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A Voxel Rendering Pipeline in CUDA for Real-time Indirect Illumination

See our results on YouTube

Dave Kotfis and Jiawei Wang CIS 565 Final Project – Fall 2014

Goal - Implement a voxel rendering pipeline in CUDA capable of real-time global illumination.

Approach

  • Utilize open source VoxelPipe library from NVidia to get up and running quickly.
  • Reuse our CUDA Rasterizer to visualize the result and check our progress.
  • Build a Sparse Voxel Octree representation on the GPU.
  • Implement octree cone tracing for indirect illumination by Crassin et. al.
  • Compare performance against our CUDA Pathtracer.

![Project Plan] (images/project_plan.png)

##Phase I Progress:

  • Completed OpenGL Equivalent Rasterization Pipeline with quick swap to CUDA Rasterizer.
  • Integrated NVidia VoxelPipe
  • Added conversion kernels that can create a cube-ized mesh to render through the standard rasterizers. Works with both OpenGL and CUDA rasterization.

OpenGL Stanford Dragon: ![Voxel Dragon GL] (images/stanford_dragon_voxelized_gl.png)

[OpenGL Pipeline] (https://www.youtube.com/watch?v=ynhujtzyh6s&list=UUpiGNsmZZFAvKHIT0y5Q32Q)

[CUDA Pipeline] (https://www.youtube.com/watch?v=cD8gOQchpoM&feature=youtu.be)

##Phase II Progress:

  • Port to Linux
  • Texture Mapping (in progress)
  • Increased efficiency for 1024^3 voxels
  • GPU SVO (in progress)

1024^3 Voxels Stanford Dragon

##Phase III Progress

  • Texture Mapping in VoxelPipe is Complete
  • SVO Cube Extraction is Complete
  • Filling values to interior SVO nodes is Complete
  • Added the ability to extract cubes from SVO at arbitrary resolution

This shows the stanford dragon with textures mapped into the voxel grid, then filled into the SVO and extracted.

![Textured Dragon Octree] (images/textured_dragon_svo_gl.png)

This is the same as before, though the cubes rendered are extracted from a higher level in the octree than the original voxelization, so the values are mip-mapped.

![Textured Dragon Octree Mip-Mapped] (images/textured_dragon_svo_mipmapped_gl.png)

##Performance Analysis

  • Data Structure Sizes:
Model Resolution # Occupied Voxels # SVO Nodes
Bunny 128 3,234 9,656
256 11,603 38,408
512 43,126 151,552
Dragon 128 6,327 14,696
256 20,604 58,536
512 69,865 225,360
  • The following timing statistics were produced using an NVidia GTX 770. Data Construction / Cube Extraction Timing:
Model Resolution Voxelization Voxel Grid to Cubes SVO from Voxel Grid SVO to Cubes
Bunny 128 16.2 ms 8.46 ms 1.85 ms 7.78 ms
256 54.2 ms 19.7 ms 2.07 ms 22.6 ms
512 203.9 ms 48.6 ms 2.3 ms 39.9 ms
Dragon 128 26.8 ms 12.1 ms 1.06 ms 12.06 ms
256 49 ms 30.5 ms 2.79 ms 33.6 ms
512 221 ms 90.9 ms 2.7 ms 71.8 ms
  • CUDA vs. OpenGL. Voxel rendering pipeline performance comparison (*). (With NVidia GT750M)
Voxelize Model CUDA Render Time CUDA FPS OpenGL Render Time OpenGL FPS
Without Voxelization Dragon 47 ms 18 15 ms 60
Two-Cows 16 ms 35 0~5 ms 60
All Three** 55 ms 17 15 ms 58
Bunny 31 ms 29 ~0 ms 60
With Voxelization Dragon 156 ms 5 31 ms 30
Two-Cows 23 ms 27 15 ms 60
All Three 141 ms 7 16 ms 34
Bunny 109 ms 10 15 ms 47

(*) All scenes have resolution set as 512.

(**) All Three is a model scene contains dragon, bunny and buddha objects.

##References

[Interactive Indirect Illumination Using Voxel Cone Tracing] (https://hal.inria.fr/hal-00650196)

Voxel Cone Tracing and Sparse Voxel Octree for Real-time Global Illumination

[OpenGL Insights - Octree-Based Sparse Voxelization Using the GPU Hardware Rasterizer] (http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-SparseVoxelization.pdf)

[GigaVoxels] (http://maverick.inria.fr/Membres/Cyril.Crassin/thesis/CCrassinThesis_EN_Web.pdf)

[VoxelPipe] (https://research.nvidia.com/sites/default/files/publications/voxel-pipe.pdf)

##Bloopers

This is what happens when not enough memory is allocated for the SVO.

![2 Cows No Memory SVO] (images/2_cows_octree_out_of_memory.png)

![Dragon with Texture in GPU Memory] (images/dragon_octree_texture_map_512.png)

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