2,021 research outputs found

    From Big Data to Big Displays: High-Performance Visualization at Blue Brain

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    Blue Brain has pushed high-performance visualization (HPV) to complement its HPC strategy since its inception in 2007. In 2011, this strategy has been accelerated to develop innovative visualization solutions through increased funding and strategic partnerships with other research institutions. We present the key elements of this HPV ecosystem, which integrates C++ visualization applications with novel collaborative display systems. We motivate how our strategy of transforming visualization engines into services enables a variety of use cases, not only for the integration with high-fidelity displays, but also to build service oriented architectures, to link into web applications and to provide remote services to Python applications.Comment: ISC 2017 Visualization at Scale worksho

    Real-time Monitoring of Uncertainty due to Refraction in Multibeam Echo Sounding

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    A software toolkit has been developed to objectively monitor uncertainty due to refraction in multibeam echosounding, specifically mapping systems that employ underway sound speed profiling hardware. The toolkit relies on the use of a raytrace simulator which mimics the sounding geometry of any given echosounder, specifically array type, angular sector, draft, and availability of a surface sound speed probe. The simulator works by objectively comparing a pair of consecutively collected sound speed profiles and reporting sounding uncertainty across the entire potential sounding space. Realtime visualizations of the uncertainty as a function of time and space allow the operator to tune the sound speed profile collection regime to maintain a desired sounding uncertainty while at the same time minimizing the number of casts collected

    Review of simulating four classes of window materials for daylighting with non-standard BSDF using the simulation program Radiance

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    This review describes the currently available simulation models for window material to calculate daylighting with the program "Radiance". The review is based on four abstract and general classes of window materials, depending on their scattering and redirecting properties (bidirectional scatter distribution function, BSDF). It lists potential and limits of the older models and includes the most recent additions to the software. All models are demonstrated using an exemplary indoor scene and two typical sky conditions. It is intended as clarification for applying window material models in project work or teaching. The underlying algorithmic problems apply to all lighting simulation programs, so the scenarios of materials and skies are applicable to other lighting programs

    Weakly supervised 3D Reconstruction with Adversarial Constraint

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    Supervised 3D reconstruction has witnessed a significant progress through the use of deep neural networks. However, this increase in performance requires large scale annotations of 2D/3D data. In this paper, we explore inexpensive 2D supervision as an alternative for expensive 3D CAD annotation. Specifically, we use foreground masks as weak supervision through a raytrace pooling layer that enables perspective projection and backpropagation. Additionally, since the 3D reconstruction from masks is an ill posed problem, we propose to constrain the 3D reconstruction to the manifold of unlabeled realistic 3D shapes that match mask observations. We demonstrate that learning a log-barrier solution to this constrained optimization problem resembles the GAN objective, enabling the use of existing tools for training GANs. We evaluate and analyze the manifold constrained reconstruction on various datasets for single and multi-view reconstruction of both synthetic and real images

    Lightweight Carbon Fiber Mirrors for Solar Concentrator Applications

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    Lightweight parabolic mirrors for solar concentrators have been fabricated using carbon fiber reinforced polymer (CFRP) and a nanometer scale optical surface smoothing technique. The smoothing technique improved the surface roughness of the CFRP surface from ~3 {\mu}m root mean square (RMS) for as-cast to ~5 nm RMS after smoothing. The surfaces were then coated with metal, which retained the sub-wavelength surface roughness, to produce a high-quality specular reflector. The mirrors were tested in an 11x geometrical concentrator configuration and achieved an optical efficiency of 78% under an AM0 solar simulator. With further development, lightweight CFRP mirrors will enable dramatic improvements in the specific power, power per unit mass, achievable for concentrated photovoltaics in space.Comment: IEEE Photovoltaic Specialist Conference (PVSC), DC, USA, 201

    Out-of-Core GPU Path Tracing on Large Instanced Scenes via Geometry Streaming

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    We present a technique for out-of-core GPU path tracing of arbitrarily large scenes that is compatible with hardware-accelerated ray-tracing. Our technique improves upon previous works by subdividing the scene spatially into streamable chunks that are loaded using a priority system that maximizes ray throughput and minimizes GPU memory usage. This allows for arbitrarily large scaling of scene complexity. Our system required under 19 minutes to render a solid color version of Disney\u27s Moana Island scene (39.3 million instances, 261.1 million unique quads, and 82.4 billion instanced quads at a resolution of 1024x429 and 1024spp on an RTX 5000 (24GB memory total, 22GB used, 13GB geometry cache, with the remainder for temporary buffers and storage) (Wald et al.). As a scalability test, our system rendered 26 Moana Island scenes without multi-level instancing (1.02 billion instances, 2.14 trillion instanced quads, ~230GB if all resident) in under 1h:28m. Compared to state-of-the-art hardware-accelerated renders of the Moana Island scene, our system can render larger scenes on a single GPU. Our system is faster than the previous out-of-core approach and is able to render larger scenes than previous in-core approaches given the same memory constraints (Hellmuth, Zellman et al, Wald)
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