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Constructing streak surfaces for 3D unsteady vector fields 三维非定常矢量场的条纹曲面构造
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925066
Tony McLoughlin, R. Laramee, E. Zhang
Visualization of 3D, unsteady flow (4D) is very difficult due to both perceptual challenges and the large size of 4D vector field data. One approach to this challenge is to use integral surfaces to visualize the 4D properties of the field. However the construction of streak surfaces has remained elusive due to problems stemming from expensive computation and complex meshing schemes. We present a novel streak surface construction algorithm that generates the surface using a quadrangular mesh. In contrast to previous approaches the algorithm offers a combination of speed for exploration of 3D unsteady flow, high precision, and places less restriction on data or mesh size due to its CPU-based implementation compared to a GPU-based method. The algorithm can be applied to large data sets because it is based on local operations performed on the quad primitives. We demonstrate the technique on a variety of 3D, unsteady simulation data sets to show its speed and robustness. We also present both a detailed implementation and a performance evaluation. We show that a technique based on quad meshes handles large data sets and can achieve interactive frame rates.
三维非定常流场(4D)的可视化是非常困难的,既存在感知上的挑战,又存在大量的4D矢量场数据。解决这一挑战的一种方法是使用积分曲面来可视化场的四维特性。然而,由于计算成本高、网格划分复杂等问题,条纹曲面的构造一直难以实现。提出了一种基于四边形网格的条纹曲面构造算法。与以前的方法相比,该算法提供了探索3D非定常流的速度,高精度,并且由于其基于cpu的实现,与基于gpu的方法相比,对数据或网格大小的限制较少。该算法可以应用于大型数据集,因为它基于在四元基元上执行的局部操作。我们在各种三维非定常模拟数据集上演示了该技术,以证明其速度和鲁棒性。我们还提供了详细的实现和性能评估。我们展示了一种基于四网格的技术,可以处理大型数据集,并可以实现交互式帧率。
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引用次数: 10
The VRE volume rendering engine VRE体绘制引擎
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925072
M. Hucko, M. Vaněk, M. Srámek
We present the extendable volume rendering engine VRE which provides an open and flexible environment for both experimental and production level implementation of a wide range of volume visualisation algorithms, including various CPU and GPU based ones. We identify parts of renderer functionality suitable for isolation in logical units and propose various types of plugins. As the support for various volume data file formats, internal data representation and rendering algorithms is realised by the plugins, the engine can be easily extended by new functionality. We define a general application interface which enables to develop arbitrary visualisation applications, being it command line, batch ones or applications with a graphical user interface. The proposed architecture provides for multiple concurrent renderings which can be with advantage utilised in the client/server version of the engine. In this setup the server side component of the engine allows access of multiple peers to a single instance of the engine, which makes sharing of the visualised data by multiple clients possible. The VRE software is released under the GPL licence, opening the potential of the environment to all interested parties.
我们提出了可扩展的体渲染引擎VRE,它为各种体可视化算法的实验和生产级实现提供了一个开放和灵活的环境,包括各种基于CPU和GPU的算法。我们确定了适合在逻辑单元中隔离的渲染器功能部分,并提出了各种类型的插件。由于对各种卷数据文件格式、内部数据表示和呈现算法的支持是由插件实现的,因此可以很容易地通过新功能扩展引擎。我们定义了一个通用的应用程序接口,它可以开发任意的可视化应用程序,无论是命令行,批处理还是具有图形用户界面的应用程序。所提出的架构提供了多个并发渲染,这可以在引擎的客户端/服务器版本中使用。在这种设置中,引擎的服务器端组件允许多个对等点访问引擎的单个实例,这使得多个客户端共享可视化数据成为可能。VRE软件在GPL许可下发布,向所有感兴趣的各方开放环境的潜力。
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引用次数: 0
RDH: ray distribution heuristics for construction of spatial data structures RDH:用于空间数据结构构建的射线分布启发式
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980475
Jiří Bittner, V. Havran
Surface area heuristics is currently the most popular method for view independent construction of spatial hierarchies for ray tracing. We present a method which modifies the surface area heuristics by taking into account the actual distribution of rays in the scene. This is achieved by subsampling the rays to be cast and using these rays in order to estimate the probabilities of rays traversing through nodes of the constructed hierarchy. The main aim of our paper is to analyze the potential of taking the ray distribution into account. The results indicate that we can achieve a minor speedup of ray traversal compared to standard SAH. For large densely occluded scene we can also save the construction time and memory consumption of the hierarchy by not subdividing parts of the scene where no rays are traced.
表面面积启发法是目前最流行的独立于视点构建射线追踪空间层次的方法。我们提出了一种通过考虑光线在场景中的实际分布来修改表面积启发式的方法。这是通过对要投射的光线进行子采样来实现的,并使用这些光线来估计光线穿过构造层次结构节点的概率。本文的主要目的是分析考虑射线分布的可能性。结果表明,与标准SAH相比,我们可以实现射线遍历的轻微加速。对于大型密集遮挡的场景,我们也可以通过不细分场景中没有光线跟踪的部分来节省构建时间和层次结构的内存消耗。
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引用次数: 21
3D internet and experiences from proposal writing for call 4 in the FP7 ICT-program 3D互联网和FP7 ict项目第4题提案写作经验
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980467
T. Dokken
In Call 4 of the ICT program of EU's seventh framework program there is a shift of focus compared to the first three calls. 3D challenges are address under the objective "ICT-2009.1.5: Networked Media and 3D Internet" where one of the target outcomes are titled "3D Media Internet". 3D is at last on the agenda of EU's ICT-program, with a potential of becoming a central component of the future internet. The speaker has participated in the preparation of project applications for Call 4 closing/closed on April 1. 2009. He wants to share his experiences and thoughts from this work and discuss what to do in future calls when 3D is once more on the agenda.
与前三个呼吁相比,欧盟第七个框架计划的ICT计划的第四个呼吁的重点有所转移。3D挑战是在“ICT-2009.1.5:网络媒体和3D互联网”目标下解决的,其中一项目标成果名为“3D媒体互联网”。3D终于出现在欧盟ict计划的议程上,有可能成为未来互联网的核心组成部分。演讲者参与了4月1日结束/结束的Call 4项目申请的准备工作。2009. 他想从这项工作中分享他的经验和想法,并讨论当3D再次出现在议程上时,在未来的电话中该怎么做。
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引用次数: 0
Optimized damping for dynamic simulations 优化阻尼动态模拟
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980499
Ruediger Schmedding, M. Gissler, M. Teschner
Dynamic simulations can benefit a lot from an appropriate damping approach. For example, the stability is improved and a larger time step can be chosen. Furthermore, badly shaped meshes, e. g. containing sharp angles or slivers, can be handled if a proper damping approach is used. However, it must be ensured that the damping forces do not change the global movement of the object, i. e. they have to preserve linear and angular momentum. In this paper, we present a novel damping approach that is based on iterative spring damping to further improve the stability. We show that the resulting forces can be computed directly without actually performing the iterations. The approach does not require any connectivity information about the object and therefore, it can be used for arbitrary object representations. Further, it is independent of the integration scheme and the deformation model. The approach provides a simple parameter setting and guarantees that the damping forces do not overshoot. Finally, we illustrate that our approach allows for larger time steps compared to existing damping methods.
动态仿真可以从适当的阻尼方法中获益良多。例如,提高了稳定性,可以选择更大的时间步长。此外,如果使用适当的阻尼方法,可以处理形状不良的网格,例如包含尖锐的角度或条。然而,必须确保阻尼力不会改变物体的整体运动,即它们必须保持线动量和角动量。本文提出了一种基于迭代弹簧阻尼的新型阻尼方法,以进一步提高系统的稳定性。我们表明,结果力可以直接计算,而无需实际执行迭代。该方法不需要关于对象的任何连接信息,因此,它可以用于任意对象表示。此外,它与积分方案和变形模型无关。该方法提供了一个简单的参数设置,并保证阻尼力不会超调。最后,我们说明,与现有的阻尼方法相比,我们的方法允许更大的时间步长。
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引用次数: 15
Real-time generation of L-system scene models for rendering and interaction 实时生成l系统场景模型,用于渲染和交互
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980478
M. Magdics
We present a framework for generating procedural geometry described by a context-free, parametric L-system completely on the GPU in real-time. These formal grammars allow us to easily describe various types of complex objects, such as vegetation or buildings, in a great diversity. We can create large and complex parts of the scene on-the-fly, which enables us to create a potentially infinite world of such objects. To make modeling easier, we show how the grammar description can be transformed automatically to a shader code that evaluates the L-system on the GPU. Additionally, to allow interaction with the procedural geometry, we propose an algorithm to efficiently perform discrete collision detection with the procedural scene for a large number of objects.
我们提出了一个完全在GPU上实时生成由上下文无关的参数l系统描述的过程几何的框架。这些形式语法使我们能够很容易地描述各种类型的复杂对象,如植被或建筑物,种类繁多。我们可以即时创建大型且复杂的场景部分,这使我们能够创建一个潜在的无限世界。为了使建模更容易,我们展示了如何将语法描述自动转换为计算GPU上l系统的着色器代码。此外,为了允许与程序几何的交互,我们提出了一种算法,可以对大量对象的程序场景有效地执行离散碰撞检测。
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引用次数: 14
Advances in real-time rendering 实时渲染的进展
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980468
M. Wimmer
Real-time rendering is a quickly developing field in computer graphics. Recent advances in graphics hardware make it possible to tackle completely new challenges, and to rethink old ones. While previously, the main focus of real-time rendering lay on classical problems like visibility and level-of-detail rendering, nowadays we see new challenges in the form of interactive procedural content generation, handling of massive amounts of data, and interactive simulation of extremely complex objects like trees. In this talk, I will try to broaden the definition of realtime rendering and give some insights how to address new research challenges. Starting with a few classical problems like rendering accurate shadows, achieving smooth transitions between different levels of detail, and global visibility computations, I will then show a few examples of recent advances in real-time rendering. One challenge is the ever-increasing size of models due to automatic acquisition methods like range scanners. In a new system we have developed, we are able to visualize and interact with datasets of over 1 Billion raw points. Another source of large models is procedural modeling, and we have developed a method to aid designers in creating these models interactively. Finally, vegetation plays an important role in interactive scenes. I will show a system to simulate both illumination and animation in such complex vegetation very realistically.
实时渲染是计算机图形学中一个快速发展的领域。图形硬件的最新进展使我们能够解决全新的挑战,并重新思考旧的挑战。虽然在此之前,实时渲染的主要焦点是可视性和细节渲染等经典问题,但现在我们看到了交互式程序内容生成、处理大量数据以及交互式模拟极端复杂对象(如树)的新挑战。在这次演讲中,我将尝试拓宽实时渲染的定义,并给出一些如何应对新的研究挑战的见解。从一些经典问题开始,如渲染准确的阴影,实现不同层次细节之间的平滑过渡,以及全局可见性计算,然后我将展示实时渲染中最新进展的几个例子。其中一个挑战是由于距离扫描仪等自动获取方法导致模型尺寸不断增加。在我们开发的新系统中,我们能够可视化并与超过10亿个原始点的数据集进行交互。大型模型的另一个来源是过程建模,我们已经开发了一种方法来帮助设计人员交互式地创建这些模型。最后,植被在交互场景中扮演着重要的角色。我将展示一个系统来模拟照明和动画在如此复杂的植被非常现实。
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引用次数: 3
A programming model for GPU-based parallel computing with scalability and abstraction 基于gpu的并行计算编程模型,具有可扩展性和抽象性
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980484
B. Domonkos, G. Jakab
In this paper, we present a multi-level programming model for recent GPU-based high performance computing systems. Involving cooperative stream threads and symmetric multiprocessing threads our model gives a computational framework that scales through multi-GPU environments to GPU-cluster systems. Instead of hiding the execution environment from the programmer using compiler extensions or metaprogramming techniques we aim a solution that both enables optimizations and provides abstract problem space mapping with code reusability and virtualization of hardware resources in order to decrease the programming effort. We evaluate an implementation of our model based on CUDA, OpenMP, and MPI2 technologies on a complex practical application scenario and discuss its performance scaling behavior.
在本文中,我们提出了一个基于gpu的高性能计算系统的多级编程模型。通过协作流线程和对称多处理线程,我们的模型给出了一个可在多gpu环境下扩展到gpu集群系统的计算框架。我们没有使用编译器扩展或元编程技术向程序员隐藏执行环境,我们的目标是一个解决方案,它既支持优化,又提供抽象的问题空间映射,具有代码可重用性和硬件资源虚拟化,以减少编程工作。我们在一个复杂的实际应用场景中评估了基于CUDA、OpenMP和MPI2技术的模型的实现,并讨论了其性能扩展行为。
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引用次数: 3
Interactive person path analysis in reconstructed public buildings 重建公共建筑中的交互人路径分析
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980491
Martin Brunnhuber, Gerd Hesina, R. Tobler, S. Mantler
The behavior of a large number of persons in big buildings is pretty difficult to predict. Long time observations have to be made and many things have to be tested in the real environment, for example how to route people around locked escalators, how to place vending or ticket machines, or how to place various kinds of advertisements. A lot of experience is needed to make the right decisions and mistakes and omissions can easily happen. Models of buildings and simulations can improve the analysis of such environments where many people move about. A good visualization of human behavior in these models can be a great help in planning and improve the quality of necessary changes. It is also possible to analyze the focus of persons who are wandering around in the building, before performing actual changes and thus judge the impact of various alternatives. A major problem is that for most buildings no adequate 3D models to perform such visualizations exist. Current building models need modeling experts for manipulation, and current simulation software needs simulation experts for analyzing movement of people within a building. Ideally, simulated movement of people should be presented in a recognizable 3D model in such a way that it can be easily identified and interpreted without further explanation. It should also be possible to manipulate the building and automatically trigger the changed simulation in the background, without being an expert. This should make it possible to explore alternative planning scenarios and improve the applicability of an envisioned planning tool. This paper presents a way to create an indoor person behavior visualization shown in its application to railway stations. The models are based on a combination of image based reconstruction and existing models of public buildings. The possibility to easily change the environment on the fly creates many possibilities to analyze alternative places for advertisement, vending and ticket machines. Therefore experiments on the real environment can be avoided to save a lot of time and money and increase customer satisfaction.
大型建筑物中大量人员的行为是很难预测的。必须进行长时间的观察,并且必须在真实环境中测试许多事情,例如如何在锁定的自动扶梯周围引导人们,如何放置自动售货机或自动售票机,或者如何放置各种广告。做出正确的决定需要大量的经验,错误和遗漏很容易发生。建筑模型和模拟可以改进对这种许多人走动的环境的分析。在这些模型中,人类行为的良好可视化可以极大地帮助规划和提高必要变化的质量。在进行实际的改变之前,也可以分析在建筑物中徘徊的人的焦点,从而判断各种替代方案的影响。一个主要的问题是,对于大多数建筑物来说,没有足够的3D模型来执行这种可视化。当前的建筑模型需要建模专家来操作,当前的仿真软件需要仿真专家来分析建筑物内人员的运动。理想情况下,模拟的人的运动应该以可识别的3D模型呈现,这样就可以很容易地识别和解释,而无需进一步解释。它还应该能够操纵建筑并自动触发背景中的变化模拟,而无需成为专家。这将使探索可选择的规划方案和改进设想的规划工具的适用性成为可能。本文以火车站为例,介绍了一种室内人的行为可视化的实现方法。这些模型是基于基于图像的重建和现有公共建筑模型的结合。在飞行中轻松改变环境的可能性为分析广告、自动售货机和售票机的替代地点创造了许多可能性。因此可以避免在真实环境上进行实验,节省大量的时间和金钱,提高客户满意度。
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引用次数: 2
Hybrid algorithm for deletion of a point in regular and Delaunay triangulation 正则三角剖分和Delaunay三角剖分中点删除的混合算法
Pub Date : 2009-04-23 DOI: 10.1145/1980462.1980490
Michal Zemek, I. Kolingerová
In this paper, we propose a randomized algorithm that allows to delete a point in three--dimensional regular or Delaunay triangulation by a sequence of flips. All the previous algorithms check regularity of each new tetrahedron globally, i.e. with respect to all vertices of tetrahedra incident to the point, which is being deleted. In contrast, the proposed hybrid algorithm uses a combination of local and global regularity tests. First, the proposed algorithm tries to delete a point by a randomized sequence of flips of faces satisfying a certain local condition. This simple approach will always delete the point successfully, but theoretically in an unbounded time in the worst case. Therefore we combine it with the global regularity tests -- if the point is not deleted after a certain number of flips, the proposed algorithm replaces the local regularity test by the global regularity test. In practice, the local regularity tests are sufficient in most cases and the global regularity tests are used only rarely. In consequence, the proposed algorithm needs less tests of regularity in average than the previous algorithms.
在本文中,我们提出了一种随机化算法,该算法允许通过一系列翻转来删除三维正则或Delaunay三角剖分中的一个点。之前所有的算法都是全局检查每个新四面体的规则性,即相对于与被删除点相关的四面体的所有顶点。相比之下,所提出的混合算法使用局部和全局正则性测试的组合。首先,该算法尝试通过满足一定局部条件的随机翻转序列来删除一个点。这种简单的方法总是会成功地删除点,但理论上,在最坏的情况下,删除点的时间是无限的。因此,我们将其与全局正则性测试相结合,如果该点在一定次数的翻转后未被删除,则该算法将局部正则性测试替换为全局正则性测试。在实践中,局部正则性测试在大多数情况下是足够的,而全局正则性测试很少使用。因此,与以往算法相比,该算法需要较少的平均规则性测试。
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引用次数: 5
期刊
Spring conference on Computer graphics
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