Wednesday, 18 September 2013

New nVIDIA HBAO+ technology



 


Earlier today at GamesCom in Cologne, Germany, NVIDIA and Ubisoft announced the signing of a far-reaching technology agreement that will see the two firms bolster Ubisoft’s upcoming AAA PC games with advanced features, effects and technologies that make the most of GPUs like the GeForce GTX 780. The first game to benefit from this unprecedented relationship is Tom Clancy’s Splinter Cell Blacklist, which is launching worldwide this week with full support for NVIDIA TXAA Anti-Aliasing, NVIDIA HBAO+, and NVIDIA SLI, the smoothest and fastest multi-GPU solution available.
For those new to the long-running Splinter Cell franchise, Blacklist casts you as series protagonist Sam Fisher, one of the world’s most skilled covert operatives, tasked with the most challenging missions in the world’s most dangerous hotspots. Using stealth, gadgets, and the occasional overt action, Sam must sneak his way to the truth about a new terrorist plot, and ultimately save the day before the United States of America is consumed by terrorism. When you’ve saved the day, you can jump into intense co-op missions, and a much-anticipated 4v4 multiplayer mode that pits Sam-style stealth agents against gun-toting operatives who desperately defend important objectives.
On all formats Blacklist looks lovely, but on PC there is a ton of extra tech for your PC to tackle.

NVIDIA HBAO+ Ambient Occlusion

Splinter Cell is a franchise dominated by shadows. Sam does his best work when under their protection, sneaking, snapping necks, and circumventing security systems, so it is imperative shadows are as detailed and realistic as possible. The PC version of Blacklist features higher-resolution, more detailed shadows, as you would expect, but to take the PC version to the next level something new was required. To that end, NVIDIA and Ubisoft have worked in concert to implement a brand new shadowing effect called HBAO+, which makes its debut this week in the critically-acclaimed Splinter Cell Blacklist.
An important advancement in the field of Ambient Occlusion (AO) shadowing, HBAO+ dramatically improves upon existing AO techniques to add richer, more detailed, more realistic shadows around objects that occlude rays of light. In comparison to previous techniques (such as the “SSAO+” technique available in Blacklist), HBAO+ doubles the overall number of samples per pixel, runs twice as fast, and uses the latest DirectX 11 technologies.

The world of Blacklist is full of shadows, demanding new, cutting-edge shadow tech.
Most commonly, games use Screen Space Ambient Occlusion (SSAO) for the rendering of AO effects. There are many variants, though all are based on early AO tech, and as such suffer from a lack of shadow definition and quality, resulting in a minimal increase in image quality (IQ) compared to the same scene without AO.
At the 2008 SIGGRAPH tech conference NVIDIA introduced an upgraded SSAO variant called Horizon Based Ambient Occlusion (HBAO). Unlike previous SSAO variants, HBAO uses a physically-based algorithm that approximates an integral with depth buffer sampling. In other words, the upgrade enables HBAO to generate higher-quality SSAO, whilst increasing the definition, quality, and visibility of the AO shadowing.
For performance reasons, however, HBAO is typically rendered at half-resolution, as in Battlefield: Bad Company 2 and Battlefield 3, reducing the number of AO pixels by three-quarters. Unfortunately, rendering HBAO at reduced resolutions inevitably causes flickering that is challenging to hide in all situations – Battlefield 3 HBAO selective temporal filtering helps, but in some cases flickering persists.
To overcome these issues, NVIDIA’s Louis Bavoil has completely redeveloped and revamped Screen Space Ambient Occlusion to create HBAO+, a paradigm shift in the field of Screen Space Ambient Occlusion rendering.

Shadowing has come a long way since the release of the original Splinter Cell, a decade ago.
The first goal for Louis at the outset of his work was to create an AO technique that could be rendered at full resolution at 1920x1200 on a modern GPU like the GeForce GTX 660. HBAO offered good definition at full resolution, but its crippling performance impact made it impractical for modern games, and when it was used at a reduced resolution it still had a heavy impact on frame rates in comparison to SSAO.
Louis’s second goal was to maximize the efficiency of the AO implementation by leveraging the speedy DirectX 11 tech on GPUs, and the software advances that DX11 brought to the table when launched in 2009. Ultimately, the new DirectX 11 hardware and software enabled Louis to render HBAO+ with a fast Interleaved Rendering technique instead of a slow Fullscreen Pass, which had to be further supplemented by per-pixel jittering for the reduction of aliasing on AO shadows.
Louis’s third and final goal was to improve the visual fidelity of HBAO+ in comparison to HBAO, especially in scenes with grass, leaves, and other fine detail. As seen in Far Cry 3, HBAO struggled in such situations, creating overbearing, solid areas of shadowing.

HBAO+ is as-important when outside, helping to create a realistic scene lit by the sun and man-made lights.
The result of Louis’s work is a more accurate Ambient Occlusion technique, with weighty shadows that are better defined, more accurate, and more visible. Below, you can view an interactive comparison that shows a scene with all textures and game elements removed, leaving only the Ambient Occlusion shadowing, enabling an easy comparison between the new and old techniques.
Note how the HBAO+ Ambient Occlusion shadowing is far more accurate, sitting correctly on and around objects in a non-uniform fashion. Also note the fence-like area towards the rear of the image. With HBAO, the technique’s poor sampling quality results in the area being uniformly shadowed, similar to the grass situation in Far Cry 3. In this demo, on a GTX 680 at 1920x1200, HBAO+ is over three times faster than HBAO, dramat

In Blacklist, Ubisoft’s full-resolution SSAO+ technique offers superior image quality in comparison to half-resolution SSAO, but seriously impacts the frame rate in the process, running 3.3 milliseconds per frame slower. HBAO’s implementation, meanwhile, runs at full-resolution but with only 4 occlusion samples per pixel, far fewer than the 16 used for SSAO and SSAO+. The trade-off is an increase in performance and an AO’d image with its own, separate set of issues.
Full-resolution NVIDIA HBAO+, in comparison, is nearly twice as fast as the next-best Blacklist AO technique, SSAO+, and achieves this feat with more than double the number of occlusion samples. The result is a speedy implementation that offers a far richer, more detailed image than the other techniques.

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