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This paper discusses the challenges of applying virtual reality (VR) in visual simulation and real-time rendering for automotive research and development. Focusing on the application scenarios and practical needs of automotive virtual development, a high-performance VR computing system based on real-time ray tracing and parallel rendering has been established for the first time among domestic automotive companies. By using the Bounding Volume Hierarchy (BVH) acceleration structure while optimizing algorithm parameters and network configuration, high-precision real-time visualization of large-scale vehicle models has been achieved. The offline rendering process, which previously took several hours, has been optimized to real-time rendering in just 1~2 seconds. The system effectively simulates ambient light refraction and reflection on parts, light uniformity and leakage, and physical occlusion between parts. Compared with traditional rasterization rendering, this approach has made a significant breakthrough, achieving over 90% physical realism. Through full-process implementation in several vehicle projects, it has replaced many physical models and reduced sample costs in the R&D process.

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阐述了汽车研发中虚拟现实技术在可视化仿真与实时显示上所面临的挑战,围绕汽车虚拟开发的应用场景和实际需求,在国内车企首次建立了一种基于实时光线追踪及并行渲染的虚拟现实高性能运算系统,并通过层级包围体(BVH)加速结构,算法参数调优和网络配置优化,实现了大体量整车模型高精度实时快速可视化仿真,将原本数小时的离线渲染优化为1~2 s实时渲染,并能有效模拟环境光对零件的折射反射、灯光均匀性及漏光、零件间的物理遮挡等,较传统光栅化渲染有本质上的提升,物理真实度达到90%以上。通过在几个整车项目中的全流程实践,已替代研发流程中大量物理模型和样件费用。

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董贇瑜(1984-),女,上海市人,硕士,高级工程师,主要研究方向为虚拟增强现实技术、并行计算、整车质量感知和整车能效管理。 E-mail:

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董贇瑜(1984-),女,上海市人,硕士,高级工程师,主要研究方向为虚拟增强现实技术、并行计算、整车质量感知和整车能效管理。 E-mail:

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IBL采样

质量

反射折射采样质量 追踪深度 外形(FPS) 内饰(FPS)
1 1 8 35 27
2 2 8 22 17
4 4 8 12 7
), ArticleFig(id=1175545988048630563, tenantId=1146029695717560320, journalId=1152916057816748034, articleId=1153756968217989248, language=CN, label=表1, caption=

实时光线追踪参数优化测试

, figureFileSmall=null, figureFileBig=null, tableContent=

IBL采样

质量

反射折射采样质量 追踪深度 外形(FPS) 内饰(FPS)
1 1 8 35 27
2 2 8 22 17
4 4 8 12 7
), ArticleFig(id=1175545988140905252, tenantId=1146029695717560320, journalId=1152916057816748034, articleId=1153756968217989248, language=EN, label=null, caption=null, figureFileSmall=null, figureFileBig=null, tableContent=
区域

实拍最大

宽度/mm

实拍照明度/(lm/m2

模拟最大

宽度/mm

模拟照明度/(lm/m2
1 32.0 960.15 32.0 1 001.23
2 10.4 396.26 10.5 412.45
3 8.5 439.82 8.6 452.67
), ArticleFig(id=1175545988208014117, tenantId=1146029695717560320, journalId=1152916057816748034, articleId=1153756968217989248, language=CN, label=表2, caption=

实拍和基于实时光线追踪的反射区域范围和照明度对比

, figureFileSmall=null, figureFileBig=null, tableContent=
区域

实拍最大

宽度/mm

实拍照明度/(lm/m2

模拟最大

宽度/mm

模拟照明度/(lm/m2
1 32.0 960.15 32.0 1 001.23
2 10.4 396.26 10.5 412.45
3 8.5 439.82 8.6 452.67
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基于实时光线追踪的整车虚拟仿真系统研究及应用
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汽车工程学报 | 其他 2025,15(2): 245-252
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汽车工程学报 | 其他 2025, 15(2): 245-252
基于实时光线追踪的整车虚拟仿真系统研究及应用
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作者信息
  • 上汽大众汽车有限公司, 上海 201805
  • 董贇瑜(1984-),女,上海市人,硕士,高级工程师,主要研究方向为虚拟增强现实技术、并行计算、整车质量感知和整车能效管理。 E-mail:

Development and Application of a Vehicle Virtual Simulation System Based on Real-Time Ray Tracing
Yunyu DONG
Affiliations
  • SAIC Volkswagen Automotive Co.,Ltd.,Shanghai 201805,China
出版时间: 2025-03-20 doi: 10.3969/j.issn.2095‒1469.2025.02.12
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阐述了汽车研发中虚拟现实技术在可视化仿真与实时显示上所面临的挑战,围绕汽车虚拟开发的应用场景和实际需求,在国内车企首次建立了一种基于实时光线追踪及并行渲染的虚拟现实高性能运算系统,并通过层级包围体(BVH)加速结构,算法参数调优和网络配置优化,实现了大体量整车模型高精度实时快速可视化仿真,将原本数小时的离线渲染优化为1~2 s实时渲染,并能有效模拟环境光对零件的折射反射、灯光均匀性及漏光、零件间的物理遮挡等,较传统光栅化渲染有本质上的提升,物理真实度达到90%以上。通过在几个整车项目中的全流程实践,已替代研发流程中大量物理模型和样件费用。

实时光线追踪  /  并行渲染  /  算法参数调优  /  折射反射  /  灯光均匀性及漏光

This paper discusses the challenges of applying virtual reality (VR) in visual simulation and real-time rendering for automotive research and development. Focusing on the application scenarios and practical needs of automotive virtual development, a high-performance VR computing system based on real-time ray tracing and parallel rendering has been established for the first time among domestic automotive companies. By using the Bounding Volume Hierarchy (BVH) acceleration structure while optimizing algorithm parameters and network configuration, high-precision real-time visualization of large-scale vehicle models has been achieved. The offline rendering process, which previously took several hours, has been optimized to real-time rendering in just 1~2 seconds. The system effectively simulates ambient light refraction and reflection on parts, light uniformity and leakage, and physical occlusion between parts. Compared with traditional rasterization rendering, this approach has made a significant breakthrough, achieving over 90% physical realism. Through full-process implementation in several vehicle projects, it has replaced many physical models and reduced sample costs in the R&D process.

real-time ray tracing  /  parallel rendering  /  optimization of algorithm parameters  /  refractive reflection  /  uniformity and leakage of lighting
董贇瑜. 基于实时光线追踪的整车虚拟仿真系统研究及应用. 汽车工程学报, 2025 , 15 (2) : 245 -252 . DOI: 10.3969/j.issn.2095‒1469.2025.02.12
Yunyu DONG. Development and Application of a Vehicle Virtual Simulation System Based on Real-Time Ray Tracing[J]. Chinese Journal of Automotive Engineering, 2025 , 15 (2) : 245 -252 . DOI: 10.3969/j.issn.2095‒1469.2025.02.12
近年来,虚拟现实技术凭借数据迭代迅速、信息量大、可视化程度高、沉浸感强的特点,在汽车研发、制造、营销、售后等领域中扮演着越来越重要的角色[1-3],但不可否认的是,虚拟现实场景的展示效果与真实物体的感观还是存在一定差距,此外,虚拟现实可视化仿真所需的计算工作时间较长,这也影响了用户的使用体验。
通过调研发现,车企研发部门在使用虚拟现实技术时,为了能实现图像的实时显示与评价,通常会放弃全局光照的计算,而使用光栅化图像预计算模式[4],预先计算光影、照明、材质,但这会导致车辆三维视觉表现无法做到完全真实,各零部件的相互匹配关系也不会物理正确。这种模式通常应用于可以预先设计好展示模式的环节,但只能体现整体效果[5-6],对于物理真实度要求较高的场景,如汽车内外饰灯光均匀性模拟、反光模拟、内外后视镜视野模拟、零件间的真实阴影遮挡等场景评价则无法满足要求,也无法替代相关实物模型。也有研究提出光栅算法与光线追踪混合的算法设计方案,使用离线渲染计算的结果去应用于实时渲染,但其对真实感的表达,如在模型的表面散射、折射方面仍与现实存在较大差距[7]。若想提高虚拟场景的真实程度,则需将全局光照模型引入场景内,该模型的理论基础是KAJIYA[8]在1986年基于蒙特卡洛方法提出的渲染方程,并将其引入计算机图形学。将全局光照模型应用于整车渲染中需要考虑光源对于整车的实际影响,需要实时计算光线在三维场景中的传播和相互作用,不仅计算光源直接照射到整车零件表面产生的光照效果,还需计算光线经过多次反射和折射后,对场景中其他物体产生的间接光照效果。但由于算法的要求和算力的限制,想要达到实时计算的要求,汽车的工程数据都进行了优化和简模处理,这就损失了整车数据的精度,从而无法保证车辆零件表面的质量与表现。
本文围绕汽车虚拟开发的应用场景和实际需求,提出了一种基于实时光线追踪及并行渲染的虚拟现实高性能运算系统,并通过层级包围体(Bounding Volume Hierarchy,BVH)加速结构、算法调优和网络配置优化,实现大体量整车模型高精度实时快速可视化仿真。
基于全局光照理论下的算法主要包括:光线追踪(Ray Tracing)、路径追踪(Path Tracing)、光子映射(Photon Mapping)、辐射度(Radiosity Algorithm)、基于点的全局照明(Point Based Global Illumination)[9]。本文以光线追踪算法为基础理论模型。
光线追踪算法采用由像素组成的图像。光线追踪算法的主要思想是从视点向成像平面上的像素发射光线,找到与该光线相交的最近物体的交点,如果该点处的表面是散射面,则计算光源直接照射该点产生的颜色;如果该点处表面是镜面或折射面,则继续向反射或折射方向跟踪另一条光线,如此递归下去,直到光线逃逸出场景或达到设定的最大递归深度,如图1所示。
通常在研发中,整车内外饰用于感知评审的数据量为2~15 GB,面片量为0.4~3.0亿,实时光线追踪的运算量巨大。经研究发现,BVH有着更好的鲁棒性、更有效的遍历和多变的构建算法等优势,目前,BVH已成为离线和实时渲染领域应用的标准加速结构[10]。本项目将并行运算与BVH加速结构相结合,以此显著提高渲染效率。首先,将光线追踪任务分解为多个子任务,这些子任务可以并行地在不同核心或多线程上执行,同时,由于光线追踪的计算量巨大,为提高渲染效率,需要使用加速结构来减少不必要的计算,将场景中的物体组织成树状结构,并使用包围体来近似表示每个节点所包含的物体。光线追踪首先与BVH的根节点相交,然后递归地与子节点相交,直到找到与光线相交的物体,在遍历过程中,算法会不断与当前包围体进行相交测试,并排除不需要计算的物体。
目前,市场上有两种并行运算的模式,分别为基于CPU的并行运算以及基于GPU的并行运算。根据实际仿真渲染场景需求,在4 K分辨率,图像采样为512,IBL采样质量为2,反射折射采样质量为2,追踪深度为8的情况下,以某开发车型为例,分别对RTX6000 4×1GPU,4×2GPUs,4×3GPUs,4×4GPUs,以及3.3 GHz,8核50、100、150、200个CPU节点进行测试发现,单个GPU的计算速度远高于CPU,随着GPU数量的提升,渲染时间线性衰减严重,CPU虽有衰减但在可以接受的范围内。总体而言,GPU的计算速度远高于CPU,如图2所示。但同时发现,基于GPU的实时光线追踪,在与虚拟现实软件结合方面,对于高亮黑零件的反射正确性、皮革材质的噪点、浅色零件的噪点,周围件在镀铬件上反射后的噪点,即使在增加采样数量、追踪次数及追踪深度后,经仿真计算始终无法去除。综合考虑,基于渲染仿真要求的真实性而言,本项目选择基于CPU的并行渲染方案。
基于当前5 GB大小的数据,1.2亿三角面片,以CPU双路20核Intel®Xeon®Gold6 242 R,320 G DDR4内存(12×32 G)进行测试,投入50个节点时仿真渲染计算达到视觉可评估的时间需要29.6 s,110个节点时需要17.7 s,速度呈线性提升;在投入154个节点时需要5.9 s,速度有部分衰减;随着节点投入的再次增加,衰减程度较严重,如图3所示。可见,当计算节点数量达到一定阈值后,单纯增加CPU或者节点并不能有效提升渲染效率,当CPU个数过多时,通信开销会随着节点数量的增加而增加,从而抵消了部分并行处理带来的优势。对10、15 GB大小数据进行测试,也得出类似的结果。
在虚拟现实软件中,光线追踪模式通常存在两种细分模式,分别为光线追踪交互模式(Interactive)与光线追踪静帧模式(Still Frame)。一般来说,应该为光线追踪交互模式(Interactive)设置低质量参数,以获得快速的系统响应;为光线追踪静帧模式(Still Frame)设置中高质量参数,以获取更优秀的渲染质量,方便审查虚拟显示图像结果。
该系统通过控制光线追踪模式的相关参数,以实现对细分模式的图像质量控制,通过控制采样质量(Image Based Lighting Sampling Quality,IBL)、反射/折射采样质量(Reflection/Refraction Sampling Quality)、追踪深度(Trace Depth)等参数控制光线追踪模式的显示质量、计算时间及显示流畅度。IBL采样数字越大,环境中用于光照计算的光线数量越多。反射/折射采样质量的数值越大则意味着采样过程中使用的样本点越多,有助于减少渲染结果中的噪点。追踪深度越高,则光线在场景中反射或折射的次数越多(经测试,一般追踪深度达到8以后,理论数值会有所优化,但在视觉效果上并无太大差异)。经测试(表1),当数值越大, FPS(Frames Per Second)每秒帧数的数值越小,数据流畅度受损,从视觉体验来讲,FPS 20~30是人眼视觉可以感受到的相对理想状态,同时,随着IBL采样质量及反射/折射采样质量的提升,从渲染真实度看,人眼视觉方面并没有得到较大的提升,所以采用2、2、8的折中方式开展整车实时可视化仿真模拟及视觉质量评价。
在实时光线追踪环节,材质和环境对结果的影响也起到至关重要的作用。本项目基于微表面双向反射分布函数构建了全新的真实渲染材质模型,提高微小表面法线和光线方向的计算精度;基于图像时域扩展动态范围方法实现了虚拟环境与物理真实环境在色相、照度、饱和度等方面的1 1还原。通过图形渲染归属判断,提出了sort-first并行图像渲染系统[11],利用分布式交互图形的帧相似性,快速完成计算任务的划分和合成。
基于上述理论研究,结合实时光线参数调优及并行渲染架构,设计实施了国内首个专业用于光线追踪及并行渲染的虚拟现实高性能计算系统,如图4所示。建立了1 000多种真实材质和30多个真实环境在内的虚拟仿真原型,通过底层架构规划、算法迭代优化、参数调优等,实现了复杂场景和大体量整车模型高精度实时仿真,并将原本数小时以上的离线渲染优化为1~2 s实时渲染,经实践可替代研发流程中大量物理模型。
整套平台硬件架构主要包含了员工端工作站、高性能计算集群以及虚拟开发显示终端。其中,虚拟开发终端包括虚拟开发工程师工作端、虚拟验收三折LED大屏、虚拟现实座舱系统以及Cave洞穴系统。高性能计算系统包含了万兆网络模块、运算模块、监控模块、管理模块、供电模块、冷却模块、工作模块等主要功能模块,并最终将计算结果体现于虚拟显示终端,如图5所示。用户端向集群系统发送相关指令,经过计算模拟后将仿真渲染结果实时在输出端进行显示。
算力管理单元是负责运算能力管理的主要工具,主要具备用户管理、任务预约管理、运算能力调用三大功能。其中,运算能力调用功能则是指增加和删减计算节点的功能,控制用户们能调用的计算节点的总数量并决定具体是哪些计算节点。每个计算节点具有固定的IP,通过增减IP来控制这些计算节点能否被调用,如图6所示。
全局光照仿真模块中设置了头节点和计算节点,通过高速网络系统连接用户端和终端显示模块,高速网络系统包括万兆以太网络系统和InfiniBand 网络系统。
头部节点(Head Nodes)是工作和场景编辑的主要模块,其装载有虚拟场景编辑和全局光照计算等主要功能模块,用户可链接进入头部节点并进行虚拟场景编辑和计算,而头部节点就设置在计算模块临近位置,因此,可以节约大量的网络连接成本,万兆以太网络系统利用其低成本的特点即可完成用户端、全局光照仿真模块等连接。计算节点(Cluster Nodes)只负责场景的仿真计算,计算节点之间的数据传输和通信很大程度依赖于网络,需要利用InfiniBand 网络低延迟、高带宽、高可靠性的特性完成大量数据的分发和收集工作,如图7所示。同时搭配负载均衡器,将任务均匀分配给集群中的各个节点,避免某些节点过载而其他节点空闲的情况,从而提高资源的利用率和集群效率。
电源模块用于为全局光照仿真模块供电;IO 服务器用于全局光照仿真模块与用户端和终端显示模块的数据交换;存储服务器用于存储全局光线渲染后的汽车模型;管理模块用于监控全局光照仿真模块的运行状态和性能,并管理全局光照仿真模块的硬件配置和软件环境,软件环境包括软件的安装、更新和/或卸载;制冷模块用于全局光照仿真模块的散热,包括两台列间空调。
光栅化渲染能渲染出高质量的2D和3D图像,但其光影效果通常基于最基础的环境光,不计算光线在环境中的反射、折射、物理遮挡和阴影效应,目前整车企业一般均采用光栅化渲染开展视觉质量评价,但对于进一步的复杂场景,如汽车灯光、反光、零件间的遮挡关系等,不仅要正确模拟出虚拟环境中光照对整车的影响,还要计算零件本身发光光源对整车的影响,或者光源照射在零件上后对其他零件造成的折射反射,光栅化渲染并不能正确地模拟出来。实时光线追踪技术能实时计算光线在环境中的反射、折射和阴影效应,经项目实践,可以有效模拟此类问题并快速做出决策。
如评估内后视镜中后风窗视野,利用光栅化渲染后,内后视镜中呈现的是简单的预设贴图,如图8所示。实时光线追踪情况下则模拟从驾驶员的视点位置出发,发射一束光线,该光线将经过内后视镜的反射面,得到交点后则沿着反射方向继续追踪光线,直到光线与后风窗中的某个物体相交。通过真实计算物体的折射和反射,最终在内后视镜中呈现正确的内容及投射区域,可对视野虚拟评估提供依据,如图9所示。
如对于整车外形,零件间的遮挡关系在外界光照下则会体现出零件匹配的均匀性。如图10所示,在光栅化渲染情况下,前盖和格栅,前盖和大灯之间并不能反映出真实的遮挡关系。如图11所示,在实时光线追踪情况下,当场景中的光线在传播过程中被前盖遮挡而无法到达格栅时,会在格栅和大灯上形成阴影,而这里的阴影均匀性则反映了在设计过程中前盖和格栅匹配的理论效果。
零件间的遮挡关系在外界光照下同样会体现曲面设计和造型设计的合理性,如图12所示,在光栅化渲染情况下,无法计算出底部护板上方的黑色塑料件在镀铬零件上的遮挡阴影。如图13所示,基于实时光线追踪下的模拟结果,可以看到黑色塑料件在镀铬件上的遮挡阴影呈曲线形态,可见两者在三维空间的相对关系在数据上需要优化。
这种情况取决于对高亮零件或浅色零件真实材质的模拟,以及光线在环境中传播后在零件上的反射折射。首先,通过材质扫描仪获得零件在漫反射、光泽、粗糙度、凹凸度、透明度等方面的参数,在仿真软件中一一作用于相关零件。然后,采用时域动态扩展的高动态曝光技术捕捉现实场景中的不同亮度细节,获得一系列曝光不同的照片,利用算法对齐和合并,将这些照片合成生成一张高动态范围图像,并作为360虚拟场景作用于整车,同时,通过调节虚拟场景中的光源强度来模拟不同天气和光照。最后,从驾驶员视角出发,模拟真实人眼FOV及远近变焦,向侧风窗上的每个像素发射光线,侧风窗接收到光线后继续向内饰高亮或浅色零件传播,反射光线再次与侧风窗相交,形成多次反射,通过对光线的递归计算,模拟出高亮零件或浅色零件在强光下以及明暗交接情况下在侧风窗上的反射程度。通过实拍测试与基于实时光线追踪的模拟效果进行对比,由图14表2可知,实拍在1、2、3区域的最大宽度分别为32.0、10.4、8.5 mm,实拍照明度分别为960.15、396.26、439.82 lm/m2;模拟在1、2、3区域的最大宽度分别为32.0、10.5、8.6 mm,实拍照明度分别为1 001.23l、412.45l、439.820 lm/m2。可见,实时光线追踪模拟在反射范围和反射程度上均可达到90%以上的相似度。
内外部灯光均匀性模拟:应基于整车光学结构,光源Refile文件,通过拆解无限递归光线为逐束递归光线的求解方法,模拟光源发光后通过光学尺进行传递,最后通过实时光学追踪后模拟出光导在零件被照面上的真实被照效果,包括强度、被照宽度以及均匀性,如图15所示。而传统基于光栅化的可视化渲染则不考虑光学尺的影响,将光导设定成理想的自发光状态,最终可以反映被照宽度和强度,但无法分析均匀性问题,如图16所示。
长期以来,基于实时光线追踪的物理渲染被视为提升视觉体验最有效的方法,但由于过大的计算强度限制了其在实时应用领域的使用。本项目通过CPU和GPU的对比测试,最终采用CPU并行运算与BVH加速结构相结合的方式,基于实际研发案例,研究CPU随节点增加后的性能衰减趋势,选择最佳投入节点数量。在实际应用中,对影响渲染效果和计算时间的参数进行调优组合,在国内整车企业首次构建出基于实时光线追踪及并行渲染结构的高精度数字模型仿真架构。经项目实践,在零件间的折射反射、遮挡关系、匹配反光、内外部灯光模拟等方面,较传统光栅化渲染有本质的区别,同时达到较高真实度的场景模拟效果,可以节约部分物理模型及样件费用。研究成果将指引未来整车虚拟评审的发展方向。
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doi: 10.3969/j.issn.2095‒1469.2025.02.12
  • 接收时间:2024-11-05
  • 首发时间:2025-07-20
  • 出版时间:2025-03-20
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  • 收稿日期:2024-11-05
  • 修回日期:2024-11-24
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    上汽大众汽车有限公司, 上海 201805
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2种不同金属材料的力学参数

Family
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Number of
genus
种数
Number of
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种数
Number of
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Percentage of total
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鹅膏菌科Amanitaceae 2 11 5.26 鹅膏菌属 Amanita 10 4.78
小菇科 Mycenaceae 2 12 5.74 丝盖伞属 Inocybe 5 2.39
多孔菌科 Polyporaceae 8 14 6.70 蜡蘑属 Laccaria 5 2.39
红菇科 Russulaceae 3 23 11.00 小皮伞属 Marasmius 6 2.87
小菇属 Mycena 11 5.26
光柄菇属 Pluteus 5 2.39
红菇属 Russula 17 8.13
栓菌属 Trametes 5 2.39
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