2,438 research outputs found

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

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    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 rendering of massive geometric models

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    Booklet2005-02Conference held in Pisa, ItalyTutorial notes, Eurographics Italy. Conference held in Pisa, Italy, February 17--18, CDROM Proceedings, February 200

    TetSplat: Real-time Rendering and Volume Clipping of Large Unstructured Tetrahedral Meshes

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    We present a novel approach to interactive visualization and exploration of large unstructured tetrahedral meshes. These massive 3D meshes are used in mission-critical CFD and structural mechanics simulations, and typically sample multiple field values on several millions of unstructured grid points. Our method relies on the pre-processing of the tetrahedral mesh to partition it into non-convex boundaries and internal fragments that are subsequently encoded into compressed multi-resolution data representations. These compact hierarchical data structures are then adaptively rendered and probed in real-time on a commodity PC. Our point-based rendering algorithm, which is inspired by QSplat, employs a simple but highly efficient splatting technique that guarantees interactive frame-rates regardless of the size of the input mesh and the available rendering hardware. It furthermore allows for real-time probing of the volumetric data-set through constructive solid geometry operations as well as interactive editing of color transfer functions for an arbitrary number of field values. Thus, the presented visualization technique allows end-users for the first time to interactively render and explore very large unstructured tetrahedral meshes on relatively inexpensive hardware

    A Direct Multigrid Poisson Solver for Oct-Tree Adaptive Meshes

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    We describe a finite-volume method for solving the Poisson equation on oct-tree adaptive meshes using direct solvers for individual mesh blocks. The method is a modified version of the method presented by Huang and Greengard (2000), which works with finite-difference meshes and does not allow for shared boundaries between refined patches. Our algorithm is implemented within the FLASH code framework and makes use of the PARAMESH library, permitting efficient use of parallel computers. We describe the algorithm and present test results that demonstrate its accuracy.Comment: 10 pages, 6 figures, accepted by the Astrophysical Journal; minor revisions in response to referee's comments; added char

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Extension of a discontinuous Galerkin finite element method to viscous rotor flow simulations

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    Heavy vibratory loading of rotorcraft is relevant for many operational aspects of helicopters, such as the structural life span of (rotating) components, operational availability, the pilot's comfort, and the effectiveness of weapon targeting systems. A precise understanding of the source of these vibrational loads has important consequences in these application areas. Moreover, in order to exploit the full potential offered by new vibration reduction technologies, current analysis tools need to be improved with respect to the level of physical modeling of flow phenomena which contribute to the vibratory loads. In this paper, a computational fluid dynamics tool for rotorcraft simulations based on first-principles flow physics is extended to enable the simulation of viscous flows. Viscous effects play a significant role in the aerodynamics of helicopter rotors in high-speed flight. The new model is applied to three-dimensional vortex flow and laminar dynamic stall. The applications clearly demonstrate the capability of the new model to perform on deforming and adaptive meshes. This capability is essential for rotor simulations to accomodate the blade motions and to enhance vortex resolution

    Extension of the discontinuous Galerkin finite element method to viscous rotor flow simulations

    Get PDF
    Heavy vibratory loading of rotorcraft is relevant for many operational aspects of helicopters, such as the structural life span of (rotating) components, op- erational availability, the pilot’s comfort, and the ef- fectiveness of weapon targeting systems. A precise understanding of the source of these vibrational loads has important consequences in these application ar- eas. Moreover, in order to exploit the full poten- tial offered by new vibration reduction technologies, current analysis tools need to be improved with re- spect to the level of physical modeling of flow phe- nomena which contribute to the vibratory loads. In this paper, a computational fluid dynamics tool for rotorcraft simulations based on first-principles flow physics is extended to enable the simulation of vis- cous flows. Viscous effects play a significant role in the aerodynamics of helicopter rotors in high-speed flight. The new model is applied to three-dimensional vortex flow and laminar dynamic stall. The applica- tions clearly demonstrate the capability of the new model to perform on deforming and adaptive meshes. This capability is essential for rotor simulations to accomodate the blade motions and to enhance vor- tex resolution

    ViSUS: Visualization Streams for Ultimate Scalability

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