4 research outputs found

    AUTOMATIC PORTAL GENERATION FOR 3D AUDIO - FROM TRIANGLE SOUP TO A PORTAL SYSTEM

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    The purpose of this paper is to investigate an algorithm for generating an automatic portal system. This has been accomplished based on a given set of triangles. The proposed solution was designed to enhance the performance of a sound beam-tracing engine. This solution can also be used for other areas where portal systems are applicable. The provided technical solution emphasizes the beam tracing engine's requirements. Our approach is based on the work of Haumont et al. (with additional improvements), resulting in improved scene segmentation and lower computational complexity. We examined voxelization techniques and their properties, and have adjusted these to fit the requirements of a beam-tracing engine. As a result of our investigation, a new method for finding portal placement has been developed by adjusting the orientation of the found portals to fit the neighboring scene walls. In addition, we replaced Haumont et al.'s prevoxelization step, which is used for erasing geometrical details (for example, thin walls). This was done by smoothing the distance field that, in effect, eliminated incorrectly positioned portals. The results of our work remove the requirement for walls that separate rooms to have a particular thickness. We also describe a method for building a structure that accelerates real-time queries for determining the area where a given point is located. All of the presented techniques allow for the use of larger sized voxels, which increases performance and reduces memory requirements (not only during the preprocessing phase but also during real-time usage). The proposed solutions were tested using scenarios with scenes of varying complexity

    Doctor of Philosophy

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    dissertationThe embedded system space is characterized by a rapid evolution in the complexity and functionality of applications. In addition, the short time-to-market nature of the business motivates the use of programmable devices capable of meeting the conflicting constraints of low-energy, high-performance, and short design times. The keys to achieving these conflicting constraints are specialization and maximally extracting available application parallelism. General purpose processors are flexible but are either too power hungry or lack the necessary performance. Application-specific integrated circuits (ASICS) efficiently meet the performance and power needs but are inflexible. Programmable domain-specific architectures (DSAs) are an attractive middle ground, but their design requires significant time, resources, and expertise in a variety of specialties, which range from application algorithms to architecture and ultimately, circuit design. This dissertation presents CoGenE, a design framework that automates the design of energy-performance-optimal DSAs for embedded systems. For a given application domain and a user-chosen initial architectural specification, CoGenE consists of a a Compiler to generate execution binary, a simulator Generator to collect performance/energy statistics, and an Explorer that modifies the current architecture to improve energy-performance-area characteristics. The above process repeats automatically until the user-specified constraints are achieved. This removes or alleviates the time needed to understand the application, manually design the DSA, and generate object code for the DSA. Thus, CoGenE is a new design methodology that represents a significant improvement in performance, energy dissipation, design time, and resources. This dissertation employs the face recognition domain to showcase a flexible architectural design methodology that creates "ASIC-like" DSAs. The DSAs are instruction set architecture (ISA)-independent and achieve good energy-performance characteristics by coscheduling the often conflicting constraints of data access, data movement, and computation through a flexible interconnect. This represents a significant increase in programming complexity and code generation time. To address this problem, the CoGenE compiler employs integer linear programming (ILP)-based 'interconnect-aware' scheduling techniques for automatic code generation. The CoGenE explorer employs an iterative technique to search the complete design space and select a set of energy-performance-optimal candidates. When compared to manual designs, results demonstrate that CoGenE produces superior designs for three application domains: face recognition, speech recognition and wireless telephony. While CoGenE is well suited to applications that exhibit a streaming behavior, multithreaded applications like ray tracing present a different but important challenge. To demonstrate its generality, CoGenE is evaluated in designing a novel multicore N-wide SIMD architecture, known as StreamRay, for the ray tracing domain. CoGenE is used to synthesize the SIMD execution cores, the compiler that generates the application binary, and the interconnection subsystem. Further, separating address and data computations in space reduces data movement and contention for resources, thereby significantly improving performance compared to existing ray tracing approaches

    Hardware Accelerators for Animated Ray Tracing

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    Future graphics processors are likely to incorporate hardware accelerators for real-time ray tracing, in order to render increasingly complex lighting effects in interactive applications. However, ray tracing poses difficulties when drawing scenes with dynamic content, such as animated characters and objects. In dynamic scenes, the spatial datastructures used to accelerate ray tracing are invalidated on each animation frame, and need to be rapidly updated. Tree update is a complex subtask in its own right, and becomes highly expensive in complex scenes. Both ray tracing and tree update are highly memory-intensive tasks, and rendering systems are increasingly bandwidth-limited, so research on accelerator hardware has focused on architectural techniques to optimize away off-chip memory traffic. Dynamic scene support is further complicated by the recent introduction of compressed trees, which use low-precision numbers for storage and computation. Such compression reduces both the arithmetic and memory bandwidth cost of ray tracing, but adds to the complexity of tree update.This thesis proposes methods to cope with dynamic scenes in hardware-accelerated ray tracing, with focus on reducing traffic to external memory. Firstly, a hardware architecture is designed for linear bounding volume hierarchy construction, an algorithm which is a basic building block in most state-of-the-art software tree builders. The algorithm is rearranged into a streaming form which reduces traffic to one-third of software implementations of the same algorithm. Secondly, an algorithm is proposed for compressing bounding volume hierarchies in a streaming manner as they are output from a hardware builder, instead of performing compression as a postprocessing pass. As a result, with the proposed method, compression reduces the overall cost of tree update rather than increasing it. The last main contribution of this thesis is an evaluation of shallow bounding volume hierarchies, common in software ray tracing, for use in hardware pipelines. These are found to be more energy-efficient than binary hierarchies. The results in this thesis both con铿乺m that dynamic scene support may become a bottleneck in real time ray tracing, and add to the state of the art on tree update in terms of energy-efficiency, as well as the complexity of scenes that can be handled in real time on resource-constrained platforms
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