time 
Task feeding
Context switches
Overhead weight is not important
Описание слайда:
Highly parallel scheduling Small synthetic test (simulate GPU behavior) 512 cores (could be interpreted as slots of shared cache too) 32k small identical tasks to execute Each item requires 1 clock on one core (so synthetic) Within a range of 256 to 2048 threads Scheduling overhead is taken into account in total time Task feeding Context switches Overhead weight is not important

Слайд 36





Highly parallel scheduling
Описание слайда:
Highly parallel scheduling

Слайд 37





Highly parallel scheduling
Another test
Real GPU! 
Screen-space effect (SSAO)
Bandwidth-intensive pixel shader
Each item requires 1 clock on one core (so synthetic)
Within a range of 5 to 40 threads
Cache pollution causes a peak right after the saturation state
The time reaches the saturation performance with more threads asymptotically
Описание слайда:
Highly parallel scheduling Another test Real GPU! Screen-space effect (SSAO) Bandwidth-intensive pixel shader Each item requires 1 clock on one core (so synthetic) Within a range of 5 to 40 threads Cache pollution causes a peak right after the saturation state The time reaches the saturation performance with more threads asymptotically

Слайд 38





Highly parallel scheduling
Описание слайда:
Highly parallel scheduling

Слайд 39





Highly parallel scheduling
Scheduling overhead can be a problem
Parallel scalability
With homogenous tasks it comes to maximum at saturation
What about heterogeneous workload?
The existence of the minimum depends on the performance impact of scheduling
We need  to reduce it
Configurable hardware scheduler!
GRAMPS-like architectures are possible with it
Ray tracing becomes much faster and SoL with bandwidth bottleneck
Описание слайда:
Highly parallel scheduling Scheduling overhead can be a problem Parallel scalability With homogenous tasks it comes to maximum at saturation What about heterogeneous workload? The existence of the minimum depends on the performance impact of scheduling We need to reduce it Configurable hardware scheduler! GRAMPS-like architectures are possible with it Ray tracing becomes much faster and SoL with bandwidth bottleneck

Слайд 40





Atomics
Atomics came from CPU hardware
Used to build synchronization primitives in Oses
Works only on integers
Provides result of operation
We need absolutely different atomics!!!
We use it mostly for gather/scatter operations
MUST work on floating point numbers instead!
In most cases no result needed
Improve atomics w/o read-back (fire-and-forget concept)
Operation should be done on memory controller / smart memory side
We need order of magnitude faster performance for graphics atomics
Описание слайда:
Atomics Atomics came from CPU hardware Used to build synchronization primitives in Oses Works only on integers Provides result of operation We need absolutely different atomics!!! We use it mostly for gather/scatter operations MUST work on floating point numbers instead! In most cases no result needed Improve atomics w/o read-back (fire-and-forget concept) Operation should be done on memory controller / smart memory side We need order of magnitude faster performance for graphics atomics

Слайд 41





Future performance
PS3 and Xbox 360 are in-order
“by optimizing for consoles we also speed up PC”
 not really, we invest only into current consoles
What’s the next generation of consoles?
Larrabee 2 and Fermi ARE in-order
Should we rewrite the architecture again?
Death of Out-of-Order architecture?
No way! Game platform will remain heterogeneous
Related to different game subsystems (game code vs rendering)
Many new parallel languages and paradigms
OpenCL, GRAMPS, C++0x, OpenMP, TBB, ConcRT, Ct
Backwards scalability is a challenge
Описание слайда:
Future performance PS3 and Xbox 360 are in-order “by optimizing for consoles we also speed up PC” not really, we invest only into current consoles What’s the next generation of consoles? Larrabee 2 and Fermi ARE in-order Should we rewrite the architecture again? Death of Out-of-Order architecture? No way! Game platform will remain heterogeneous Related to different game subsystems (game code vs rendering) Many new parallel languages and paradigms OpenCL, GRAMPS, C++0x, OpenMP, TBB, ConcRT, Ct Backwards scalability is a challenge

Слайд 42





Future performance
Описание слайда:
Future performance

Слайд 43





Textures
Quantization / color depth?
BC6/7 delivers, but DX11-hw only
Описание слайда:
Textures Quantization / color depth? BC6/7 delivers, but DX11-hw only

Слайд 44





Challenges of Future
Technology challenges
Switching to a scaleable codebase
Think of parallelism & async jobs
Multithreading, scheduling
Larger codebases, multiple platforms & APIs
Production challenges
Cost of assets increase by ~50% annually
Content, besides quality increases, gets more & more „interactive“
Think to improve Tools, Pipelines & Bottlenecks to counter-effect , automate Source Back-Ends  Resource Compilers
The better the tools, the cheaper and/or the better your output
Описание слайда:
Challenges of Future Technology challenges Switching to a scaleable codebase Think of parallelism & async jobs Multithreading, scheduling Larger codebases, multiple platforms & APIs Production challenges Cost of assets increase by ~50% annually Content, besides quality increases, gets more & more „interactive“ Think to improve Tools, Pipelines & Bottlenecks to counter-effect , automate Source Back-Ends  Resource Compilers The better the tools, the cheaper and/or the better your output

Слайд 45





Efficiency
We spend too much of computational power per frame!
Precision is mostly redundant
No need to compute colors in 32-bits floating points
Even h/w rasterizers was 12-bits of fixed precision in good old times
Humans do not notice the most of the picture in real-time graphics
It is a gameplay video rather than a still image
Neither we watch it like a movie, games are usually challenging
The importance of a particular technology is perception-driven
	How important are the fully accurate rather very glossy reflections
Graphics hardware should challenge incoherent workloads
What about profit / development cost ratio?
Seems like we already fall into uncanny valley in graphics technologies
Описание слайда:
Efficiency We spend too much of computational power per frame! Precision is mostly redundant No need to compute colors in 32-bits floating points Even h/w rasterizers was 12-bits of fixed precision in good old times Humans do not notice the most of the picture in real-time graphics It is a gameplay video rather than a still image Neither we watch it like a movie, games are usually challenging The importance of a particular technology is perception-driven How important are the fully accurate rather very glossy reflections Graphics hardware should challenge incoherent workloads What about profit / development cost ratio? Seems like we already fall into uncanny valley in graphics technologies

Слайд 46





Scopes
Content costs will increase
If nothing changes  Tools must adapt
Smarter & automated pipelines & tools will provide better, faster & valid content data
Think procedural content creation
5y...gaming graphics will change, 
but insignificantly in the next 3 years
Today‘s technologies will drive the next 3 years in visual development. The look is still about creativity and using the given resource powers of today
5y...realtime gaming graphics will approach to current CGI offline rendering
Описание слайда:
Scopes Content costs will increase If nothing changes  Tools must adapt Smarter & automated pipelines & tools will provide better, faster & valid content data Think procedural content creation 5y...gaming graphics will change, but insignificantly in the next 3 years Today‘s technologies will drive the next 3 years in visual development. The look is still about creativity and using the given resource powers of today 5y...realtime gaming graphics will approach to current CGI offline rendering

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Conclusion
Real-time rendering pipeline renovation is around the corner
Hardware improvements are required
Evolution of current techniques for production real-time rendering
Prepare to new representations and rendering pipelines
Better infrastructure for parallel development
Tools and authoring pipelines needs modernization
Consider server-side rendering: could change the direction drastically
Perception-driven real-time graphics is a technology driver
Avoid uncanny valley in graphics technologies
Описание слайда:
Conclusion Real-time rendering pipeline renovation is around the corner Hardware improvements are required Evolution of current techniques for production real-time rendering Prepare to new representations and rendering pipelines Better infrastructure for parallel development Tools and authoring pipelines needs modernization Consider server-side rendering: could change the direction drastically Perception-driven real-time graphics is a technology driver Avoid uncanny valley in graphics technologies

Слайд 48





Questions?
Описание слайда:
Questions?



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