5,121 research outputs found
GPU-based Streaming for Parallel Level of Detail on Massive Model Rendering
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
A GPU-enabled implicit Finite Volume solver for the ideal two-fluid plasma model on unstructured grids
This paper describes the main features of a pioneering unsteady solver for
simulating ideal two-fluid plasmas on unstructured grids, taking profit of
GPGPU (General-purpose computing on graphics processing units). The code, which
has been implemented within the open source COOLFluiD platform, is implicit,
second-order in time and space, relying upon a Finite Volume method for the
spatial discretization and a three-point backward Euler for the time
integration. In particular, the convective fluxes are computed by a multi-fluid
version of the AUSM+up scheme for the plasma equations, in combination with a
modified Rusanov scheme with tunable dissipation for the Maxwell equations.
Source terms are integrated with a one-point rule, using the cell-centered
value. Some critical aspects of the porting to GPU's are discussed, as well as
the performance of two open source linear system solvers (i.e. PETSc,
PARALUTION). The code design allows for computing both flux and source terms on
the GPU along with their Jacobian, giving a noticeable decrease in the
computational time in comparison with the original CPU-based solver. The code
has been tested in a wide range of mesh sizes and in three different systems,
each one with a different GPU. The increased performance (up to 14x) is
demonstrated in two representative 2D benchmarks: propagation of circularly
polarized waves and the more challenging Geospace Environmental Modeling (GEM)
magnetic reconnection challenge.Comment: 22 pages, 7 figure
Interactive inspection of complex multi-object industrial assemblies
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
An entropy stable discontinuous Galerkin method for the shallow water equations on curvilinear meshes with wet/dry fronts accelerated by GPUs
We extend the entropy stable high order nodal discontinuous Galerkin spectral
element approximation for the non-linear two dimensional shallow water
equations presented by Wintermeyer et al. [N. Wintermeyer, A. R. Winters, G. J.
Gassner, and D. A. Kopriva. An entropy stable nodal discontinuous Galerkin
method for the two dimensional shallow water equations on unstructured
curvilinear meshes with discontinuous bathymetry. Journal of Computational
Physics, 340:200-242, 2017] with a shock capturing technique and a positivity
preservation capability to handle dry areas. The scheme preserves the entropy
inequality, is well-balanced and works on unstructured, possibly curved,
quadrilateral meshes. For the shock capturing, we introduce an artificial
viscosity to the equations and prove that the numerical scheme remains entropy
stable. We add a positivity preserving limiter to guarantee non-negative water
heights as long as the mean water height is non-negative. We prove that
non-negative mean water heights are guaranteed under a certain additional time
step restriction for the entropy stable numerical interface flux. We implement
the method on GPU architectures using the abstract language OCCA, a unified
approach to multi-threading languages. We show that the entropy stable scheme
is well suited to GPUs as the necessary extra calculations do not negatively
impact the runtime up to reasonably high polynomial degrees (around ). We
provide numerical examples that challenge the shock capturing and positivity
properties of our scheme to verify our theoretical findings
SurfelMeshing: Online Surfel-Based Mesh Reconstruction
We address the problem of mesh reconstruction from live RGB-D video, assuming
a calibrated camera and poses provided externally (e.g., by a SLAM system). In
contrast to most existing approaches, we do not fuse depth measurements in a
volume but in a dense surfel cloud. We asynchronously (re)triangulate the
smoothed surfels to reconstruct a surface mesh. This novel approach enables to
maintain a dense surface representation of the scene during SLAM which can
quickly adapt to loop closures. This is possible by deforming the surfel cloud
and asynchronously remeshing the surface where necessary. The surfel-based
representation also naturally supports strongly varying scan resolution. In
particular, it reconstructs colors at the input camera's resolution. Moreover,
in contrast to many volumetric approaches, ours can reconstruct thin objects
since objects do not need to enclose a volume. We demonstrate our approach in a
number of experiments, showing that it produces reconstructions that are
competitive with the state-of-the-art, and we discuss its advantages and
limitations. The algorithm (excluding loop closure functionality) is available
as open source at https://github.com/puzzlepaint/surfelmeshing .Comment: Version accepted to IEEE Transactions on Pattern Analysis and Machine
Intelligenc
- …