MPSRayIntersector(3) | MetalPerformanceShaders.framework | MPSRayIntersector(3) |
MPSRayIntersector - Performs intersection tests between rays and the geometry in an MPSAccelerationStructure.
#import <MPSRayIntersector.h>
Inherits MPSKernel, <NSSecureCoding>, and <NSCopying>.
(nonnull instancetype) - init
(nonnull instancetype) - initWithDevice:
Initialize the raytracer with a Metal device. (nullable instancetype) -
initWithCoder:device:
Initialize the raytracer with an NSCoder and a Metal device. (nonnull
instancetype) - copyWithZone:device:
Copy the raytracer with a Metal device. (NSUInteger) -
recommendedMinimumRayBatchSizeForRayCount:
Get the recommended minimum number of rays to submit for intersection in one
batch. (void) - encodeWithCoder:
(void) -
encodeIntersectionToCommandBuffer:intersectionType:rayBuffer:rayBufferOffset:intersectionBuffer:intersectionBufferOffset:rayCount:accelerationStructure:
Schedule intersection tests between rays and an acceleration structure. (void)
-
encodeIntersectionToCommandBuffer:intersectionType:rayBuffer:rayBufferOffset:intersectionBuffer:intersectionBufferOffset:rayCountBuffer:rayCountBufferOffset:accelerationStructure:
Schedule intersection tests between rays and an acceleration structure with a
ray count provided in a buffer.
MTLCullMode cullMode
Whether to ignore intersections between rays and back-facing or front-facing
triangles. Defaults to MTLCullModeNone. MTLWinding frontFacingWinding
Winding order used to determine which direction a triangle's normal points
when back face or front face culling is enabled. Defaults to
MTLWindingClockwise. MPSTriangleIntersectionTestType
triangleIntersectionTestType
Ray/triangle intersection test type. Defaults to
MPSTriangleIntersectionTestTypeDefault. MPSBoundingBoxIntersectionTestType
boundingBoxIntersectionTestType
Ray/bounding box intersection test type. Defaults to
MPSBoundingBoxIntersectionTestTypeDefault. MPSRayMaskOptions
rayMaskOptions
Whether to enable primitive and instance masks. Defaults to
MPSRayMaskOptionNone. NSUInteger rayStride
Offset, in bytes, between consecutive rays in the ray buffer. Defaults to 0,
indicating that the rays are packed according to their natural aligned size.
NSUInteger intersectionStride
Offset, in bytes, between consecutive intersections in the intersection
buffer. Defaults to 0, indicating that the intersections are packed
according to their natural aligned size. MPSRayDataType rayDataType
Ray data type. Defaults to MPSRayDataTypeOriginDirection.
MPSIntersectionDataType intersectionDataType
Intersection data type. Defaults to
MPSIntersectionDataTypeDistancePrimitiveIndexCoordinates.
Performs intersection tests between rays and the geometry in an MPSAccelerationStructure.
An MPSRayIntersector is used to schedule intersection tests between rays and geometry into an MTLCommandBuffer. First, create a raytracer with a Metal device. Then, configure the properties of the raytracer:
id <MTLDevice> device = MTLCreateSystemDefaultDevice(); id <MTLCommandQueue> commandQueue = [device newCommandQueue]; MPSRayIntersector *raytracer = [[MPSRayIntersector alloc] initWithDevice:device]; // Configure raytracer properties
Before scheduling intersection tests, an MPSAccelerationStructure must be created. The acceleration structure is built over geometry and is used to accelerate intersection testing. For example, to create a triangle acceleration structure, allocate an MPSTriangleAccelerationStructure object. Then, configure the properties of the acceleration structure. For example, triangle acceleration structures require a vertex buffer and a triangle count:
MPSTriangleAccelerationStructure *accelerationStructure =
[[MPSTriangleAccelerationStructure alloc] initWithDevice:device]; accelerationStructure.vertexBuffer = vertexBuffer; accelerationStructure.triangleCount = triangleCount;
Acceleration structures must be built at least once before they are used for intersection testing, and must be rebuilt when the geometry changes. Rebuilding an acceleration structure is a time consuming operation, so an asynchronous version of this method is also available.
[accelerationStructure rebuild];
The raytracer is then used to schedule intersection tests into an MTLCommandBuffer. Rays are provided in batches through a Metal buffer, and intersection results are returned through another Metal buffer in the same order, one intersection per ray.
There are several choices of ray data type controlled by the rayDataType property. The default ray data type is MPSRayOriginDirection, which includes just the ray origin direction. The other data types add support for minimum and maximum intersection distances and ray masks. These data types are available in the Metal Shading Language by including the MetalPerformanceShaders/MetalPerformanceShaders.h header. Additional application specific per-ray data can also be appended to the end of the ray data type using the rayStride property. This data will be ignored by the intersector.
If the rays were generated on the CPU:
typedef MPSRayOriginDirection Ray; // Create a buffer to hold the rays id <MTLBuffer> rayBuffer = [device newBufferWithLength:sizeof(Ray) * rayCount options:0]; // Copy the rays into the ray buffer memcpy(rayBuffer.contents, rays, sizeof(Ray) * rayCount); // Create a buffer to hold the intersections id <MTLBuffer> intersectionBuffer = [device newBufferWithLength:sizeof(Intersection) * rayCount
options:0];
It can be useful to prevent certain rays from participating in intersection testing. For example: rays which have bounced out of the scene in previous intersection tests. It may be more efficient to do this by compacting the ray buffer so that threads with invalid rays are not left idle during intersection testing. However, it can be more convenient to disable the ray in place. This can be done by setting most fields to invalid values. For example, setting the maximum distance to a negative value, setting the mask to zero, setting the direction to the zero vector, etc.
Finally, the intersection testing is encoded into an MTLCommandBuffer. There are two intersection types. The 'nearest' intersection type returns the closest intersection along each ray. The 'any' intersection type returns immediately when the first intersection is found. The 'any' intersection type is useful for determining whether a point is visible from another point for, e.g., shadow rays or ambient occlusion rays and is typically much faster than the 'nearest' intersection type.
id <MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer]; [raytracer encodeIntersectionToCommandBuffer:commandBuffer
intersectionType:MPSIntersectionTypeNearest
rayBuffer:rayBuffer
rayBufferOffset:0
intersectionBuffer:intersectionBuffer
intersectionBufferOffset:0
rayCount:rayCount
accelerationStructure:accelerationStructure]; [commandBuffer commit];
The intersection results are not available until the command buffer has finished executing on the GPU. It is not safe for the CPU to write or read the contents of the ray buffer, intersection buffer, vertex buffer, etc. until the command buffer has finished executing. Use the waitUntilCompleted or addCompletedHandler methods of the MTLCommandBuffer to block the CPU until the GPU has finished executing. Then retrieve the intersection results from the intersection buffer:
typedef MPSIntersectionDistancePrimitiveIndexCoordinates Intersection;
[commandBuffer waitUntilCompleted]; Intersection *intersections = (Intersection *)intersectionBuffer.contents;
There are also several choices of intersection data type controlled by the intersectionDataType property. The default intersection data type is MPSIntersectionDistancePrimitiveIndexCoordinates, which includes the intersection distance, primitive index, and barycentric coordinates. The other data types remove the primitive index or barycentric coordinates, which can be used to reduce the memory and memory bandwidth usage of the intersection buffer. These data types are available in the Metal Shading Language by including the MetalPerformanceShaders/MetalPerformanceShaders.h header.
The intersection distance field is positive when an intersection has been found and negative when there is no intersection. When using the 'nearest' intersection type, the intersection point is the ray origin plus the ray direction multiplied by the intersection distance. The other fields are not valid if there is no intersection. Only the intersection distance field is valid for the 'any' intersection type, and the distance is either a negative or positive value to indicate an intersection or miss. It does not necessarily contain the actual intersection distance when using the 'any' intersection type.
Asynchronous Raytracing: Copying rays and intersections to and from the CPU is expensive. Furthermore, generating rays and consuming intersections on the CPU causes the CPU and GPU to block each other. If the CPU must generate rays and consume intersections, it is better to add an asynchronous completion handler to the MTLCommandBuffer. The CPU can then proceed to do other useful work and will be notified when the GPU has finished executing. Use double or triple buffered ray and intersection buffers to avoid race conditions such as the CPU overwriting data the GPU may be reading. Then the CPU can safely write to one range of the buffer while the GPU reads from another range of the buffer. Once the GPU is done executing, the CPU and GPU can advance to the next range of the buffer. This method can be implemented using a completion handler and a semaphore:
#define MAX_ASYNC_OPERATIONS 3 // Initialization: // Create a semaphore with the maximum number of asynchronous operations in flight dispatch_semaphore_t asyncOperationSemaphore = dispatch_semaphore_create(MAX_ASYNC_OPERATIONS); // Create a ray and intersection buffer large enough for the maximum number of operations id <MTLBuffer> rayBuffer =
[device newBufferWithLength:sizeof(Ray) * rayCount * MAX_ASYNC_OPERATIONS
options:0]; id <MTLBuffer> intersectionBuffer =
[device newBufferWithLength:sizeof(Intersection) * rayCount * MAX_ASYNC_OPERATIONS
options:0]; NSUInteger asyncOperationIndex = 0; // Encode intersection testing: // Wait until there is a free buffer range dispatch_semaphore_wait(asyncOperationSemaphore, DISPATCH_TIME_FOREVER); // Copy rays into ray buffer NSUInteger rayBufferOffset = sizeof(Ray) * rayCount * asyncOperationIndex; NSUInteger intersectionBufferOffset = sizeof(Intersection) * rayCount * asyncOperationIndex; memcpy((uint8_t *)rayBuffer.contents + rayBufferOffset, rays, sizeof(Ray) * rayCount); // Advance the async operation index asyncOperationIndex = (asyncOperationIndex + 1) % MAX_ASYNC_OPERATIONS; // Create a command buffer id <MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer]; // Encode actual intersection work [raytracer encodeIntersectionToCommandBuffer:commandBuffer
intersectionType:MPSIntersectionTypeNearest
rayBuffer:rayBuffer
rayBufferOffset:rayBufferOffset
intersectionBuffer:intersectionBuffer
intersectionBufferOffset:intersectionBufferOffset
rayCount:rayCount
accelerationStructure:accelerationStructure]; // Register a completion handler to run when the GPU finishes executing [commandBuffer addCompletedHandler:^(id <MTLCommandBuffer> commandBuffer) {
Intersection *intersections = (Intersection *)((uint8_t *)intersectionBuffer.contents +
intersectionBufferOffset);
// Process intersections
// Signal that the ray and intersection buffer ranges are now available for reuse
dispatch_semaphore_signal(asyncOperationSemaphore); }]; // Commit the command buffer to allow the GPU to start executing [commandBuffer commit];
GPU Driven Raytracing: Pipelining CPU and GPU work with asynchronous raytracing is better than allowing the CPU and GPU block each other, but it is even better to produce rays and consume intersections entirely on the GPU. This avoids the need to copy rays and intersections to and from the GPU and avoids any kind of CPU/GPU synchronization. To do this, encode compute kernels before and after intersection testing. By processing rays in parallel, the compute kernels may also be able to generate and consume rays faster than the CPU. The ray generation kernel typically produces rays according to some camera model, and the intersection consumption kernel typically updates the output buffer or texture according to some shading model.
Since the rays and intersections will never leave the GPU, store them in private Metal buffers that are allocated in GPU memory rather than system memory. Because the ray generation, intersection testing, and intersection consumption kernels are pipelined on the GPU, there is no need to double or triple buffer the ray or intersection buffers, which saves memory.
id <MTLBuffer> rayBuffer =
[device newBufferWithLength:sizeof(Ray) * rayCount
options:MTLResourceStorageModePrivate]; id <MTLBuffer> intersectionBuffer =
[device newBufferWithLength:sizeof(Intersection) * rayCount
options:MTLResourceStorageModePrivate]; id <MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer]; // Generate rays id <MTLComputeCommandEncoder> encoder = [commandBuffer computeCommandEncoder]; [encoder setBuffer:rayBuffer offset:0 atIndex:0]; [encoder setBytes:&uniformData length:sizeof(uniformData) atIndex:1]; [encoder setComputePipelineState:cameraPipeline]; [encoder dispatchThreads:MTLSizeMake(rayCount, 1, 1)
threadsPerThreadgroup:MTLSizeMake(64, 1, 1)]; [encoder endEncoding]; [raytracer encodeIntersectionToCommandBuffer:commandBuffer
intersectionType:MPSIntersectionTypeNearest
rayBuffer:rayBuffer
rayBufferOffset:0
intersectionBuffer:intersectionBuffer
intersectionBufferOffset:0
rayCount:rayCount
accelerationStructure:accelerationStructure]; // Perform shading at intersections and update framebuffer texture encoder = [commandBuffer computeCommandEncoder]; [encoder setBuffer:rayBuffer offset:0 atIndex:0]; [encoder setBuffer:intersectionBuffer offset:0 atIndex:1]; [encoder setBytes:&uniformData length:sizeof(uniformData) atIndex:2]; [encoder setTexture:framebufferTexture atIndex:0]; [encoder setComputePipelineState:shadingPipeline]; [encoder dispatchThreads:MTLSizeMake(rayCount, 1, 1)
threadsPerThreadgroup:MTLSizeMake(64, 1, 1)]; [encoder endEncoding]; [commandBuffer commit];
Note that the intersection consumption kernel can in turn produce new rays that can be passed back to the MPSRayIntersector. This technique can be used to implement iterative techniques such as progressive path tracing without leaving the GPU. For example, the shading kernel in the example above could produce both a secondary ray that will be passed back to the raytracer in the next iteration as well as a shadow ray that will be used to sample the direct lighting. A final kernel can consume the shadow ray intersections to accumulate lighting contributions into the framebuffer.
There is an alternative version of the intersection test encoding method that does not accept a literal ray count. The ray count is instead fetched indirectly by the GPU. For example, this can be combined with a parallel reduction on the GPU to compact the ray buffer after each iteration as rays bounce out of the scene or are absorbed. Alternatively, setting the maximum distance of a ray to a negative number indicates that the ray has become inactive and causes the raytracer to ignore the ray.
[raytracer encodeIntersectionToCommandBuffer:commandBuffer
intersectionType:MPSIntersectionTypeNearest
rayBuffer:rayBuffer
rayBufferOffset:0
intersectionBuffer:intersectionBuffer
intersectionBufferOffset:0
rayCountBuffer:rayCountBuffer
rayCountBufferOffset:0
accelerationStructure:accelerationStructure];
Multi-GPU Raytracing: to implement multi-GPU raytracing, create the MPSRayIntersector and MPSAccelerationStructure objects first with one Metal device and copy them to the other Metal device(s). The raytracing process can then proceed independently on each GPU. For example, divide the output image into tiles or slices that are rendered independently. Then composite finished tiles or slices back together on one GPU and present the output image to the screen. The workload should be distributed across GPUs according to their performance to avoid a more powerful GPU idly waiting for a less powerful GPU to finish.
Acceleration Structure Serialization: MPSAccelerationStructure objects can be serialized and deserialized using the NSSecureCoding protocol. This can be used to build acceleration structures offline and reload them at runtime rather than building them from scratch.
Performance Guidelines:
- For vertex buffers, ray buffers, intersection buffers, etc., use private or managed
buffers rather than shared buffers when possible on discrete memory GPU architectures as
they are much faster than fetching data over the PCIe bus. If the CPU only writes once
to a ray buffer once and reads once from the intersection buffer, then a shared buffer may
be acceptable and avoids extra copies to and from the GPU. However, it is generally
preferable to generate and consume rays and intersections on the GPU instead, in which
case a private buffer should be used. Vertex data is typically static and reused many
times so it should be stored in private or managed buffers. - If the CPU must generate and consume rays and intersections, use double or triple
buffering as described above. This avoids the CPU and GPU mutually blocking each other. - In general, disable any unused features such as ray masks, backface culling,
etc. Enabling extra features increases the number of instructions and register usage of
the ray intersection kernel(s), reducing intersection performance. For example, it may be
more efficient to compute barycentric coordinates in your intersection consumption
kernel rather getting them from the raytracer. Use of an index buffer may also reduce
performance, so consider disabling the index buffer if there is enough memory available. - Try to submit rays in large batches. This amortizes the costs involved in dispatching
work to the GPU and also allows the GPU to perform more effective latency hiding.
Use the recommendedMinimumRayBatchSizeForRayCount method to get an estimate of the
minimum recommended ray batch size. For this reason, small images or sample counts
may not perform as well as large images or sample counts. Note, however, that submitting
rays in very large batches can reduce the responsiveness of the system because the GPU
will be busy for long periods. Experiment to find a balance between raytracing throughput
and system responsiveness. - When possible, organize rays within a batch for spatial locality. Rays that originate
at nearby points or are oriented in similar directions tend to access the same
locations in memory and can therefore make more effective use of the GPU's caches.
For example, the camera rays associated with nearby pixels in the output image will likely
originate at the same point and travel in very similar directions. Therefore, divide the
output image into small tiles (e.g., 8x8). Rather than laying out all of the rays in the
ray buffer in scanline order, first lay out the ray in scanline order within each tile,
then lay out the tiles in scanline order or according to some space filling curve. - If CPU encode time is an issue, disable Metal API validation and enable
MPSKernelOptionsSkipAPIValidation. - Choose the minimal ray and intersection data types for your use case. Loading and storing
extra values such as ray masks or triangle indices can reduce raytracing performance, so
use a simpler data type if they are not needed. For example, camera rays typically have no
need for a maximum distance field, while shadow rays do. - Use MPSTriangleIntersectionTestTypeAny when possible: this is typically much faster than
MPSTriangleIntersectionTestTypeNearest and can be used when you only need to check for
binary visibility between two points such as shadow and ambient occlusion rays. Combine
this with MPSRayDataTypeDistance to minimize memory bandwidth usage. - Try to keep the geometry, textures, ray buffers, etc. within the Metal device's
recommended working set size. Paging data into GPU memory can significantly reduce
raytracing performance. - Changes to MPSRayIntersector properties can trigger internal pipeline compilations when
intersection tests are next encoded. If you need to avoid hitches due to pipeline
compilation, encode a small ray intersection with each raytracer configuration you will
use at encode-time. This creates and caches the corresponding pipelines. - Disable rays which should not participate in intersection testing. This can be done either
by compacting the ray buffer such that it only contains valid rays, or by setting fields
of the ray struct to invalid values. For example, setting the maximum distance to a
negative value, setting the mask to zero, setting the direction to the zero vector, etc.
In particular, rays should NOT be disabled using schemes such as moving their origin
outside the scene. These rays will still partially traverse the acceleration structure,
potentially evicting data from the cache which could have been used by valid rays. Note
that it is preferable to provide only valid rays so that threads are not left idle if
their rays are found to be invalid, but it can be convenient to disable rays in place in
the ray buffer.
See MPSAccelerationStructure and MPSInstanceAccelerationStructure for more performance guidelines.
Thread Safety: MPSRayIntersectors are generally not thread safe: changing properties and encoding intersection tests from multiple threads result in undefined behavior. Instead, multiple threads should copy or create their own MPSRayIntersectors.
Copy the raytracer with a Metal device.
Parameters:
Returns:
Reimplemented from MPSKernel.
Schedule intersection tests between rays and an acceleration structure.
Parameters:
Schedule intersection tests between rays and an acceleration structure with a ray count provided in a buffer.
Parameters:
Initialize the raytracer with an NSCoder and a Metal device.
Reimplemented from MPSKernel.
Initialize the raytracer with a Metal device.
Reimplemented from MPSKernel.
Get the recommended minimum number of rays to submit for intersection in one batch. In order to keep the system responsive, and to limit the amount of memory allocated to ray and intersection buffers, it may be desirable to divide the rays to be intersected against an acceleration structure into smaller batches. However, submitting too few rays in a batch reduces GPU utilization and performance. This method provides a recommended minimum number of rays to submit in any given batch. For example, for a 1920x1080 image, this method may recommend that the image be divided into 512x512 tiles. The actual recommendation varies per device and total ray count.
Parameters:
Returns:
Ray/bounding box intersection test type. Defaults to MPSBoundingBoxIntersectionTestTypeDefault.
Whether to ignore intersections between rays and back-facing or front-facing triangles. Defaults to MTLCullModeNone. A triangle is back-facing if its normal points in the same direction as a ray and front-facing if its normal points in the opposite direction as a ray. If the cull mode is set to MTLCullModeBack, then back-facing triangles which be ignored. If the cull mode is set to MTLCullModeFront, then front-facing triangles will be ignored. Otherwise, if the cull mode is set to MTLCullModeNone, no triangles will be ignored. The front and back faces can be swapped using the frontFacingWinding property.
Backface culling is necessary for some scenes but can reduce raytracing performance.
Winding order used to determine which direction a triangle's normal points when back face or front face culling is enabled. Defaults to MTLWindingClockwise. If the front face winding is set to MTLWindingClockwise, the triangle normal is considered to point towards the direction where the vertices are in clockwise order when viewed from that direction. Otherwise, if the front facing winding is set to MTLWindingCounterClockwise, the triangle normal is considered to point in the opposite direction.
Intersection data type. Defaults to MPSIntersectionDataTypeDistancePrimitiveIndexCoordinates.
Offset, in bytes, between consecutive intersections in the intersection buffer. Defaults to 0, indicating that the intersections are packed according to their natural aligned size. This can be used to skip past any additional per-intersection that which may be stored alongside the MPSRayIntersection struct such as the surface normal at the point of intersection. Must be aligned to the alignment of the intersection data type.
Ray data type. Defaults to MPSRayDataTypeOriginDirection.
Whether to enable primitive and instance masks. Defaults to MPSRayMaskOptionNone. If MPSRayMaskOptionPrimitive or MPSRayMaskOptionInstance is enabled, each ray and primitive and/or instance is associated with a 32 bit unsigned integer mask. Before checking for intersection between a ray and a primitive or instance, the corresponding masks are logically AND-ed together. If the result is zero, the intersection is skipped.
This can be used to make certain primitives or instances invisible to certain rays. For example, objects can be grouped into layers and their visibility can be toggled by modifying the ray masks rather than removing the objects from the scene and rebuilding the acceleration structure. Alternatively, certain objects can be prevented from casting shadows by making them invisible to shadow rays.
Enabling this option may reduce raytracing performance.
Offset, in bytes, between consecutive rays in the ray buffer. Defaults to 0, indicating that the rays are packed according to their natural aligned size. This can be used to skip past any additional per-ray data that may be stored alongside the MPSRay struct such as the current radiance along the ray or the source pixel coordinates. Must be aligned to the alignment of the ray data type.
Ray/triangle intersection test type. Defaults to MPSTriangleIntersectionTestTypeDefault.
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Mon Jul 9 2018 | Version MetalPerformanceShaders-119.3 |