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#skyline: Render Cities with Raytracing powered by OpenCL

##Brief:

Skyline is a real-time raytracing renderer for cities. It will be suitable for rendering both from ground level and from roof-top level.

##Where to next:

  • Test cases where grid acceleration structure will excel
    • Model city blocks of buildings
    • Want most buildings in 1 grid cell
    • Need to generate geometry with many more buildings
      • Would be easy to copy and paste range with overlook, but...
        • Debug random freezes especially at high y
        • Need multi-building selection tool. Draw a box with the mouse, trace everything in box (with other GPU?), and move all centers simultaneously
        • Hotkeys to swap between cameras seem nice in general. 0-9 on number pad like Blender seems reasonable.
      • Or, I could randomly generate a block
        • From a separate program that writes YAML
        • As a test feature in builder
          • Deleting buildings becomes important
          • Could use as a template with user modifying the random buildings
        • Don't want buildings to overlap
    • New metrics:
      • Total number of buildings drawn
      • histogram of number of buildings in each cell?d
  • Optimize cell iteration
    • Does geometry in __local help? How many buildings can I fit in 48kiB?
    • Simplify loop and check assumptions
    • Would a 3D grid help at all? This would let me ignore store-fronts on skyscrapers and roof features from the ground.
    • I seem to remember a comments about nested BVHs being much more effective. Does that help with a grid too?
    • Simple grid optimizer that operates on number of cells in each dimension?
      • Switch to turn on/off
      • Want to stop trying new strategies at some point
      • Simulated annealing?
  • Camera is still very annoying
    • Want arrow keys to move in camera's current direction!
    • Smooth camera motion -> just change jump size? Are buildings too big relative to the camera? I'm seeing breaks in buildings right now.
    • Switch cameras with number pad
    • Want a default overlook camera from above tallest building
    • Chaperone to stop camera from moving outside of the sky dome
  • Try to generate some store fronts?
    • Awning -> boxes that don't touch the ground
    • Textures with interesting stores
  • Things I learned about skyscrapers in Chicago
    • Not all windows are aligned -> normal offsets in a texture
    • Can see sky through edges of buildings' windows -> full Fresnel equation?
    • Interiors are not completely invisible -> buildings inside buildings? What about floors?
    • Many skyscrapers aren't just boxes
      • Easy way: displacement mapping from a texture. Carve into buildings so that aabb is still a bounding box. Have to return FLT_MAX if miss because of displacement map?
      • Harder way: building := 6 mutually cutting planes. Implies rebuilding much of kernel?
  • More UI modes
    • Building edit mode:
      • mouse drags building dimensions
      • Orbit building?
    • Position edit mode: mouse drags building position
    • Create boxes in relation to each other
      • Extrude from surface
      • Set alley width between buildings
      • Create buildings within a block
      • Grid? Other guides?
      • Prevent buildings from overlapping when moving?
    • Highlight buildings that are in multiple grid cells?
    • Highlight buildings by/within grid cell? How can I highlight buildings in general? Litterally shine a bright light on them?
    • In general, color-coding buildings would be very powerful
  • Advanced light sources
    • Buildings as light sources
      • Challenge: scatterAndShade() becomes much more complicated
      • Goal: Streetlights in a night scene
      • Emitted light in building textures
    • On last bounce, redirect rays to sky? Should work well except under awnings etc.

##Planned Features:

  1. Define buildings as collections of axis-aligned boxes.
  2. Building geometries and bounding volume hierarchies (BVHs) serializable in YAML.
  3. Buildings organized into a 2D (sparse?) grid to reduce BVH traversal to a 2D problem.
  4. Texture mapping for both color and reflectivity.
  5. Dynamic skybox for multiple light directions and cloud conditions.
  6. "Conformal mapping" of building surfaces to procedurally generate architectural features like window sills.
  7. Dynamic BVH optimization? If cast as assigning to grid cells and can run BVH async on a second GPU, sounds a little like MINERvA ML vertexing inferences?

##Applications:

  1. oneCell: Proof of concept that renders a few axis-aligned box-like buildings with no BVH. Only expected to support a few 10s of buildings on NVIDIA Quadro P3200.

  2. skyline: User navigates a city geometry from a given start point with arrow keys and the mouse. Consumes YAML geometry files.

  3. builder: User constructs a building geometry from a grid in a WYSIWYG editor powered by the renderer from skyline. Can load existing geometries as a starting point.

##Requirements:

  • GLFW3
  • OpenCL 1.2 with cl_krh_gl_sharing extension
  • OpenGL 4.0
  • c++17 compiler
  • CMake 3.1 for build

##Contains:

  • GLAD
  • Dear IMGUI
  • STB components like stb_image.h

#Working Notes:

##oneCell app

  • Proof of concept
  • One kernel per frame like pathTraceSpheres
  • AABB
  • Probably a room with a light. Does my AABB algorithm work from inside a box?

##skyline app

  • Special case of builder app? Maybe disable some GUI features with a compile-time flag? Otherwise, renderer becomes an object.

##builder app

  • Only have to drag buildings along ground in 2D.
  • Separate view for constructing a composite building.
  • Material selection
  • Support for mipmapping-like manipulations for textures? Think of windows.

###GUI Notes

  • Main GUI components: Camera, object editor/selection, Save As, and renderer control.
  • Everything except Camera GUI panel needs to be contained in builder? Maybe object editor is only builder-specific GUI element?
  • Camera GUI shared with skyline
  • Multiple cameras -> select one in list tree (constant depth of 2)
  • Click on a camera to choose
  • Expand a camera to see its parameters
  • Camera parameters include position and focal position
  • Also expose details of CameraController? Seems like virtual functions enter here. It doesn't need to be a plugin, so handle specific cases.
  • Concept of object selection: Run ray tracing stage on host. Can probably reuse aabb_intersect. Associate name/metadata with object in container. No BVH needed because shouldn't be performance bottleneck. CTRL + click for multi-selection.
  • TODO: How to highlight? Specific color for highlighted objects?
  • Can drag object along ground -> alternative mouse mode to Camera -> mouse mode selector? Maybe ALT + click instead? Or camera could follow mouse directly? Sounds like integration with different CameraControllers. I can always match CameraController to mouse mode in builder itself.
  • Material and object editor. For now, just need to adjust width (vector). Eventually want file chooser for textures. Just color and emission for now.
  • Eventually stack objects into a "local model"? Only in object editor. How would hierarchies interact with BVH? With YAML?
  • Serialization logic for Save As specific to builder. Save As button pops up a dialog window.
  • Renderer control: "scene persistence", samples per frame, and framerate
  • TODO: Update whole scene at once every time something changes? How to handle transition to editing a single object?
  • TODO: Draw grid? Sounds like rasterization on top of raytracing. Use/generate a grid texture instead? Grid control seems very messy.
  • Stretch: Some plots like framerate could be VERY powerful for BVH optimization. Could even load new kernels dynamically!
  • Separate geometry format from metadata with mapping from aabb pointers to metadata.
  • TODO: Make sure raytracing engine is modular. It should be easy to transplant into both sklyine and external applications as a library that knows nothing about Dear IMGUI/yaml-cpp.
  • TODO: Special handling for the skybox? I will eventually want a different texture on the ground.

##AABB algorithm

  • Many city blocks are axis-aligned
  • Better performance: fewer dot products

##BVH algorithm

  • Assume blocks axis-aligned -> use a grid
  • First level is a 2D grid. Might want 3D for some buildings -> NOT a general BVH
  • Use modulus instead of box intersections
  • 2D intersections hopefully cheaper
  • Traverse neighbors in correct direction

##sparse BVH algorithm

  • Skip over streets and parks
  • "Teapot in a stadium" from ScratchAPixel shouldn't be a problem for this problem domain.

##color and reflectivity algorithm

  • Texture mapping -> RGBA
  • Seems like mipmapping useful here
  • Objects inside buildings?

##skybox-algorithm

  • Initially just a blue sky
  • Later want directional light source
  • Mountains in background?
  • Clouds -> texture? Moving clouds.

##conformal-mapping-algorithm

  • Procedurally generate window sills
  • Think of pumpkin example
  • Seems like texture mapped to surface that adjusts intersection normal and position

##BVH-optimization-algorithm

  • Take advantage of second GPU and/or CPUs
  • Reassign or merge grid cells -> output format like MINERvA ML vertexing?
  • Run BVH async on second device or collect information from rendering?
  • Doesn't need to update every frame. Buffer if necessary.
  • Data per cell: number entering rays, number intersections, camera position, ray start positions?
  • Optimize per frame or per bounce? Seems like former will be a handful, but automating latter could be really cool.

###Details

  • Key assumption: I'm already inside a square/cube -> just test for closest boundary. This is a 1D test that I might be able to turn into vector math and truncate to get branchless neighbor lookup for the next node to visit.
  • A block/node just needs to include all volumes that could be inside it. With an intermediate layer of indices, this could let me put the same building/model into multiple BVH nodes.
  • It at first seems possible to have nodes with different sizes. I'd simulate them as multiple nodes with the same volumes. However, I have to come up with a way to skip all of the other nodes that represent the same area of space when leaving that area.
  • If I can write the next cell to intersect with a modulus, I don't think I have to worry about a 1:1 mapping between cell sides and neighboring cells.
  • Seems like I don't gain anything with multiple levels of BVH depth at all when I'm using a grid. I never test each grid cell to determine whether a ray intersects it. I figure out from the current grid cell how a ray leaves it.
  • Children need to be contiguous in memory for old BVH child scheme. Thus, optimizing BVH -> rearranging geometry on the GPU potentially.
  • Eventually: Do subdivisions of nodes improve performance substantially? Maybe BVH depth should be a kernel parameter? What do I gain for the added complexity of variable BVH depth?
  • Eventual goal: 3D BVH to account for heights of buidlings

##Selection Algorithm

  • Some key press or GUI element triggers "selection mode". I'm thinking about CTRL + click right now. I eventually want the concept of selecting multiple boxes to move at once.
  • Path trace all boxes except skybox on the CPU. If limits performance one day, I could try passing back an index from a secondary GPU.
  • Compare distance to closest box to distance to skybox.
  • If skybox is closer, create a new box with some default parameters and select it.
  • If an existing box is closer, it's selected.
  • Focus on selected box. There is a GUI window with box and material properties for the selected box. Literally focus the camera on center of the selection (new CameraModel functionality). One day, it might be nice to have a totally different CameraController for a "texture editing mode" to work on a box or a model itself rather than its global position.
  • Dragging the focused box moves it in the plane of the ground. Seems like fPosition and fUp, fRight, and fFocalPlane should be enough to translate mouse pixel to global position. One day, it might be interesting if the camera follows the selected box.
  • One day, it might be interesting to have a different mouse mode when working on a selected box. Dragging the mouse over that box would change its dimension in the direction in which the mouse is dragged. I would figure out which dimension to change by getting the normal at the clicked point (part of the ray tracing kernel). I have to be able to see the side of the box I want to expand, so it would be important to be able to switch quickly from dragging mode to controlling the camera. Instead, maybe I could just provide a camera on each side of the box when it's selected.
  • I've described 3 mouse operation modes: "normal" camera mode, "global" edit mode, and "local" edit mode. Moving from one mode to another at a minimum means redirecting mouse input. I probably also want to change out the CameraController in at least "local" edit mode. Each mode could have a virtual function that handles camera movement. Sounds a little like the "state machine" design I ended up with when parallelizing edepViewer. I guess there's also per-state data: selected object in each edit mode. Each mouse mode might also want to do something before rendering. The edit modes in particular want to uploadToGPU() any time something has changed.
  • Any time there is a click when CTRL is down and IMGUI does not want the mouse, I am going to enter selection mode. I guess the raytrace is actually part of the state transition to global edit mode. If the selection ray trace starts taking longer than a frame, I guess I could have a "waiting" mode like in edepViewer. How do I get to local edit mode? I'm thinking about a button for local edit mode in a GUI that global edit mode draws. Closing the edit mode window goes back to normal camera mode.
  • I'd like to be able to highlight the selected object, but I have no idea how to do that yet. Maybe I could apply some (not OpenCL) kernel to the framebuffer for edge detection? I guess I could change the selected object's emission spectrum.
  • I always want to draw the main menu bar.
  • I should clean up any special edit mode cameras when I go back to normal camera mode.
  • Each of these three modes is a MouseController. A MouseController has a handleInput() function and a drawGUI() function. In edepViewer, I was marginally successful returning a std::unique_ptr<State> from every function that could result in a state change.

##Path Tracing Kernel Upgrades

  • Next stop: textures for the skybox
  • Realized how to do cubemap on a cube without branching. Get normal at intersection. For each of 3 directions, take dot product with a vector with magnitude a little bigger than 1. Truncate to an integer, add 1, and keep track of places as "ternary" numbers. Index into texture array is sum of 3 directions. Multiply by 6 (number of textures) to hash textures for different materials. It's all arithmetic, so there's no branching!
  • Use the above dot product trick to sort rays by material they intersect. I think I've put rays onto a stack before in some gdmlRaytrace tests. Basically, the end position of the stack is updated with atomic operations. Doing that for every face of every cube seems chaotic though. I guess that's the point of putting all of those engine knobs into the GUI!
  • TODO: Put geometry in __local. Should speed up memory accesses a lot, and I don't expect to ever need more than about 10^3 buildings. Maybe detect that situation at runtime and use a different kernel.
  • For 2D BVH (city blocks), keep track of current cell as starting point for next bounce. I'm not yet sure how well variable-sized cells will work out. If I'm just storing indices to adjacent cells, that's probably OK. Cell size seems like a good way for an optimizer to play with the geometry asynchronously.
  • More sophisticated camera model: camera height and lens curvature. For the latter, project pixels onto a sphere instead of a plane.
  • Realized that I do have something to gain from a ray stack when I'm running with multiple samples per frame. "Fast" pixels can get a starting ray from "slower" pixels to handle one sample. Seems like samples should be independent given that I can handle all bounces at once. I remember global atomic operations being a major source of slowdown, so I guess I should only do all of this for rays close to each other. Swapping out kernels dynamically from the engine GUI is starting to sound more interesting.

##Textures

  • I can display textures on boxes and the skybox now!
  • TODO: Get oneCell working with textures.
  • Dear ImGUI has features to integrate textures into GUIs, but it doesn't have an obvious way to select an image. I have to change whatever part of the OpenGL3 example consumes ImTextureID and basically write my own vertex and fragment shaders to display textures from a TextureArray2D.
  • Instead, I could display new textures on the selected object. I already have machinery to look up the clicked material.

##TODO

  • A real lens system. Will be much easier to debug before I reintroduce camera jitter.
  • A separate texture format for the sky dome. I want the sky dome to be wider than other images anyway, and it might also be HDR. According to comments in stb_image.h, I need to load HDR images with stbi_loadf(filename, &x, &y, &n, 0) instead of stbi_load(). Maybe I won't need to intersect the sun after all with this interface.
  • Edit/load materials. Maybe separate options to edit a material itself and clone a given box's material. This probably means asynchronous texture loading. That might work well with the "transaction" model I speculated about for geometry. A transaction's destructor basically calls sendToGPU().
  • Texture mapping options. Store for each box instead of each material. Right now, I can set "norm" to a box's width to stretch a texture over a box or set it to {1.f, 1.f, 1.f} to display a texture as-is. I eventually need some coarser-grained GUI options to "calibrate" this option. I chose this format to avoid branching while supporting multiple different texture mapping schemes. Right now, it looks like texture edges aren't getting mapped correctly to the edges of buildings.
  • Emission from texture for window lights in night scenes. I've left emission as a member variable of material for now.
  • Support higher resolution sky texture in the example.
  • Textured inner box for all buildings and do fresnel equations based on "alpha" channel to transmit light into buildings.
  • I'm still seeing a circle pattern in sampled textures from far away. Is this a bug in normal vectors for boxes? Do I need a larger epsilon for my box calculations?

##Sky

Currently, I have a skybox. I was afraid that mapping a texture onto a dome would be too difficult for geometry authors (i.e. me). The ground is also handled with branching right now. Sounds like sky boxes are preferred over sky domes in rasterization rendering mainly because a dome is a much more complex geometry. That's not the case for me...

  • Replace skybox with a sky dome. Looks like I can get a not-so-horrible mapping of a rectangular texture onto a sphere like this: https://en.wikipedia.org/wiki/UV_mapping
  • Ground becomes a plane intersection. No need to check normals anymore!
  • No additional overhead from dome intersection because I know there's exactly 1 sphere per scene.
  • It will become much easier to simulate the sun now. I could simulate it as a sphere or a circle (think plane intersection) on the sky dome. Sun has just a constant emission color and no absorption color.
  • Sun's color sets the highest light scale -> High Dynamic Range (HDR)! learnopengl has a good article about HDR.
  • Easy to move the sun now as a kernel parameter. Maybe even build a CPU control component to move it with a GUI or with time. For sunsets, I'd want to gradually transition the sky dome's texture though.
  • Sky dome texture's alpha channel is interpretted as alpha instead of reflectivity. The sun is "behind" the sky dome so that clouds can partially occlude sunlight.
  • Set sky dome radius based on tallest loaded building on CPU? sendToGPU() would be a good time to do that.
  • I could map a texture onto the "sun" if I want to simulate the moon instead.
  • Move sun with mouse in builder. When sun is double-clicked, move sun's center to mouse position on sky dome.

##Where to get sky dome textures