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June 07, 17
スライド概要
講演者:Paulo Teixeira Da Silva(エヌビディア合同会社)
こんな人におすすめP
・PCゲーム開発、VRゲーム開発
受講者が得られる知見
・Anselの実装に関する知識
・VR Worksの実装に関する知識
・パフォーマンス向上に関する知識
講演動画:https://youtu.be/pY7B8PgPDqg
リアルタイム3Dコンテンツを制作・運用するための世界的にリードするプラットフォームである「Unity」の日本国内における販売、サポート、コミュニティ活動、研究開発、教育支援を行っています。ゲーム開発者からアーティスト、建築家、自動車デザイナー、映画製作者など、さまざまなクリエイターがUnityを使い想像力を発揮しています。
NVIDIA Gameworks AnselとVRWorksの紹介 Paulo Silva・パウロ シルバ Developer Technology Engineer, NVIDIA
Outline • Anselの紹介と使い方 • VRWorksの紹介と使い方 • 新規GameWorksプラグイン
Ansel
ANSELとは Game Photography as a new form of art…
ANSEL Number of games with Ansel support is growing!
ANSEL Functionality フリーカメラ Free Camera フィルター Filters EXR・HDR 超高解像度 Super High Resolution 360度画像 360 Degrees Images
ANSEL Super Resolution Example
ANSEL 360 degrees image examples: http://www.geforce.com/whats-new/articles/ansel-revolutionizing-game-screenshots http://www.geforce.com/hardware/technology/ansel/ansel-image-gallery Ansel Viewer https://play.google.com/store/apps/details?id=com.nvidia.vrviewer
Ansel Demo
ANSEL Unity Plugin For Testing: Rendering engine DX11 Driver version >= 372 “C:\Program Files\NVIDIA Corporation\Ansel\Tools\NvCameraEnable.exe” ➢ ➢ ➢ NvCameraEnable.exe on NvCameraEnable.exe whitelisting-everything Press Alt+F2 during gameplay to enter/exit Ansel mode
VRWorks
VR Works • VR Challenges • Single Pass Stereo • Multi-Res Shading • Lens Matched Shading • VR SLI • How To Use
VR Rendering Challenges • Two Eyes - Two Render Passes • Lens Distortion Wastes Pixels Distorted view
VR Rendering Challenges • Two Eyes - Two Render Passes • Lens Distortion Wastes Pixels Wasted Pixels
VR Rendering Challenges • どうすれば一つのレンダリングパスで両目をレンダリングできるか? • どうすればレンズディストーションで発生する無駄なピクセル を減らすことができるか?
従来のステレオレンダリング Traditional Stereo Rendering Left Eye (Pass 1) Right Eye (Pass 2)
VR Works Single Pass Stereo Left Eye Right Eye
Distorted rendering RENDER NORMALLY, THEN RESAMPLE TO MATCH THE LENSES Rendered image
Distorted rendering OVER-RENDERING THE OUTSKIRTS Rendered image
Multi-resolution shading SUBDIVIDE THE IMAGE, AND SHRINK THE OUTSKIRTS Not rendered!
Multi-resolution shading FAST VIEWPORT BROADCAST ON NVIDIA MAXWELL AND BEYOND GPUS Viewport 1 Geometry Pipeline Viewport 2 ... Viewport N
‘Distance’ Multi-Res Shading GeForce Performance 20%-54% performance increase (best when pixel bound) FPS Intel i7-5820K @3.3Ghz, Windows 10 64Bit, Max Settings, 1920x1080
Lens Matched Shading RENDERS TO A LENS CORRECTED SURFACE
Lens Matched Shading RENDERS TO A LENS CORRECTED SURFACE Original Image LMS Image
VR SLI Two eyes... two GPUs!
“Normal” SLI GPUS RENDER ALTERNATE FRAMES CPU GPU 0 N N+1 N GPU 1 N+1 Display N Latency N+1
VR SLI EACH GPU RENDERS ONE EYE - LOWER LATENCY CPU N N+1 GPU 0 NL N+1L GPU 1 NR N+1R Display N Latency N+1
Unity integration MAIN POINTS • Native plugin GfxPluginVRWorks32/64.DLL • VRWorks.cs and VRWorksPresent.cs (C# script) • Unity scripting language is used to access features:
Unity integration IMAGE EFFECTS • UV remapping and clamping might be needed • Due to inconsistent pixel density certain artifacts can appear • SSAO and DOF converted to support MRS/LMS, more to come • Include VRWorks.cginc to access necessary API • We are here to help! :)
Unity integration – SSAO Example Before After
New GameWorks Unity Plugin - FLEX
FLEX https://developer.nvidia.com/flex
FLEX unity plugin FLEX for unity is under development!
Thank you! Questions? [email protected] https://developer.nvidia.com/ansel http://developer.nvidia.com/vrworks https://developer.nvidia.com/flex