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OptiX Utility

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OptiXはOptiX 7以降Direct X Raytracing (DXR)にそっくりなローレベル指向なAPIになりました。<!-- -->細かいところに制御が効く一方で、何をするにも煩雑なセットアップコードを書く必要が出てきました。<!-- -->このOptiX Utilityは細かい制御性はできる限り保持したまま定形処理になりがちな部分を隠蔽したクラス・関数を提供することを目的としています。

OptiX changes its form since OptiX 7 into a low-level oriented API similar to Direct X Raytracing (DXR). It provides fine-level controllability but requires the user to write troublesome setup code to do anything. The purpose of this OptiX Utility is to provide classes and functions which encapsulate parts that tend to be boilerplate code while keeping fine controllability.

組込方法 / Integration

OptiX Utilityを使うプログラムに以下を追加します。
Add the followings to your program which uses OptiX Utility:

オプションとして、プログラムがCUDAのメモリ確保などを実装していない場合は cuda_util.h, cuda_util.cpp と optixu_on_cudau.h も追加します。CUDA UtilityにOpenGL連携機能が必要ない場合はコンパイルオプションとしてCUDA_UTIL_DONT_USE_GL_INTEROPを定義してください。
Optionally add cuda_util.h, cuda_util.cpp and optixu_on_cudau.h as well if the program doesn't have functionalities like memory allocation for CUDA. Define CUDA_UTIL_DONT_USE_GL_INTEROP as a compile option when you don't need OpenGL interoperability in CUDA Utility.

機能 / Features

Currently based on OptiX 8.1.0

[»] は対応する機能を使うサンプルコードへのリンク(抜粋)です。
[»] links to a sample code (excerpt) which uses a corresponding feature.

TODO

構成要素 / Components

コード例 / Code example

ホスト側 / Host-side

OptiX UtilityはシェーダーバインディングテーブルのセットアップといったOptiXカーネルを実行するまでに必要な面倒な手続きを可能な限り隠蔽します。

OptiX utility hides troublesome procedures like setting up shader binding table required to execute OptiX kernels as much as possible.

// Create an OptiX context from a CUDA context (Driver API).
optixu::Context optixContext = optixu::Context::create(cuContext);

// Create a pipeline and associated programs (groups) then link the pipeline.
optixu::Pipeline pipeline = optixContext.createPipeline();
pipeline.setPipelineOptions(
    optixu::calcSumDwords<PayloadSignature>(),
    optixu::calcSumDwords<AttributeSignature>(),
    "plp", sizeof(PipelineLaunchParameters),
    OPTIX_TRAVERSABLE_GRAPH_FLAG_ALLOW_ANY,
    OPTIX_EXCEPTION_FLAG_STACK_OVERFLOW | OPTIX_EXCEPTION_FLAG_TRACE_DEPTH,
    OPTIX_PRIMITIVE_TYPE_FLAGS_TRIANGLE);
optixu::Module mainModule =
    pipeline.createModuleFromPTXString(
        ptx, OPTIX_COMPILE_DEFAULT_MAX_REGISTER_COUNT,
        OPTIX_COMPILE_OPTIMIZATION_DEFAULT, OPTIX_COMPILE_DEBUG_LEVEL_LINEINFO);
optixu::Program rayGenProgram = pipeline.createRayGenProgram(module, RT_RG_NAME_STR("pathtracing"));
// ...
optixu::HitProgramGroup searchRayHitProgramGroup =
    pipeline.createHitProgramGroupForTriangleIS(
        mainModule, RT_CH_NAME_STR("shading"), emptyModule, nullptr);
optixu::HitProgramGroup visibilityRayHitProgramGroup =
    pipeline.createHitProgramGroupForTriangleIS(
        emptyModule, nullptr, mainModule, RT_AH_NAME_STR("visibility"));
// ...
pipeline.link(2);

// Allocate a shader binding table (scene independent part).
cudau::Buffer sbt;
size_t sbtSize;
scene.generateShaderBindingTableLayout(&sbtSize);
//...
pipeline.setShaderBindingTable(sbt, sbt.getMappedPointer());

// Create materials.
optixu::Material defaultMat = optixContext.createMaterial();
defaultMat.setHitGroup(RayType::Search, searchRayHitProgramGroup);
defaultMat.setHitGroup(RayType::Visibility, visibilityRayHitProgramGroup);
// ...
defaultMat.setUserData(...);

// Create a scene.
optixu::Scene scene = optixContext.createScene();

// Create geometry instances (triangles or curves or user-defined custom primitives).
optixu::GeometryInstance geomInst0 = scene.createGeometryInstance();
cudau::TypedBuffer<Vertex> vertexBuffer;
cudau::TypedBuffer<Triangle> triangleBuffer;
// ...
geomInst0.setVertexBuffer(vertexBuffer);
geomInst0.setTriangleBuffer(triangleBuffer);
geomInst0.setUserData(...);
geomInst0.setNumMaterials(1, BufferView());
geomInst0.setGeometryFlags(0, OPTIX_GEOMETRY_FLAG_NONE);
geomInst0.setMaterial(0, 0, defaultMat);

OptixAccelBufferSizes asMemReqs;

// Create geometry acceleration structures.
optixu::GeometryAccelerationStructure gas0 = scene.createGeometryAccelerationStructure();
gas0.setConfiguration(
    optixu::ASTradeoff::PreferFastTrace,
    optixu::AllowUpdate::Yes, optixu::AllowCompaction::Yes); // Builder preference.
gas0.addChild(geomInst0);
gas0.addChild(geomInst1);
gas0.addChild(...);
gas0.setUserData(...);
optixu::GeometryAccelerationStructure gas1 = scene.createGeometryAccelerationStructure();
// ...
cudau::Buffer gas0Mem;
gas0.prepareForBuild(&asMemReqs);

// Create instances.
optixu::Instance inst0 = scene.createInstance();
inst0.setChild(gas0);
inst0.setTransform(...);
optixu::Instance inst1 = scene.createInstance();
// ...

// Create instance acceleration structures.
optixu::InstanceAccelerationStructure ias0 = scene.createInstanceAccelerationStructure();
ias0.setConfiguration(
    optixu::ASTradeoff::PreferFastBuild,
    optixu::AllowUpdate::Yes, optixu::AllowCompaction::Yes); // Builder preference.
ias0.addChild(inst0);
ias0.addChild(inst1);
ias0.addChild(...);
optixu::InstanceAccelerationStructure ias1 = scene.createInstanceAccelerationStructure();
// ...
cudau::TypedBuffer<OptixInstance> instBuffer;
cudau::Buffer ias0Mem;
ias0.prepareForBuild(&asMemReqs);

// Build acceleration structures.
cudau::Buffer asBuildScratchMem;
// ...
OptixTraversableHandle gas0Handle = gas0.rebuild(cuStream, gas0Mem, asBuildScratchMem);
// ...
OptixTraversableHandle ias0Handle = ias0.rebuild(cuStream, instBuffer, ias0Mem, asBuildScratchMem);

// Allocate a shader binding table (scene dependent part).
cudau::Buffer hitGroupSbt;
size_t hitGroupSbtSize;
scene.generateShaderBindingTableLayout(&hitGroupSbtSize);
// ...

// Associate the pipeline and the scene/shader binding table.
pipeline.setScene(scene);
pipeline.setHitGroupShaderBindingTable(hitGroupSbt, hitGroupSbt.getMappedPointer());

// Setup pipeline launch parameters and allocate memory for it on the device.
PipelineLaunchParameter plp;
// ...
CUdeviceptr plpOnDevice;
cuMemAlloc(&plpOnDevice, sizeof(plp));

// Launch the pipeline!
cuMemcpyHtoDAsync(plpOnDevice, &plp, sizeof(plp), cuStream);
pipeline.launch(cuStream, plpOnDevice, width, height, 1);
//...

デバイス側 / Device-side

OptiX Utilityはペイロードのパッキングを簡単にしたりカーネル間通信における型の不一致を回避するため、デバイス側の組み込み関数のラッパーを提供しています。

OptiX utility provides template wrappers for device-side built-in functions to ease packing of payloads and to avoid type inconsistency for inter-kernel communications.

// Define payload signatures.
using SearchRayPayloadSignature = optixu::PayloadSignature<PCG32RNG, ExtraPayload*>;
using VisibilityRayPayloadSignature = optixu::PayloadSignature<float>;
// ...
CUDA_DEVICE_KERNEL void RT_RG_NAME(pathtracing)() {
    // ...
    ExtraPayload* exPayloadPtr = &exPayload;
    while (true) {
        // ...
        SearchRayPayloadSignature::trace(
            traversable, origin, direction,
            0.0f, FLT_MAX, 0.0f, 0xFF, OPTIX_RAY_FLAG_NONE,
            RayType_Search, NumRayTypes, RayType_Search,
            rng, exPayloadPtr);
        // ...
    }
    // ...
}
// ...
CUDA_DEVICE_KERNEL void RT_CH_NAME(shading)() {
    auto sbtr = reinterpret_cast<HitGroupSBTRecordData*>(optixGetSbtDataPointer());
    // ...
    PCG32RNG rng;
    ExtraPayload* exPayloadPtr;
    SearchRayPayloadSignature::get(&rng, &exPayloadPtr);
    // ...
    {
        // ...
        float visibility = 1.0f;
        VisibilityRayPayloadSignature::trace(
            traversable, p, shadowRayDir, 0.0f, dist * 0.999f, 0.0f, 0xFF, OPTIX_RAY_FLAG_NONE,
            RayType_Visibility, NumRayTypes, RayType_Visibility,
            visibility);
        // ...
    }
    // ...
    SearchRayPayloadSignature::set(&rng, nullptr);
}
// ...
CUDA_DEVICE_KERNEL void RT_AH_NAME(visibility)() {
    float visibility = 0.0f;
    VisibilityRayPayloadSignature::set(&visibility);

    optixTerminateRay();
}
// ...

動作環境 / Confirmed Environment

現状以下の環境で動作を確認しています。
I've confirmed that the programs run correctly in the following environment.

動作させるにあたっては以下のライブラリが必要です。
It requires the following libraries.

ライセンス / License

Released under the Apache License, Version 2.0 (See LICENSE.md)


2024 @Shocker_0x15, @bsky.rayspace.xyz