Hierarchical Visibility for Virtual Reality

Author:

Hunt Warren1,Mara Michael2,Nankervis Alex1

Affiliation:

1. Oculus Research, Redmond, Washington

2. Stanford University, Stanford, California, Oculus Research, Menlo Park, California

Abstract

We introduce a novel primary visibility algorithm based on ray casting that provides real time performance and a feature set well suited for rendering virtual reality. The flexibility provided by our approach allows for a variety of features such as lens distortion, sub-pixel rendering, very wide field of view, foveation and stochastic depth of field blur to be implemented and composed naturally while maintaining real time performance. In contrast, the current rasterization pipelines implemented in hardware require multiple passes and/or post processing to approximate these features and current highly optimized ray tracers, which primarily focus on Monte Carlo path tracing, do not achieve real time performance on current VR displays (1080x1200x2@90hz). Our approach uses a bounding volume hierarchy acceleration and a two level frustum culling/entry point search algorithm to optimize the traversal of coherent primary visibility rays. We introduce an adaptation of MSAA for raycasting that significantly lowers memory bandwidth, we leverage an AVX optimized CPU traversal to perform the majority of culling and an optimized CUDA GPU implementation for triangle intersection, multi-sample antialiasing, and shading. The implementation provides support for animation and physically-based shading and lighting. We believe this approach presents a concrete, viable alternative to rasterization that is significantly better suited to rendering for virtual and augmented reality. In order to engage the community, we have released our implementation under an open-source license.

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design,Computer Science Applications

Cited by 6 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Power, Performance, and Image Quality Tradeoffs in Foveated Rendering;2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR);2023-03

2. Efficient and Robust From-Point Visibility;IEEE Transactions on Visualization and Computer Graphics;2023

3. Perception-Driven Hybrid Foveated Depth of Field Rendering for Head-Mounted Displays;2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR);2021-10

4. Physics-based differentiable rendering;ACM SIGGRAPH 2020 Courses;2020-08-17

5. Dual-precision fixed-point arithmetic for low-power ray-triangle intersections;Computers & Graphics;2020-04

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