GPU-Accelerated Post-Processing and Animated Volume Rendering of Isogeometric Analysis Results

Harshil S. Shah, Xin Huang, O. Bingol, M. Rajanna, A. Krishnamurthy
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引用次数: 1

Abstract

Introduction: Isogeometric analysis (IGA) [1] has enabled better CAD integration by using the same spline representations (Non-Uniform Rational B-Splines, NURBS) for modeling and analysis. Traditionally, the nite element analysis results are visualized by creating a texture map of the property of interest and superimposing them over the boundary representation (B-rep) model or the mesh. This technique cannot be directly used to render internal quantities of interest without computationally intensive sectioning and remapping of the textures, which does not allow for interactive interrogation of the analysis results. Ray-casting is usually used to render volume data and is computationally more intensive than rasterization. Performing ray casting with volumetric splines used in IGA is still computationally intensive to perform interactively. In this work, we rst voxelize the isogeometric mesh using a GPU-accelerated ray intersection algorithm for cubic-Bézier volumes to convert volumetric splines to time-varying voxelized data structures. We then use GPU ray casting to volume-render the time frames of the simulation. This approach leads to interactive volume rendering of the results of dynamic IGA simulations, allowing for real-time manipulation in the 3D environment. One of the early algorithms to compute ray intersection with surfaces can be found in [2], where they reduce the ray-surface intersection to computing roots of a polynomial. [4] presented the Newton iteration technique that uses subdivisions of a surface to compute all the roots for the ray-surface combinations. [3] developed a method to decompose the NURBS surfaces into Bézier patches and then perform the triangulation of the surface for rendering. However, most of these previous approaches were not fast enough for animated volume rendering or mainly rendered the analysis results on surfaces as textures. To voxelize the IGA models, we rst decompose the NURBS elements into Bézier elements by performing Bézier extraction. This is required to deal with the non-uniformity of the knot vector in a general NURBS element. We then perform a modi ed ray intersection test with the six Bézier surfaces of the element using a grid of rays. We then generate a variable density voxel model representing the analysis results using the intersection data, which is repeated for the di erent time frames of the analysis. The
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等几何分析结果的gpu加速后处理和动画体绘制
介绍:等几何分析(IGA)[1]通过使用相同的样条表示(非均匀有理b样条,NURBS)进行建模和分析,实现了更好的CAD集成。传统上,通过创建感兴趣属性的纹理映射并将其叠加在边界表示(B-rep)模型或网格上,可以将有限元分析结果可视化。如果没有计算密集的纹理切片和重新映射,该技术不能直接用于渲染感兴趣的内部数量,这不允许对分析结果进行交互式询问。光线投射通常用于渲染体数据,并且在计算上比光栅化更密集。使用IGA中使用的体积样条进行光线投射仍然需要大量的计算才能进行交互。在这项工作中,我们首先使用gpu加速的射线相交算法对等高几何网格进行体素化,以将体积样条曲线转换为时变体素化数据结构。然后我们使用GPU光线投射来体渲染模拟的时间框架。这种方法导致动态IGA模拟结果的交互式体渲染,允许在3D环境中进行实时操作。早期计算射线与曲面相交的算法之一可以在[2]中找到,其中他们将射线与曲面相交简化为计算多项式的根。[4]提出了牛顿迭代技术,该技术使用曲面的细分来计算射线-曲面组合的所有根。[3]开发了一种方法,将NURBS曲面分解为bsamzier patch,然后对曲面进行三角剖分进行渲染。然而,这些先前的方法对于动画体渲染来说速度不够快,或者主要是将分析结果作为纹理在表面上渲染。为了使IGA模型体素化,我们首先通过执行bsamzier提取将NURBS元素分解为bsamzier元素。这需要处理一般NURBS元素中结向量的非均匀性。然后,我们使用射线网格对元素的六个bsamizier表面执行修改的射线相交测试。然后,我们使用交叉数据生成一个可变密度体素模型来表示分析结果,该模型在分析的不同时间框架中重复。的
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