2,014 research outputs found

    GPU-based Streaming for Parallel Level of Detail on Massive Model Rendering

    Get PDF
    Rendering massive 3D models in real-time has long been recognized as a very challenging problem because of the limited computational power and memory space available in a workstation. Most existing rendering techniques, especially level of detail (LOD) processing, have suffered from their sequential execution natures, and does not scale well with the size of the models. We present a GPU-based progressive mesh simplification approach which enables the interactive rendering of large 3D models with hundreds of millions of triangles. Our work contributes to the massive rendering research in two ways. First, we develop a novel data structure to represent the progressive LOD mesh, and design a parallel mesh simplification algorithm towards GPU architecture. Second, we propose a GPU-based streaming approach which adopt a frame-to-frame coherence scheme in order to minimize the high communication cost between CPU and GPU. Our results show that the parallel mesh simplification algorithm and GPU-based streaming approach significantly improve the overall rendering performance

    Interactive inspection of complex multi-object industrial assemblies

    Get PDF
    The final publication is available at Springer via http://dx.doi.org/10.1016/j.cad.2016.06.005The use of virtual prototypes and digital models containing thousands of individual objects is commonplace in complex industrial applications like the cooperative design of huge ships. Designers are interested in selecting and editing specific sets of objects during the interactive inspection sessions. This is however not supported by standard visualization systems for huge models. In this paper we discuss in detail the concept of rendering front in multiresolution trees, their properties and the algorithms that construct the hierarchy and efficiently render it, applied to very complex CAD models, so that the model structure and the identities of objects are preserved. We also propose an algorithm for the interactive inspection of huge models which uses a rendering budget and supports selection of individual objects and sets of objects, displacement of the selected objects and real-time collision detection during these displacements. Our solution–based on the analysis of several existing view-dependent visualization schemes–uses a Hybrid Multiresolution Tree that mixes layers of exact geometry, simplified models and impostors, together with a time-critical, view-dependent algorithm and a Constrained Front. The algorithm has been successfully tested in real industrial environments; the models involved are presented and discussed in the paper.Peer ReviewedPostprint (author's final draft

    Surface collision detection for virtual prototyping

    Get PDF
    This paper presents an efficient collision detection algorithm designed to support assembly and maintenance simulation of complex assemblies. This approach exploits the surface knowledge, available from CAD models, to determine intersecting surfaces. It proposes a novel combination of Overlapping Axis-Aligned Bounding Box (OAABB) and R-tree structures to gain considerable performance improvements. This paper also shows an efficient traversal algorithm based on the R-tree structure of Axis-Aligned Bounding Boxes to determine intersecting objects and intersecting surfaces between three-dimensional components, for supporting the recognition of constraints in assembly and disassembly operations in virtual prototyping environments. The implementation of the proposed collision detection algorithm performs well against moderately complex industrial case studies. Current experimental results show that this implementation is effective in determining intersecting surfaces at interactive rates with moderately complex real case studies.info:eu-repo/semantics/publishedVersio

    Towards a Principled Integration of Multi-Camera Re-Identification and Tracking through Optimal Bayes Filters

    Full text link
    With the rise of end-to-end learning through deep learning, person detectors and re-identification (ReID) models have recently become very strong. Multi-camera multi-target (MCMT) tracking has not fully gone through this transformation yet. We intend to take another step in this direction by presenting a theoretically principled way of integrating ReID with tracking formulated as an optimal Bayes filter. This conveniently side-steps the need for data-association and opens up a direct path from full images to the core of the tracker. While the results are still sub-par, we believe that this new, tight integration opens many interesting research opportunities and leads the way towards full end-to-end tracking from raw pixels.Comment: First two authors have equal contribution. This is initial work into a new direction, not a benchmark-beating method. v2 only adds acknowledgements and fixes a typo in e-mai

    PHYSICS-AWARE MODEL SIMPLIFICATION FOR INTERACTIVE VIRTUAL ENVIRONMENTS

    Get PDF
    Rigid body simulation is an integral part of Virtual Environments (VE) for autonomous planning, training, and design tasks. The underlying physics-based simulation of VE must be accurate and computationally fast enough for the intended application, which unfortunately are conflicting requirements. Two ways to perform fast and high fidelity physics-based simulation are: (1) model simplification, and (2) parallel computation. Model simplification can be used to allow simulation at an interactive rate while introducing an acceptable level of error. Currently, manual model simplification is the most common way of performing simulation speedup but it is time consuming. Hence, in order to reduce the development time of VEs, automated model simplification is needed. The dissertation presents an automated model simplification approach based on geometric reasoning, spatial decomposition, and temporal coherence. Geometric reasoning is used to develop an accessibility based algorithm for removing portions of geometric models that do not play any role in rigid body to rigid body interaction simulation. Removing such inaccessible portions of the interacting rigid body models has no influence on the simulation accuracy but reduces computation time significantly. Spatial decomposition is used to develop a clustering algorithm that reduces the number of fluid pressure computations resulting in significant speedup of rigid body and fluid interaction simulation. Temporal coherence algorithm reuses the computed force values from rigid body to fluid interaction based on the coherence of fluid surrounding the rigid body. The simulations are further sped up by performing computing on graphics processing unit (GPU). The dissertation also presents the issues pertaining to the development of parallel algorithms for rigid body simulations both on multi-core processors and GPU. The developed algorithms have enabled real-time, high fidelity, six degrees of freedom, and time domain simulation of unmanned sea surface vehicles (USSV) and can be used for autonomous motion planning, tele-operation, and learning from demonstration applications

    Algorithmic patterns for H\mathcal{H}-matrices on many-core processors

    Get PDF
    In this work, we consider the reformulation of hierarchical (H\mathcal{H}) matrix algorithms for many-core processors with a model implementation on graphics processing units (GPUs). H\mathcal{H} matrices approximate specific dense matrices, e.g., from discretized integral equations or kernel ridge regression, leading to log-linear time complexity in dense matrix-vector products. The parallelization of H\mathcal{H} matrix operations on many-core processors is difficult due to the complex nature of the underlying algorithms. While previous algorithmic advances for many-core hardware focused on accelerating existing H\mathcal{H} matrix CPU implementations by many-core processors, we here aim at totally relying on that processor type. As main contribution, we introduce the necessary parallel algorithmic patterns allowing to map the full H\mathcal{H} matrix construction and the fast matrix-vector product to many-core hardware. Here, crucial ingredients are space filling curves, parallel tree traversal and batching of linear algebra operations. The resulting model GPU implementation hmglib is the, to the best of the authors knowledge, first entirely GPU-based Open Source H\mathcal{H} matrix library of this kind. We conclude this work by an in-depth performance analysis and a comparative performance study against a standard H\mathcal{H} matrix library, highlighting profound speedups of our many-core parallel approach

    Parallel Mesh Processing

    Get PDF
    Die aktuelle Forschung im Bereich der Computergrafik versucht den zunehmenden Ansprüchen der Anwender gerecht zu werden und erzeugt immer realistischer wirkende Bilder. Dementsprechend werden die Szenen und Verfahren, die zur Darstellung der Bilder genutzt werden, immer komplexer. So eine Entwicklung ist unweigerlich mit der Steigerung der erforderlichen Rechenleistung verbunden, da die Modelle, aus denen eine Szene besteht, aus Milliarden von Polygonen bestehen können und in Echtzeit dargestellt werden müssen. Die realistische Bilddarstellung ruht auf drei Säulen: Modelle, Materialien und Beleuchtung. Heutzutage gibt es einige Verfahren für effiziente und realistische Approximation der globalen Beleuchtung. Genauso existieren Algorithmen zur Erstellung von realistischen Materialien. Es gibt zwar auch Verfahren für das Rendering von Modellen in Echtzeit, diese funktionieren aber meist nur für Szenen mittlerer Komplexität und scheitern bei sehr komplexen Szenen. Die Modelle bilden die Grundlage einer Szene; deren Optimierung hat unmittelbare Auswirkungen auf die Effizienz der Verfahren zur Materialdarstellung und Beleuchtung, so dass erst eine optimierte Modellrepräsentation eine Echtzeitdarstellung ermöglicht. Viele der in der Computergrafik verwendeten Modelle werden mit Hilfe der Dreiecksnetze repräsentiert. Das darin enthaltende Datenvolumen ist enorm, um letztlich den Detailreichtum der jeweiligen Objekte darstellen bzw. den wachsenden Realitätsanspruch bewältigen zu können. Das Rendern von komplexen, aus Millionen von Dreiecken bestehenden Modellen stellt selbst für moderne Grafikkarten eine große Herausforderung dar. Daher ist es insbesondere für die Echtzeitsimulationen notwendig, effiziente Algorithmen zu entwickeln. Solche Algorithmen sollten einerseits Visibility Culling1, Level-of-Detail, (LOD), Out-of-Core Speicherverwaltung und Kompression unterstützen. Anderseits sollte diese Optimierung sehr effizient arbeiten, um das Rendering nicht noch zusätzlich zu behindern. Dies erfordert die Entwicklung paralleler Verfahren, die in der Lage sind, die enorme Datenflut effizient zu verarbeiten. Der Kernbeitrag dieser Arbeit sind neuartige Algorithmen und Datenstrukturen, die speziell für eine effiziente parallele Datenverarbeitung entwickelt wurden und in der Lage sind sehr komplexe Modelle und Szenen in Echtzeit darzustellen, sowie zu modellieren. Diese Algorithmen arbeiten in zwei Phasen: Zunächst wird in einer Offline-Phase die Datenstruktur erzeugt und für parallele Verarbeitung optimiert. Die optimierte Datenstruktur wird dann in der zweiten Phase für das Echtzeitrendering verwendet. Ein weiterer Beitrag dieser Arbeit ist ein Algorithmus, welcher in der Lage ist, einen sehr realistisch wirkenden Planeten prozedural zu generieren und in Echtzeit zu rendern
    corecore