Tuesday, December 22, 2009

More Stencil States for Light Volume Rendering

A while back I wrote a short entry on stencil states for light volumes. The method I posted works but relies on using a zfail stencil operation. Shortly after, I quickly discovered that it ran considerably slower on ATI cards than on the original Nvidia card I had been writing on, and have been meaning to post an update.

On certain hardware, using anything but Keep in zfail can disable early stencil  -- specifically, ATI PC hardware, and this caused quite a slowdown.

The solution I figured out (and I'm sure others have) was to switch to a method which only relies on stencil pass operations:

AlphaBlendEnable = false
StencilEnable = true

ColorWriteChannels None

DepthBufferEnable = true

StencilDepthBufferFail Keep

// render frontfaces so that any pixel in back of them have stencil decremented
CullMode CounterClockwise
StencilFunction Always

// If a pixel is in back of the volume frontface, then it is potentially inside the volume
StencilPass Increment;

// render volume



// render backfaces so that only pixels in back of the backface have stencil decremented
CullMode Clockwise
// pass stencil test if reference value < buffer, so we only process pixels marked above.
// Reference value is 0. This is not strictly necessary but an optimization
StencilFunction Less
// If a pixel is back of the volume backface, then it is outside of the volume, and should not be considered
StencilPass 
Decrement

// render volume
AlphaBlendEnable = true
ColorWriteChannels RGB
// only process pixels with 0 < buffer
StencilFunction Less
// zero out pixels for so we don't need a separate clear for next volume
StencilPass Zero

//render a screen space rectangle scissored to the projection of the light volume


There is a problem with this method -- if the light volume intersects the near plane, it won't work, because the portion of the light volume in front of the near plane will never increment the stencil buffer.

My solution to this was pretty simple -- if the light volume intersects the near plane, I use the zfail method from the earlier post. Otherwise, I use the stencil pass operation. For most lights, we're using the fastest path on both the major brands of cards. I briefly scanned some papers and articles on shadow volumes (a very similar problem), hoping to find an alternate way to cap volumes intersecting the near plane, but didn't see anything that looked particularly easy to implement or would necessarily perform that well, and this method got performance on ATIs and Nvidias mostly on par.

What about two-sided stencil? This is a mode in DX9 where you can render both backfaces and frontfaces in one pass, with separate stencil operations on each. Because the stencil increment/decrement operations wrap around  (i.e. decrementing 0 becomes 255, incrementing 255 becomes 0), ordering doesn't really matter (although you have to make the StencilFunction Always on both). I did some quick tests using two sided stencil and my initial results showed it was actually slower than rendering both passes separately. I didn't spend much time on it so it is possible that I simply screwed something up, and plan to revisit it at some point.

Saturday, December 12, 2009

Screen Space Spherical Harmonic Lighting

A while ago Jon Greenberg brought up the idea of accumulating lighting in screen space using spherical harmonics, in a blog entry entitled "Has anyone tried this before?"

I've been doing deferred lighting experiments in XNA, and decided to give this technique a try. Please note I'm not doing any antialiasing and all screenshots are the definition of "programmer art" cobbled together from various freely available assets.

Screenshots show full resolution deferred lighting on top and the screen space SH technique at the bottom in the Sponza Atrium by Marko Dabrovic:



The technique was pretty simple to get up and going, and produces some interesting results. The above images are with 27 point lights, 3 spot lights, and 1 directional. The directional is the only light evaluated at full resolution per-pixel, in the apply lighting stage.

The basic idea is to use a quarter-sized lighting buffer (thus, in this case, 640x360) to accumulate 4-coefficient spherical harmonics. The nice thing is you only need the depth information to do so. I used 3 FP16 buffers to accumulate the SH constants. Points and spots are evaluated by rendering the light geometry into the scene and evaluating the SH coefficients for the light direction via cube map lookup, and then attenuating as normal. For the directional light, I evaluate that in the apply lighting shader. I'm not rendering any shadows.

For diffuse lighting, it works pretty well, although due to the low number of SH coefficients, you will get some lighting wrapping around onto backfaces, which in practice just tends to give you "softer" lighting. That may or may not be desirable.

Even though the lighting buffer is quarter-sized, you don't really lose any normal detail since SH accumulates the lighting from all directions. In my test scene, the earth models are the only ones with normal maps (deferred on the left, SH on the right)



I found that when you upsample the lighting buffer during the apply lighting stage naively, you would get halos around the edges of objects. I fixed this using a bilateral filter aware of depth discontinuities.

I was able to fake specular by extracting a dominant light direction from the SH, dotting that with the half vector, raising to the specular power, and multiplying that times the diffuse lighting result. It doesn't really give you great results, but it looks specular-ish. I tried using the lighting looked up at the reflected view vector but found that gave worse results.

Performance-wise, in my little XNA program, which I'd hardly call optimized, the SH lighting is about the same as deferred lighting when I store specular luminance instead of a specular lighting color in the lighting buffer. Here's some screen shots showing 388 lights (384 points, 3 spots, and 1 directional):


Note that there is at least one major optimization that could be performed when I'm calculating the SH coefficients for a light. Currently, my SH lookup cube map is in world space, but my light vectors are calculated in view space for points and spots. This causes me to make a matrix multiplication against the inverse view matrix in all the lighting shaders. This could probably be sped up quite a bit by calculating the SH lookup cubemap in view space each frame.

All in all, it is an interesting technique. I'm not very happy with the specular results at all, and the softness of the lighting could be a benefit or a drawback depending on the look you are going for. Jon also points out that the lighting calculations could easily be moved to the CPU on some platforms, since they only depend on depth information. I'm probably not going to explore the technique much further but thought I'd post what I'd found from the limited investigation I did.

Friday, December 4, 2009

A Production Irradiance Volume Implementation Described

On a previous title I worked on, the dynamic lighting system we had could best be described as "an emergency hack." We found ourselves approaching an E3 demo without a viable dynamic lighting system -- the one in the engine we were licensing required re-rendering geometry for each light. Even using a completely separate lighting rig for dynamic objects (with a much smaller number of lights), this was not practical on the hardware and ran too slow. The engine in question would eventually have a much better dynamic lighting system, but that would not come for some time, and we needed something that worked right away.

The solution was to limit the number of lights that could affect dynamic objects and render 3 lights in a single pass. The three lights were chosen based on the strength of their contribution at the object's center point, and hysteresis was used to avoid light popping. Shadows darkened the scene instead of blocking a specific light, which is an old technique, but worked "well enough."

I was never very happy with this solution, but it was good enough for us to ship with. It was too difficult for artists to light dynamic and static objects consistently due to the separate lighting rigs, and often the dynamic lighting would not match the static lighting very well. Dynamic lights did not take occlusion into account so you could often get bleeding through walls, which would require painful light placement and light channel tweaking.

After that project shipped, I very much wanted to make a better system that would solve most of the problems. I wanted consistent results between static and dynamic lighting, I wanted a single lighting rig, and I wanted a better shadowing solution.

A colleague on another title at the same studio was getting some good results with spherical harmonic-based lighting, albeit in a completely different genre. I had also recently read Natalya Tatarchuk's Irradiance Volumes for Games presentation, and I felt that this was a viable approach that would help achieve my goals.

The way it worked is artists placed arbitrary irradiance volumes in the map. An irradiance volume stores a point cloud of spherical harmonic samples describing incoming light. In the paper, they use an octree to store these samples, but I found that was not desirable since you had to subdivide in all three axes simultaneously -- thus if you needed more sampling detail in X and Z you were forced to also subdivide in Y. Our levels weren't very vertical, so those extra samples in Y were unnecessary and just took up memory.

Instead, I used a kd-tree, which allowed me to stop subdividing an axis once it had reached an artist-specified minimum resolution.

Another problem was what heuristic to use for choosing a sample set. The original paper used a GPU-based solution that rendered depth to determine if a cell contained geometry, and if so, subdivided. The idea is that places with geometry are going to have more lighting variation. The preexisting static lighting pipeline I was working in did not lend itself to GPU-based solution, so I did a similar approach using a CPU-side geometry database to determine if cells contained geometry. In practice, it was pretty fast.

I would subdivide in a breadth-first manner until either I hit an artist-controlled minimum sampling resolution or  we hit the memory budget for that irradiance volume. This allowed me to have a fixed memory budget for my irradiance data, and basically the technique would produce as much detail as would fit in that budget for the volume. I also rendered a preview of the sampling points the heuristic would produce, allowing artists to visualize this before actually building lighting.

Once I had a set of points, I sent it off to Beast to calculate both direct and indirect lighting at each sample point. Once I had the initial SH dataset, I performed some postprocessing.

The first step was to window the lighting samples to reduce ringing artifacts (see Peter Pike Sloan's Stupid Spherical Harmonic Tricks). The amount of windowing was exposed to artists as a "smoothing parameter". I had set up the toolchain so in the editor, I stored both the original Beast-produced SH samples (which took a minute or so to generate), and the postprocessed values. This allowed the artists to change various postprocessing variables without recomputing the lighting, allowing for faster iteration.

What I did is remove redundant lighting samples. Within the KD-tree, the lighting samples are arranged as a series of 3D boxes -- finding the lighting at any arbitrary point within each box is done via trilinear interpolation. Because of the hierarchical nature of the KD-tree, each level split its box into two along one of the three axes. What I would do is compare the value at a "leaf" box point with the interpolated value from the parent box -- if the difference between these two SH coefficient sets was within a certain threshold, I would remove the leaf sample. After this process is done, we are only storing lighting samples for areas that actually have varying lighting.

Samples were referenced by index into a sample array at each node of the KD-tree, which allowed me to further combine samples that were nearly identical. Finally, I encoded the sample coefficients as FP16s, to further save on memory. I was later going to revisit this encoding, as it had some decoding expense at runtime, and there probably were cheaper, better options out there.

At runtime, each dynamically lit object would keep track of what irradiance volume it was in when it moved. Transitions between volumes were handled by having the artists make the volumes overlap when placing them -- since the sample data would essentially be the same in the areas of overlap, when you transitioned there would be no pop.

A dynamically lit object would not just sample one point for lighting, but several. I would take the object's bounding box, shrink it by a fixed percentage, and sample the centers of each face. I would also sample the center point. Dynamic lights would be added into the SH coefficient set analytically. I then extracted a dominant directional light from the SH set, and constructed a linear (4 coefficient) SH gradient + center sample. Rendering a directional light + a linear SH set achieves results similar to rendering a full 9 coefficient set, and is much faster on the GPU. Bungie used this same trick on Halo 3.

The gradient allowed me to get a first order approximation of changing lighting across the dynamic object, which was a big improvement in the quality of the lighting and really helped make the dynamic lighting consistent with the static lighting. Evaluating a 4 SH gradient + directional light was about the same cost as if I'd evaluated a full 9 coefficient SH on the GPU, but produced much higher quality.

The SH set for a dynamic object was constructed on another thread, and only happened if the object moved or its set of dynamic lights changed. This allowed us to support rendering a large number of dynamic objects.

Sometimes the kd-tree subdivision heuristic would not generate high enough detail of sampling for a specific area -- for these cases I allowed the artists to place "irradiance detail volumes", which allowed the artists to override the sampling parameters for specific area of the irradiance volume - either forcing more detail, or using a smaller minimum sample resolution.

Finally, for shadows, in outdoor areas we used a cascaded shadow map solution for the sun, and for interior areas, supported spotlights that cast shadows. The artists had to be careful placing these spotlights as we could not support a large number of shadow casting lights simultaneously. At the time we were rendering these lights as a separate geometry pass, but I had plans to support one shadow casting light + the SH lighting in a single pass.

The end result was for anything car-sized or smaller, with statically placed lights using the same lighting rig as produced the lightmaps, you would have a very difficult time telling which objects were static and which were dynamic. One interesting side effect that was technically a "bug" but actually helped produce good results was the fact that samples underneath the floor would almost always be black, since no light reached them. When constructing the gradient, these samples would usually be used for the bottom face of the bounding box. In practice, though, this just made the object gradually get a little darker toward the floor -- which was not unpleasant, helped ground the object in the scene, and was kind of fake AO. In ShaderX 7, the article about Crackdown's lighting describes a similar AO hack, although theirs was intentional. But we decided to keep the happy accident.

The biggest issue with the system was it didn't deal very well with very large dynamic objects, since a single gradient is not enough if your object spans tens of irradiance volume cells. For that game this wasn't a huge problem, but it might be for other games. Additionally, it still didn't solve the problem of things like muzzle flashes requiring multiple passes of geometry for statically lit items, and at the time I was starting to look to deferred lighting approaches to use for transient, high-frequency dynamic lights in general.

The artists were very happy with the lighting, particularly on characters, and we were producing good results. But at about this time, the plug on the project was pulled and I was shifted off to other duties, and eventually the company would go bankrupt and I would move on to 2K Boston. But I felt that lighting approach was viable in a production environment, and I've since seen other games making presentations on various irradiance volume systems.

Saturday, October 17, 2009

Where is the game architecture research?

I was reading this paper on EA's internal STL implementation, and it got me thinking -- where is the game architecture research?

There is a large amount of academic research poured into real-time graphics, experimental gameplay and entertainment, AI, and even MMO server design. But I find there are a number of architecture issues unique to games that are lacking in any sort of research. I've done searches and not come up with a whole lot, maybe I'm just not using the correct keywords.

Memory is not a solved problem for game consoles
Most if not all garbage collection research is focused on desktop or server based memory usage patterns. They assume virtual memory paging. Many gc algorithms are impractical for a fixed memory environment where utilization needs to be close to 100%. While some game engines use garbage collection, the algorithms are primitive compared to the state of the art generational collectors found in desktop environments, and the waste of memory resources is often 10-20% of total memory. Games generally can not afford large mark or sweep phases as they must execute at a smooth frame rate. Fragmentation can still be an issue in a fixed memory environment, although in this case many allocator strategies exist to combat this.

Multicore architectures for games 
While this is still an active area of research for desktop and server applications, too, I've found exactly one paper that attempts some research in this area for game architectures. This is a particularly fruitful area for research since there are many competing ideas out there (message passing! software transactional memory! functional programming!), but very few researchers testing any of them in the context of building a game. It is difficult enough to make a game by itself, let alone test multiple techniques for exploiting multiple cores. I find this somewhat interesting because aside from servers and scientific processing, games are pushing the state of the art in multicore programming more than anything else.

Automated testing
This is something the EA STL paper brings up -- traditional automated testing techniques break down pretty quickly beyond unit testing lower level libraries. So much of the end result of game code is subjective and emergent that determining how to test even basic functionality automatically is a huge unsolved problem. This results in a large amount of manpower being used for game testing, particularly in the area of regression testing.

This research is being done as a part of production by many companies inside the industry. But it is always going to be the case that in a production environment, you just aren't going to have the time and resources to, say, try three different approaches to multicore architecture and compare them. Generally you make an educated guess and hope for the best. Additionally, because much of this research is done as part of product development, rarely are the results published, which means we're all out there doing the same work over and over.

Sunday, October 4, 2009

An Ode to the GPU. Hopefully not an Epitaph.

The last entry got me thinking about one area of game programming that has gotten unequivocally better over the last ten or fifteen years: graphics programming. From the advent of the GPU to programmable pipelines to the debugging and profiling tools available, things are for the most part way easier today than they were even five years ago.

I am not a graphics programmer. I'm a generalist who often finds himself programming graphics. So there are certainly gaps in the last ten or fifteen years where I wasn't really writing anything significant in graphics. There's a large gap between fixed-function gpus and when HLSL was introduced -- I don't think I've ever done assembly-level pixel shaders, for example.

While I do remember doing a lot of OpenGL in the early days of fixed-function, I didn't do much multipass rendering on fixed function hardware, where companies like Id essentially faked a programmable pixel pipeline with texture and blend ops. Frankly, I thought during that era it was more about fighting the hardware than interesting techniques -- the amount of bs you had to put up with made the area unattractive to me at the time.

Languages like HLSL and Cg piqued my interest in graphics again, and when you think about it, are a pretty impressive feat. They allow a programmer to harness massively parallel hardware without having to think about the parallelism much at all, and the last few years have been more about interesting algorithms and more efficient operations than about fighting hardware capabilities. Sure, you still run up against the remaining fixed function parts of the pipeline (namely, blending and texture filtering), but those can be worked around.

The tools have improved year over year. On the PC, things like PerfHUD have slowly gotten better, with more tools like it being made all the time. The gold standard still remains PIX on the 360 -- so much so that many programmers I know will do an implementation of a new graphics technique first on the 360 just because it is so easy to debug when things go wrong.

So let me just praise the GPU engineers, tools makers, and language and API designers who have done such a good job of taking a hard problem and making it constantly easier to deal with. I think it is rare to get such productivity gains for programmers in any area, and we shouldn't take for granted when it happens.

This is also why the dawn of fully programmable graphics hardware makes me nervous. Nvidia recently announced the Fermi architecture, which will allow the use of C++ on the GPU. Nvidia, AMD/ATI, and Intel are all converging on GPU architectures that allow more and more general computing, but is C++ really the answer here?

HLSL and its ilk make concurrent programming easy. The same can not be said for C++. While an architecture where the underlying threading architecture of a GPU is more open certainly will allow for a wider array of approaches, what is the cost? Are we blinded so much by the possibilities that we forget that the DirectX/OpenGL model is one of the few successes of hiding concurrency for programmers?

I have not really done much with CUDA or compute shaders, so perhaps I am being hasty in judgement. But when I see Intel or Nvidia touting that you can use C++ on their GPUs, I get a little worried. I am not sure that this will make things better, and in fact, may make things very much worse.

Am I just paranoid?

Saturday, October 3, 2009

I'm Afraid the Grass is not Greener

I started reading Coders At Work, and wow, it's rare that you run across a book about programming that's a page-turner, but this is it. I'm not very far into it, but a quote from Brad Fitzpatrick (LiveJournal, memcached, PerlBal) caught my attention. The context is he is bemoaning how it seems like computers are worse than they were ten years ago, that they feel slower even though under the hood they are faster, etc. Then this question and answer comes up:

Seibel: So maybe things are not as fast as they ought to be given the speed of computers. But ten years ago there was no way to do what people,as users, can do today with Google.

Fitzpatrick: Yeah. So some people are writing efficient code and making use of it. I don't play any games, but occasionally I'll see someone playing something and I'm like, "Holy shit, that's possible?" It just blows me away. Obviously, some people are doing it right.

We are? The funny thing is, I'm not sure a lot of game programmers would feel that we are doing things right. We work with imperfect middleware and engines, with hacks upon hacks piled upon them, all until the game we are working on is no longer broken and actually fun to play. We have code in our games we would describe as "shit" or "crap" or "I can't believe we shipped with that." When I was just starting out, I thought maybe it was just the games I was working on that had this problem, but any time you talk to anyone at other companies, it is the same story -- from the most successful games to the smallest ones, we can all list a huge litany of problems in the code bases in which we work or have written.

It's interesting reading this book because at least the first two programmers I've read are in totally different worlds than game development. Not better or worse, just different. The problems and constraints they have are somewhat alien to me.

I've often heard game developers say things like "game development is five to ten years behind the state of the art in 'straight' programming", referring to process or my least favorite term, "software engineering." I may have even said it myself.

The game industry often does a lot of navel gazing (like this entry!). We are constantly comparing ourselves to movies, theme parks, or how the rest of programmers work. Maybe we've got it all wrong. Maybe all along we've been figuring out how programming for games needs to work. If the world that Brad Fitzpatrick lives in feels alien to me and vice versa, then why would we ever think that the processes or techniques that work in one are automatically going to work for the other?

Food for thought.

Wednesday, September 23, 2009

Safety

I recently came across two articles that tangentially talk about the same thing -- technologies that are safe. Safe as in usable and not likely to get yourself in trouble.

The first was 30 years of C over at DadHacker. The second is a Joel on Software article (nice to see him actually writing about technology instead of pimping FogBugz or whatever he's selling these days) called The Duct Tape Programmer.

Anyway, I thought I'd write some of my opinions of the language features mentioned in these two articles. For those of you who've known me a while, it just may surprise you where my thoughts have evolved over the years.

Let's cover the C++ features:

Exceptions - While I have no problems with exceptions in a language like Java or C#, in C++ they just don't work well. In games we turn them off for code size and performance reasons, but I would tend to avoid them in C++ even if there was zero hit in either area. It is just too difficult to write exception-safe code in C++. You have to do extra work to do it, and the things that can break are sometimes very subtle. Most importantly, the entire culture and ecosystem built around the language is not exception-friendly. Rare is the library that is exception-safe in my experience. So just say no.

RTTI - Not very useful in practice. Again, there are overhead concerns in games, although most games I've seen end up rolling their own. But the base implementation is rather inflexible -- it is reflection of only the most basic sort, and often in the places you do need run-time type information, you need a lot more than just class ids. It's a feature with its heart in the right place but it just doesn't come together very well. I think part of the problem is its all-or-nothing nature -- usually only portions of my architecture need any sort of reflection, and I don't want to pay for it on all the other classes.

Operator Overloading - Rarely useful outside of math libraries. I'm not even a huge fan of the iostreams model, to tell the truth.

Multiple inheritence - Only with pure virtual interfaces, and even then should be used rarely and avoided if possible. Sharing implementation via inheritance goes awry enough in single inheritance, adding more base class chains just makes the problem worse.

Templates - The big one. I'll admit to having a love affair with templates in my twenties. What can I say? They were fun and a shiny new toy. I sure had some excesses, but even my worst one (a cross-platform file system library) shipped in multiple products. Even then I hid them all behind a straight-C API, so only programmers who had to either debug or extend the library innards had to deal with the templates. If I had to do it again, I'd probably do it differently, but I could say that about any code I've written in my career, whatever the language. I do know that it was an improvement over the previous file system library that was in use, because the new one actually worked.

I can say with a degree of certainty that template metaprogramming is a bust for practical use. There are a few major problems with it: the language isn't really built for it (it's more a clever side effect than anything), there is no good way to debug it, and functional programming isn't very ingrained in the game development culture. Ironically, I think the last part is going to have to change as parallel programming creeps into larger and larger sections of the architecture, but that won't make template metaprogramming practical.

In any case, these days templates are just a tool in the toolbox, and not one I reach for that often. The code bases I've been working in recently all roll their own template container libraries* (provided for us from external vendors), and they do the job. My experiences with code sharing via templates is that more than often it isn't worth the trouble, but sometimes it is. Like anything we do, it is a tradeoff, and one I don't necessarily feel particularly passionate about either way.

*A somewhat amusing side note: I've done performance and code generation tests with one of the hand-rolled template container libraries I've encountered versus STL. STL came out on top for a lot of simple things like loop iteration overhead or sorting, on all the platforms I was interested in. Of course, I'm not about to rewrite hundreds of thousands of lines of code to use STL, and STL still is horrible for memory management. But I suppose that underscores the point "30 years of C" made -- even something as simple as a container library is hard to get right, even for experts. Which library I'm talking about shall remain anonymous for its own protection.