High-Throughput Batch Rendering for Embodied AI

Fig. 1.A batch of renders from the HSSD dataset, a popular embodied AI dataset with complex apartment-scale scenes (7.4 million triangles per scene on average).When rendering a batch of 1024 views at 128128 pixels each, our ray tracer generates frames at an aggregate throughput of 25K frames/sec on a H100 GPU.We perform a systematic study of batch rendering performance under a range of embodied AI workloads and find that ray tracing based solutions, rather than rasterization based solutions, are a preferred rendering solution when executing on widely used datacenter-class GPUs.In this paper we study the problem of efficiently rendering images for embodied AI training workloads, where agent training involves rendering millions to billions of independent, low-resolution frames, often with simple lighting and shading, that serve as the agent's observations of the world.To enable high-throughput training from images, we design a flexible, batchmode rendering interface that allows state-of-the-art GPU-accelerated batch world simulators to efficiently communicate with high-performance rendering backends.Using this interface we architect and compare two highperformance renderers: one based on the GPU hardware-accelerated graphics pipeline and a second based on a GPU software implementation of ray tracing.To evaluate these renderers and encourage further research by the graphics community in this area, we build a rendering benchmark for this under-explored regime.We find that the ray tracing renderer outperforms the rasterization-based solution across the benchmark on a datacenter-class GPU, while also performing competitively in geometrically complex environments on a high-end consumer GPU.When tasked to render large batches of independent 128128 images, the ray tracer can exceed 100,000 frames per second per GPU for simple scenes, and exceed 10,000 frames per second per GPU on geometrically complex scenes from the HSSD dataset.

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Publication Details

Published
2024-12-03
DOI
https://doi.org/10.1145/3680528.3687629
Primary Topic
3D Shape Modeling and Analysis
Type
article
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article

High-Throughput Batch Rendering for Embodied AI

Kayvon Fatahalian, Brennan Shacklett, Luc Guy Rosenzweig, Wuyou Xia
3D Shape Modeling and Analysis
article

High-Throughput Batch Rendering for Embodied AI

Kayvon Fatahalian, Brennan Shacklett, Luc Guy Rosenzweig, Wuyou Xia
article en

Abstract

Fig. 1.A batch of renders from the HSSD dataset, a popular embodied AI dataset with complex apartment-scale scenes (7.4 million triangles per scene on average).When rendering a batch of 1024 views at 128128 pixels each, our ray tracer generates frames at an aggregate throughput of 25K frames/sec on a H100 GPU.We perform a systematic study of batch rendering performance under a range of embodied AI workloads and find that ray tracing based solutions, rather than rasterization based solutions, are a preferred rendering solution when executing on widely used datacenter-class GPUs.In this paper we study the problem of efficiently rendering images for embodied AI training workloads, where agent training involves rendering millions to billions of independent, low-resolution frames, often with simple lighting and shading, that serve as the agent's observations of the world.To enable high-throughput training from images, we design a flexible, batchmode rendering interface that allows state-of-the-art GPU-accelerated batch world simulators to efficiently communicate with high-performance rendering backends.Using this interface we architect and compare two highperformance renderers: one based on the GPU hardware-accelerated graphics pipeline and a second based on a GPU software implementation of ray tracing.To evaluate these renderers and encourage further research by the graphics community in this area, we build a rendering benchmark for this under-explored regime.We find that the ray tracing renderer outperforms the rasterization-based solution across the benchmark on a datacenter-class GPU, while also performing competitively in geometrically complex environments on a high-end consumer GPU.When tasked to render large batches of independent 128128 images, the ray tracer can exceed 100,000 frames per second per GPU for simple scenes, and exceed 10,000 frames per second per GPU on geometrically complex scenes from the HSSD dataset.

Stanford University (US)
Openalex Percentile: Top 76%
3D Shape Modeling and Analysis
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High-Throughput Batch Rendering for Embodied AI — Kayvon Fatahalian, Brennan Shacklett, et al. · (2024) | TGRS Research Map | TGRS