38,388 research outputs found

    High Performance Direct Gravitational N-body Simulations on Graphics Processing Units

    Get PDF
    We present the results of gravitational direct NN-body simulations using the commercial graphics processing units (GPU) NVIDIA Quadro FX1400 and GeForce 8800GTX, and compare the results with GRAPE-6Af special purpose hardware. The force evaluation of the NN-body problem was implemented in Cg using the GPU directly to speed-up the calculations. The integration of the equations of motions were, running on the host computer, implemented in C using the 4th order predictor-corrector Hermite integrator with block time steps. We find that for a large number of particles (N \apgt 10^4) modern graphics processing units offer an attractive low cost alternative to GRAPE special purpose hardware. A modern GPU continues to give a relatively flat scaling with the number of particles, comparable to that of the GRAPE. Using the same time step criterion the total energy of the NN-body system was conserved better than to one in 10610^6 on the GPU, which is only about an order of magnitude worse than obtained with GRAPE. For N\apgt 10^6 the GeForce 8800GTX was about 20 times faster than the host computer. Though still about an order of magnitude slower than GRAPE, modern GPU's outperform GRAPE in their low cost, long mean time between failure and the much larger onboard memory; the GRAPE-6Af holds at most 256k particles whereas the GeForce 8800GTF can hold 9 million particles in memory.Comment: Submitted to New Astronom

    Two-level pipelined systolic array graphics engine

    Get PDF
    The authors report a VLSI design of an advanced systolic array graphics (SAG) engine built from pipelined functional units which can generate realistic images interactively for high-resolution displays. They introduce a structured frame store system as an environment for the advanced SAG engine and present the principles and architecture of the advanced SAG engine. They introduce pipelined functional units into this SAG engine to meet the performance requirements. This is done by a formal approach where the original systolic array is represented at bit level by a finite, vertex-weighted, edge-weighted, directed graph. Two architectures built from pipelined functional units are described. A prototype containing nine processing elements was fabricated in a 1.6-Âżm CMOS technolog

    Visual Importance-Biased Image Synthesis Animation

    Get PDF
    Present ray tracing algorithms are computationally intensive, requiring hours of computing time for complex scenes. Our previous work has dealt with the development of an overall approach to the application of visual attention to progressive and adaptive ray-tracing techniques. The approach facilitates large computational savings by modulating the supersampling rates in an image by the visual importance of the region being rendered. This paper extends the approach by incorporating temporal changes into the models and techniques developed, as it is expected that further efficiency savings can be reaped for animated scenes. Applications for this approach include entertainment, visualisation and simulation

    Integration of virtual reality within the built environment curriculum

    Get PDF
    Virtual Reality (VR) technology is still perceived by many as being inaccessible and cost prohibitive with VR applications considered expensive to develop as well as challenging to operate. This paper reflects on current developments in VR technologies and describes an approach adopted for its phased integration into the academic curriculum of built environment students. The process and end results of implementing the integration are discussed and the paper illustrates the challenges of introducing VR, including the acceptance of the technology by academic staff and students, interest from industry, and issues pertaining to model development. It sets out to show that fairly sophisticated VR models can now be created by non-VR specialists using commercially available software and advocates that the implementation of VR will increase alongside industryis adoption of these tools and the emergence of a new generation of students with VR skills. The study shows that current VR technologies, if integrated appropriately within built environment academic programmes, demonstrate clear promise to provide a foundation for more widespread collaborative working environments

    De-aliasing Undersampled Volume Images for Visualization

    Get PDF
    We present and illustrate a new technique, Image Correlation Supersampling (ICS), for resampling volume data that are undersampled in one dimension. The resulting data satisfies the sampling theorem, and, therefore, many visualization algorithms that assume the theorem is satisfied can be applied to the data. Without the supersampling the visualization algorithms create artifacts due to aliasing. The assumptions made in developing the algorithm are often satisfied by data that is undersampled temporally. Through this supersampling we can completely characterize phenomena with measurements at a coarser temporal sampling rate than would otherwise be necessary. This can save acquisition time and storage space, permit the study of faster phenomena, and allow their study without introducing aliasing artifacts. The resampling technique relies on a priori knowledge of the measured phenomenon, and applies, in particular, to scalar concentration measurements of fluid flow. Because of the characteristics of fluid flow, an image deformation that takes each slice image to the next can be used to calculate intermediate slice images at arbitrarily fine spacing. We determine the deformation with an automatic, multi-resolution algorithm

    Enhancing aeropropulsion research with high-speed interactive computing

    Get PDF
    NASA-Lewis has committed to a long range goal of creating a numerical test cell for aeropropulsion research and development. Efforts are underway to develop a first generation Numerical Propulsion System Simulation (NPSS). The NPSS will provide a unique capability to numerically simulate advanced propulsion systems from nose to tail. Two essential ingredients to the NPSS are: (1) experimentally validated Computational Fluid Dynamics (CFD) codes; and (2) high performing computing systems (hardware and software) that will permit those codes to be used efficiently. To this end, NASA-Lewis is using high speed, interactive computing as a means for achieving Integrated CFD and Experiments (ICE). The development is described of a prototype ICE system for multistage compressor flow physics research

    An assessment of advanced displays and controls technology applicable to future space transportation systems

    Get PDF
    The topic of advanced display and control technology is addressed along with the major objectives of this technology, the current state of the art, major accomplishments, research programs and facilities, future trends, technology issues, space transportation systems applications and projected technology readiness for those applications. The holes that may exist between the technology needs of the transportation systems versus the research that is currently under way are addressed, and cultural changes that might facilitate the incorporation of these advanced technologies into future space transportation systems are recommended. Some of the objectives are to reduce life cycle costs, improve reliability and fault tolerance, use of standards for the incorporation of advancing technology, and reduction of weight, volume and power. Pilot workload can be reduced and the pilot's situational awareness can be improved, which would result in improved flight safety and operating efficiency. This could be accomplished through the use of integrated, electronic pictorial displays, consolidated controls, artificial intelligence, and human centered automation tools. The Orbiter Glass Cockpit Display is an example examined
    • 

    corecore