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Ray Tracing Animation - Tutorial

Tutorial (Setup)

This is an extension of the Vulkan ray tracing tutorial.

We will implement two animation methods: only the transformation matrices, and animating the geometry itself.

Animating the Matrices

This first example shows how we can update the matrices used for instances in the TLAS.

Creating a Scene

In main.cpp we can create a new scene with a ground plane and 21 instances of the Wuson model, by replacing the helloVk.loadModel calls in main(). The code below creates all of the instances at the same position, but we will displace them later in the animation function. If you run the example, you will find that the rendering is considerably slow, because the geometries are exactly at the same position and the acceleration structure does not deal with this well.

  helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths),
                    glm::scale(glm::mat4(1.f),glm::vec3(2.f, 1.f, 2.f)));
  helloVk.loadModel(nvh::findFile("media/scenes/wuson.obj", defaultSearchPaths));
  uint32_t      wusonId = 1;
  glm::mat4 identity{1};
  for(int i = 0; i < 20; i++)
    helloVk.m_instances.push_back({identity, wusonId});

Animation Function

We want to have all of the Wuson models running in a circle, and we will first modify the rasterizer to handle this. Animating the transformation matrices will be done entirely on the CPU, and we will copy the computed transformation to the GPU. In the next example, the animation will be done on the GPU using a compute shader.

Add the declaration of the animation to the HelloVulkan class.

void animationInstances(float time);

The first part computes the transformations for all of the Wuson models, placing each one behind another.

void HelloVulkan::animationInstances(float time)
{
  const int32_t nbWuson     = static_cast<int32_t>(m_instances.size() - 1);
  const float   deltaAngle  = 6.28318530718f / static_cast<float>(nbWuson);
  const float   wusonLength = 3.f;
  const float   radius      = wusonLength / (2.f * sin(deltaAngle / 2.0f));
  const float   offset      = time * 0.5f;

  for(int i = 0; i < nbWuson; i++)
  {
    int          wusonIdx = i + 1;
    auto& transform = m_instances[wusonIdx].transform;
    transform        = glm::rotation_mat4_y(i * deltaAngle + offset)
                     * glm::translate(glm::mat4(1),radius, 0.f, 0.f);
  }

Loop Animation

In main(), just before the main loop, add a variable to hold the start time. We will use this time in our animation function.

  auto start = std::chrono::system_clock::now();

Inside the while loop, just before calling appBase.prepareFrame(), invoke the animation function.

    std::chrono::duration<float> diff = std::chrono::system_clock::now() - start;
    helloVk.animationInstances(diff.count());

If you run the application, the Wuson models will be running in a circle when using the rasterizer, but they will still be at their original positions in the ray traced version. We will need to update the TLAS for this.

Update TLAS

Since we want to update the transformation matrices in the TLAS, we need to keep some of the objects used to create it.

First, move the vector of nvvk::RaytracingBuilder::Instance objects from HelloVulkan::createTopLevelAS() to the HelloVulkan class.

std::vector<nvvk::RaytracingBuilder::Instance> m_tlas;

Make sure to rename it to m_tlas, instead of tlas.

One important point is that we need to set the TLAS build flags to allow updates, by adding theVK_BUILD_ACCELERATION_STRUCTURE_ALLOW_UPDATE_BIT_KHR flag. This is absolutely needed, since otherwise the TLAS cannot be updated.

//--------------------------------------------------------------------------------------------------
//
//
void HelloVulkan::createTopLevelAS()
{
  m_tlas.reserve(m_instances.size());
  for(const HelloVulkan::ObjInstance& inst : m_instances)
  {
    VkAccelerationStructureInstanceKHR rayInst{};
    rayInst.transform                      = nvvk::toTransformMatrixKHR(inst.transform);  // Position of the instance
    rayInst.instanceCustomIndex            = inst.objIndex;                               // gl_InstanceCustomIndexEXT
    rayInst.accelerationStructureReference = m_rtBuilder.getBlasDeviceAddress(inst.objIndex);
    rayInst.flags                          = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
    rayInst.mask                           = 0xFF;       //  Only be hit if rayMask & instance.mask != 0
    rayInst.instanceShaderBindingTableRecordOffset = 0;  // We will use the same hit group for all objects
    m_tlas.emplace_back(rayInst);
  }

  m_rtFlags = VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR | VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_UPDATE_BIT_KHR;
  m_rtBuilder.buildTlas(m_tlas, m_rtFlags);
}

Back in HelloVulkan::animationInstances(), we need to update the TLAS by calling buildTlas with the update to true.

  m_rtBuilder.buildTlas(m_tlas, m_rtFlags, true);

nvvk::RaytracingBuilder::buildTlas (Implementation)

We are using nvvk::RaytracingBuilder to update the matrices for convenience. There is only a small variation with constructing the matrices and updating them. The main differences are:

  • The VkAccelerationStructureBuildGeometryInfoKHR mode will be set to VK_BUILD_ACCELERATION_STRUCTURE_MODE_UPDATE_KHR
  • We will not create the acceleration structure, but reuse it.
  • The source and destination of VkAccelerationStructureCreateInfoKHR will both use the previously created acceleration structure.

What is happening is the buffer containing all matrices will be updated and the vkCmdBuildAccelerationStructuresKHR will update the acceleration in place.

BLAS Animation

In the previous chapter, we updated the transformation matrices. In this one we will modify vertices in a compute shader.

Adding a Sphere

In this chapter, we will animate a sphere. In main.cpp, set up the scene like this:

  helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true),
                    glm::scale(glm::mat4(1.f),glm::vec3(2.f, 1.f, 2.f)));
  helloVk.loadModel(nvh::findFile("media/scenes/wuson.obj", defaultSearchPaths, true));
  uint32_t      wusonId = 1;
  glm::mat4 identity{1};
  for(int i = 0; i < 5; i++)
  {
    helloVk.m_instances.push_back({identity, wusonId});
  }
  helloVk.loadModel(nvh::findFile("media/scenes/sphere.obj", defaultSearchPaths, true));

Because we now have a new instance, we have to adjust the calculation of the number of Wuson models in HelloVulkan::animationInstances().

  const int32_t nbWuson     = static_cast<int32_t>(m_instances.size() - 2); // All except sphere and plane

Compute Shader

The compute shader will update the vertices in-place.

Add all of the following members to the HelloVulkan class:

  void createCompDescriptors();
  void updateCompDescriptors(nvvkBuffer& vertex);
  void createCompPipelines();

  nvvk::DescriptorSetBindings m_compDescSetLayoutBind;
  VkDescriptorPool            m_compDescPool;
  VkDescriptorSetLayout       m_compDescSetLayout;
  VkDescriptorSet             m_compDescSet;
  VkPipeline                  m_compPipeline;
  VkPipelineLayout            m_compPipelineLayout;

The compute shader will work on a single VertexObj buffer.

void HelloVulkan::createCompDescriptors()
{
  m_compDescSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_COMPUTE_BIT);

  m_compDescSetLayout = m_compDescSetLayoutBind.createLayout(m_device);
  m_compDescPool      = m_compDescSetLayoutBind.createPool(m_device, 1);
  m_compDescSet       = nvvk::allocateDescriptorSet(m_device, m_compDescPool, m_compDescSetLayout);
}

updateCompDescriptors will set the set the descriptor to the buffer of VertexObj objects to which the animation will be applied.

void HelloVulkan::updateCompDescriptors(nvvk::Buffer& vertex)
{
  std::vector<VkWriteDescriptorSet> writes;
  VkDescriptorBufferInfo            dbiUnif{vertex.buffer, 0, VK_WHOLE_SIZE};
  writes.emplace_back(m_compDescSetLayoutBind.makeWrite(m_compDescSet, 0, &dbiUnif));
  vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
}

The compute pipeline will consist of a simple shader and a push constant, which will be used to set the animation time.

void HelloVulkan::createCompPipelines()
{
  // pushing time
  VkPushConstantRange push_constants = {VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(float)};

  VkPipelineLayoutCreateInfo createInfo{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
  createInfo.setLayoutCount         = 1;
  createInfo.pSetLayouts            = &m_compDescSetLayout;
  createInfo.pushConstantRangeCount = 1;
  createInfo.pPushConstantRanges    = &push_constants;
  vkCreatePipelineLayout(m_device, &createInfo, nullptr, &m_compPipelineLayout);


  VkComputePipelineCreateInfo computePipelineCreateInfo{VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO};
  computePipelineCreateInfo.layout = m_compPipelineLayout;

  computePipelineCreateInfo.stage =
      nvvk::createShaderStageInfo(m_device, nvh::loadFile("spv/anim.comp.spv", true, defaultSearchPaths, true),
                                  VK_SHADER_STAGE_COMPUTE_BIT);

  vkCreateComputePipelines(m_device, {}, 1, &computePipelineCreateInfo, nullptr, &m_compPipeline);

  vkDestroyShaderModule(m_device, computePipelineCreateInfo.stage.module, nullptr);
}

Finally, destroy the resources in HelloVulkan::destroyResources():

  // #VK_compute
  vkDestroyPipeline(m_device, m_compPipeline, nullptr);
  vkDestroyPipelineLayout(m_device, m_compPipelineLayout, nullptr);
  vkDestroyDescriptorPool(m_device, m_compDescPool, nullptr);
  vkDestroyDescriptorSetLayout(m_device, m_compDescSetLayout, nullptr);

anim.comp

The compute shader will be simple. We need to add a new shader file, anim.comp, to the shaders filter in the solution.

This will move each vertex up and down over time.

#version 460
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "wavefront.glsl"

layout(binding = 0, scalar) buffer Vertices
{
  Vertex v[];
}
vertices;

layout(push_constant) uniform shaderInformation
{
  float iTime;
}
pushc;

void main()
{
  Vertex v0 = vertices.v[gl_GlobalInvocationID.x];

  // Compute vertex position
  const float PI       = 3.14159265;
  const float signY    = (v0.pos.y >= 0 ? 1 : -1);
  const float radius   = length(v0.pos.xz);
  const float argument = pushc.iTime * 4 + radius * PI;
  const float s        = sin(argument);
  v0.pos.y             = signY * abs(s) * 0.5;

  // Compute normal
  if(radius == 0.0f)
  {
    v0.nrm = vec3(0.0f, signY, 0.0f);
  }
  else
  {
    const float c        = cos(argument);
    const float xzFactor = -PI * s * c;
    const float yFactor  = 2.0f * signY * radius * abs(s);
    v0.nrm               = normalize(vec3(v0.pos.x * xzFactor, yFactor, v0.pos.z * xzFactor));
  }

  vertices.v[gl_GlobalInvocationID.x] = v0;
}

Animating the Object

First add the declaration of the animation function in HelloVulkan:

void animationObject(float time);

The implementation only pushes the current time and calls the compute shader (dispatch).

void HelloVulkan::animationObject(float time)
{
  const uint32_t sphereId = 2;
  ObjModel&      model    = m_objModel[sphereId];

  updateCompDescriptors(model.vertexBuffer);

  nvvk::CommandPool genCmdBuf(m_device, m_graphicsQueueIndex);
  VkCommandBuffer   cmdBuf = genCmdBuf.createCommandBuffer();

  vkCmdBindPipeline(cmdBuf, VK_PIPELINE_BIND_POINT_COMPUTE, m_compPipeline);
  vkCmdBindDescriptorSets(cmdBuf, VK_PIPELINE_BIND_POINT_COMPUTE, m_compPipelineLayout, 0, 1, &m_compDescSet, 0, nullptr);
  vkCmdPushConstants(cmdBuf, m_compPipelineLayout, VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(float), &time);
  vkCmdDispatch(cmdBuf, model.nbVertices, 1, 1);

  genCmdBuf.submitAndWait(cmdBuf);
}

Invoking Animation

In main.cpp, after the other resource creation functions, add the creation functions for the compute shader.

  helloVk.createCompDescriptors();
  helloVk.createCompPipelines();

In the rendering loop, before the call to animationInstances, call the object animation function.

  helloVk.animationObject(diff.count());

⚠️ Note: Always update the TLAS when BLAS are modified. This will make sure that the TLAS knows about the new bounding box sizes.

⚠️ Note: At this point, the object should be animated when using the rasterizer, but should still be immobile when using the ray tracer.

Update BLAS

In nvvk::RaytracingBuilder in raytrace_vkpp.hpp, we can add a function to update a BLAS whose vertex buffer was previously updated. This function is very similar to the one used for instances, but in this case, there is no buffer transfer to do.

//--------------------------------------------------------------------------------------------------
// Refit BLAS number blasIdx from updated buffer contents.
//
void nvvk::RaytracingBuilderKHR::updateBlas(uint32_t blasIdx, BlasInput& blas, VkBuildAccelerationStructureFlagsKHR flags)
{
  assert(size_t(blasIdx) < m_blas.size());

  // Preparing all build information, acceleration is filled later
  VkAccelerationStructureBuildGeometryInfoKHR buildInfos{VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_GEOMETRY_INFO_KHR};
  buildInfos.flags                    = flags;
  buildInfos.geometryCount            = (uint32_t)blas.asGeometry.size();
  buildInfos.pGeometries              = blas.asGeometry.data();
  buildInfos.mode                     = VK_BUILD_ACCELERATION_STRUCTURE_MODE_UPDATE_KHR;  // UPDATE
  buildInfos.type                     = VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_KHR;
  buildInfos.srcAccelerationStructure = m_blas[blasIdx].accel;  // UPDATE
  buildInfos.dstAccelerationStructure = m_blas[blasIdx].accel;

  // Find size to build on the device
  std::vector<uint32_t> maxPrimCount(blas.asBuildOffsetInfo.size());
  for(auto tt = 0; tt < blas.asBuildOffsetInfo.size(); tt++)
    maxPrimCount[tt] = blas.asBuildOffsetInfo[tt].primitiveCount;  // Number of primitives/triangles
  VkAccelerationStructureBuildSizesInfoKHR sizeInfo{VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_SIZES_INFO_KHR};
  vkGetAccelerationStructureBuildSizesKHR(m_device, VK_ACCELERATION_STRUCTURE_BUILD_TYPE_DEVICE_KHR, &buildInfos,
                                          maxPrimCount.data(), &sizeInfo);

  // Allocate the scratch buffer and setting the scratch info
  nvvk::Buffer scratchBuffer =
      m_alloc->createBuffer(sizeInfo.buildScratchSize, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
  VkBufferDeviceAddressInfo bufferInfo{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO};
  bufferInfo.buffer                    = scratchBuffer.buffer;
  buildInfos.scratchData.deviceAddress = vkGetBufferDeviceAddress(m_device, &bufferInfo);
  NAME_VK(scratchBuffer.buffer);

  std::vector<const VkAccelerationStructureBuildRangeInfoKHR*> pBuildOffset(blas.asBuildOffsetInfo.size());
  for(size_t i = 0; i < blas.asBuildOffsetInfo.size(); i++)
    pBuildOffset[i] = &blas.asBuildOffsetInfo[i];

  // Update the instance buffer on the device side and build the TLAS
  nvvk::CommandPool genCmdBuf(m_device, m_queueIndex);
  VkCommandBuffer   cmdBuf = genCmdBuf.createCommandBuffer();


  // Update the acceleration structure. Note the VK_TRUE parameter to trigger the update,
  // and the existing BLAS being passed and updated in place
  vkCmdBuildAccelerationStructuresKHR(cmdBuf, 1, &buildInfos, pBuildOffset.data());

  genCmdBuf.submitAndWait(cmdBuf);
  m_alloc->destroy(scratchBuffer);
}

The previous function (updateBlas) uses geometry information stored in m_blas. To be able to re-use this information, we need to keep the structure of nvvk::RaytracingBuilderKHR::Blas objects used for its creation.

Move the nvvk::RaytracingBuilderKHR::Blas vector from HelloVulkan::createBottomLevelAS() to the HelloVulkan class, renaming it to m_blas.

  std::vector<nvvk::RaytracingBuilderKHR::Blas>         m_blas;

As with the TLAS, the BLAS needs to allow updates. We will also enable the VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_BUILD_BIT_KHR flag, which indicates that the given acceleration structure build should prioritize build time over trace performance.

void HelloVulkan::createBottomLevelAS()
{
  // BLAS - Storing each primitive in a geometry
  m_blas.reserve(m_objModel.size());
  for(const auto& obj : m_objModel)
  {
    auto blas = objectToVkGeometryKHR(obj);

    // We could add more geometry in each BLAS, but we add only one for now
    m_blas.push_back(blas);
  }
  m_rtBuilder.buildBlas(m_blas, VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_UPDATE_BIT_KHR
                                    | VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_BUILD_BIT_KHR);
}

Finally, we can add a line at the end of HelloVulkan::animationObject() to update the BLAS.

m_rtBuilder.updateBlas(sphereId, m_blas[sphereId],
                         VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_UPDATE_BIT_KHR | VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_BUILD_BIT_KHR);