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CIS 565 Project 3: CUDA Pathtracer

  • Kai Ninomiya (Arch Linux/Windows 8, Intel i5-4670, GTX 750)

Keybindings

  • Escape: save image and exit program
  • Space: save image early and continue rendering
  • Arrow keys: rotate camera
  • WASDRF keys: fly through space laterally (WASD) and vertically (RF) relative to the camera orientation

Base Code Features

  • Live display of render progress using OpenGL interop
  • Configuration file reading
  • Hemisphere sampling function (for diffuse)
  • Objects: sphere

Features Implemented

  • Pathtracing algorithms
  • Materials: diffuse, reflective, refractive with Fresnel reflection
  • Camera: movement (controls above), antialiasing, depth of field
  • Objects: cube, sphere with correct normals when scaled
  • Performance: ray-level stream compaction

(Extras in bold.)

Renderings

Combined test render (rendering time: 9 min on GTX 750):

Annotated:

Combined test render (rendering time: 9 min on GTX 750):

Performance

Stream Compaction

In order to perform ray-level stream compaction, it was necessary to refactor the rendering kernel into a single-ray step along the path. The result of this is significantly more overhead, due primarily to performing stream compaction between every step. At low path depths (e.g. 4), performance is lower with stream compaction. However, stream compaction allows for extremely high path depths (tested up to 1000) without very significant performance degradation. This is because the vast majority of paths have terminated, and dead paths no longer use kernel threads.

Path Depth Before After
2 33.20 ms 49.86 ms
4 66.54 ms 83.20 ms
8 116.55 ms 116.56 ms
16 216.54 ms 133.20 ms
64 327.1x ms 149.90 ms
256 418.xx ms 183.22 ms
1024 660.xx ms 300.23 ms

Block sizes (with compaction)

This plot is remarkably uninteresting (beyond the expected low performance of block sizes which are not multiples of the warp size of 32). This is probably due to the fact that shared memory was not used at all.

With a block size of 512, performance becomes marginally worse. This may be due to the increased number of registers used, since the number of registers per thread is high (111). This may be also due to caching effects: at this block size, a lot of data is being loaded for each block, so the cache may not be able to hold everything effectively.

With a block size of 1024, the kernel does not run due to insufficient resources.

Block size Time
16 399.9 ms
32 266.5 ms
33 416.5 ms
48 316.5 ms
64 266.5 ms
65 349.3 ms
80 299.9 ms
96 266.5 ms
128 266.5 ms
256 266.5 ms
512 271.3 ms

Cube Intersection

Initially I did cube intersection naively, but this turned out to use many GPU registers and had very bad performance. Rewriting based on Kay and Kayjia's slab method increased performance significantly:

Naive Slabs
102 reg 95 reg
83.21 ms 66.54 ms

Features

Diffuse materials

Rays bounced randomly according to provided hemisphere sampling method.

Performance:

Before After
55 reg 103 reg
16.55 ms 66.55 ms

Reflective materials (non-Fresnel)

Rays always reflected perfectly.

Performance:

Before After
103 reg 102 reg
66.55 ms 66.55 ms

Refractive materials (non-Fresnel)

Rays always refracted perfectly. Required some additions to the intersection code

Performance:

Before After
102 reg 101 reg
66.55 ms 99.88 ms

Extras

Antialiasing

Samples are taken randomly from within each pixel. See Earlier Renders section for comparison.

Performance: Negligible impact.

Mean rendering time per iteration for an arbitrary example scene

Before After
95 reg 95 reg
33.19 ms 33.19 ms

Depth of Field

Origin and direction of camera rays is varied randomly (in a uniform circular distribution) to emulate a physical aperture.

Performance: Some impact per-sample when adding the implementation. This is due to additional randomness calculations and vector math for computing random rays. Depth of field also increases the number of samples needed for visual smoothness due to the extreme variation between samples. Implementation-wise, this is identical to analogous CPU code.

Mean rendering time per iteration for an arbitrary example scene

Before After
95 reg 95 reg
49.87 ms 61.6x ms

Fresnel Reflection/Refraction

I used Schlick's approximation to compute the fractions of light reflected/refracted, then used that as a probability for the next path ray.

Reflection is implemented using glm::reflect. Refraction uses glm::refract and handles total internal reflection. Intersection code was modified to report whether the intersection was inside or outside the object, which allows correct handling of indices of refraction at interfaces. (This technically could have been done by adopting a different normal direction convention and checking dot products with that, but this is more readable.)

(See debug render in the Debug Renders section below.)

Performance: Some performance impact per-sample. This is probably due to the additional Fresnel factor computation and the additional random branch calculation based on that factor.

Mean rendering time per iteration for an arbitrary example scene

Before After
101 reg 101 reg
233.2 ms 249.9 ms

Camera movement

Keys for this are listed in the Keybindings section. This is implemented by simply modifying the location of the camera, clearing the render, and starting again.

Scaled Sphere Normals

This is a minor thing, but I fixed the provided code to use inverse transpose transformations to calculate the sphere normals.

(Error image in bloopers.)

Before After
101 reg 111 reg
250.2 ms 266.5 ms

Parameter Comparison Renderings

Higher iteration counts always improved image smoothness, since more samples were averaged over time. Higher path depths seem to cause fireflies, which seem to have a hard time getting reduced. This is (probably) due to randomly directly sampling the light more than nearby pixels (despite the very low probability of doing so; probably 1 sample instead of 0 or 2 instead of 1).

Depth 16, 500 samples:

Depth 16, 2000 samples:

Depth 256, 500 samples:

Depth 256, 2000 samples:

Earlier Renders

Diffuse-only:

Diffuse + Reflective:

With Direct Lighting, depth=8 (not included in final version):

With Direct Lighting, depth=1 (not included in final version):

Same image with antialiasing:

Debug Renders

Normals:

Positions:

Materials/emittance:

Direct lighting lit areas (not included in final version):

Fresnel reflected light factor (shown here for all reflective surfaces, but to be only applied to refractive surfaces):

Bloopers

Seed error:

Code refactoring error:

Sphere normal error (from provided code):

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  • C++ 68.5%
  • Cuda 20.7%
  • C 10.8%