High-Fidelity Light Field VR Playback Using NVIDIA GPUs Tim - - PowerPoint PPT Presentation

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High-Fidelity Light Field VR Playback Using NVIDIA GPUs Tim - - PowerPoint PPT Presentation

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


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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

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An Introduction to Light Field

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CONFIDENTIAL

THE LIGHT FIELD

KEY BENEFITS

⨠

Every pixel contains color, brightness and depth properties (RGBZ)

⨠

Every scene becomes a 3D model vs. a flat 2D image

⨠

Each captured perspective encodes proper view-dependent illumination HOW IT WORKS

⨠

Capture the natural flow of every ray of light

⨠

Leverages either hundreds of individual cameras or millions of microscopic lenses

⨠

Requires tightly coupled hardware and software

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Light Field for VR

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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

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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


  • n-the-fly
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Lytro Immerge

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LYTRO IMMERGE

Capture

  • Configurable multi-

camera system

Processing

  • Color matching
  • Depth estimation

Rendering

  • Rendering process to

generate final assets for efficient playback and compression

Playback

  • Light-field playback in

leading HMDs

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CONFIDENTIAL

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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

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CREATING A 360 LIGHT FIELD VOLUME

Lytro Immerge 
 Planar Configuration
 captures the environment from one direction creating a “wedge”

CONFIDENTIAL

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Rotate to Capture “Wedges” 
 five rotations to film a
 full 360 view of the environment

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Light Field Merging
 reconstructs the data into a 360 Light Field volume, enabling 
 6DoF movement for viewers during playback

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What’s the catch?

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What’s the catch?

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100-1,000x data

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The Bad News

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The Good News

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The Good News

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

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Lytro Immerge Rendering & Playback
 with NVIDIA GPUs

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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

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Light Field rendering: Requirements

Viewing volume

DoF: Degrees of freedom

⨠ 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

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Viewing volume

Light Field rendering: Requirements

DoF: Degrees of freedom

⨠ 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

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Viewing volume

Light Field rendering: Requirements

DoF: Degrees of freedom

⨠ 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

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Viewing volume

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

DoF: Degrees of freedom

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Viewing volume

⨠ 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

Light Field rendering: Requirements

DoF: Degrees of freedom

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Light Field rendering: Background

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Theoretical two-plane Light Field parametrization

⨠ Each wedge is a planar camera array ⨠ Captured rays sample the plenoptic

function – Light slab [Levoy and Hanrahan, 1996] – Lumigraph [Gortler et al., 1996] – Digital Light Field Photography [Ng, 2006] – Light Field Camera Design [Wei et al., 2015]

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Light Field rendering: Background

⨠ Each wedge is a planar camera array ⨠ Captured rays sample the plenoptic

function – Light slab [Levoy and Hanrahan, 1996] – Lumigraph [Gortler et al., 1996] – Digital Light Field Photography [Ng, 2006] – Light Field Camera Design [Wei et al., 2015]

Lytro Light Field camera 2012 Lytro ILLUM 2014

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Lytro Immerge rendering: Practice

⨠ LOTS of captured rays!

– Hundreds of cameras – Video capture rate – Tens of billions of rays per sec

⨠ Per-ray payload multiplies

data size

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Subset of the Light Field captured for Hallelujah

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Lytro Immerge rendering: Practice

⨠ We use NVIDIA GPUs to crunch

these massive datasets

⨠ Assuming we could sift through

lots of rays per second during HMD render…

⨠ Upload to GPU would still be a

bottleneck – Bandwidth requirement of hundreds of GB/s

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Image courtesy NVIDIA http://images.nvidia.com/pascal/img/titanx/titanx-design.png HMD: Head-mounted display

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Lytro Immerge rendering: Acceleration

⨠ Goal

– Unburden the GPU from having to consider the entire dataset

⨠ Solution

– A proprietary acceleration structure that caches rays

Camera center

  • f perspective

Eye center

  • f perspective (in HMD)

HMD: Head-mounted display

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Lytro Immerge playback: Example

Left-eye and right-eye views rendered to the HMD

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Limited field of view capture across two wedges

HMD: Head-mounted display

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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

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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

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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

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CONFIDENTIAL

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CONFIDENTIAL

QUESTIONS & ANSWERS

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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

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