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Visualization of Industrial Structures with Implicit GPU Primitives

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Torus slice. Implicit information encoded on GPU memory. Floating-point texture. Two study-cases ... Torus slices. Adaptive polyhedra. Up to 180 . Very useful ... – PowerPoint PPT presentation

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Title: Visualization of Industrial Structures with Implicit GPU Primitives


1
Visualization of Industrial Structures with
Implicit GPU Primitives
  • Rodrigo de Toledo
  • Bruno Levy

2
Plan
  • Motivation
  • Previous work
  • Our contributions
  • New GPU primitives
  • Implicit information on GPU
  • Study-cases
  • Results
  • Conclusions

3
Motivation
  • Problem statement Interactive visualization of
    massive models is very difficult
  • Too much primitives (triangles)
  • Proposition Whenever it is possible, use
    implicit GPU primitives rather than triangles
  • Example power plant

4
Previous Work (1/3)
  • Extended GPU primitives
  • 2004, Extending the graphic pipeline with new
    GPU-accelerated primitives
  • Quadrics

5
GPU primitives
  • Ray cast
  • Z-buffer update
  • Freely combined with triangle meshes
  • Advantages
  • Quality
  • Computations by pixel
  • Silhouette, phong etc
  • Speed
  • Very simple fragment shaders
  • LOD behavior
  • Memory
  • Represented by few parameters

6
Previous Work (2/3)
  • ISVC 2007, Iterative Methods for Visualization
    of Implicit Surfaces on GPU
  • Cubics and Quartics
  • TORUS

7
Multiple Tori
  • GPU primitives are faster
  • 16000 tori
  • Newton at 50 fps
  • the others lt 1fps

GeForce 7900
8
Previous Work (3/3)
  • TMCE 2008, Reverse Engineering for
    Industrial-Environment CAD Models
  • Industrial environments are mainly composed by
    tubular structures (90)
  • Topological approach

Quadrics
Torus
9
Our contributions
  • New GPU primitives
  • Billboard cylinder
  • Truncated cone
  • Torus slice
  • Implicit information encoded on GPU memory
  • Floating-point texture
  • Two study-cases
  • Power-plant
  • Oil platform

10
Cylinders
  • Billboard
  • only 4 vertices
  • tight projection enclosing the cylinder

perspective
orthographic
gl_RECT(-1,-1,1,1) or gl_RECT(-u,-v,u,v)
11
Cylinders
  • View-dependent coordinate system
  • Computing perspective

12
Cylinders
  • Including caps on cylinders in perspective

13
Cones
  • Truncated and complete cones

14
Torus slices
  • Adaptive polyhedra
  • Up to 180ยบ
  • Very useful for CAD

15
Grouping primitive parameters
  • Floating-point texture (each texel 4 scalars)
  • Read by vertices
  • Double speed
  • Our biggest example only uses 10MB (340k
    primitives)

16
Study cases
  • Power plant
  • 13M triangles
  • Oil platform
  • 27M triangles

17
Reverse Engineering
  • Results
  • Memory reduction

18
Speed-up (1/3)
  • Test settings
  • Without any culling
  • They would disturb our results
  • Surely, culling algorithms would increase all
    frame rates
  • We have compared GPU primitives against triangles
  • Triangles rendering
  • Multiple VBO (Vertex Buffer Object)
  • GPU primitives in two situations
  • Exclusively
  • Combined with unrecognized triangles
  • GeForce 7900

19
Speed-up (2/3)
20
Speed-up (3/3)
21
Image Quality
22
Conclusion
  • Topological reverse engineering shows good
    efficiency
  • but it is restricted to CAD models (depends on
    regularity)
  • With GPU primitives rendering we combine more
    quality, more speed and less memory
  • Future work new implicit GPU primitives for CAD
    models
  • GPU implementation Rev. Eng.
  • Ex half-sphere, half-ellipsoid, sheared cylinder

23
Thank you!
  • For questions please email us
  • Gmail rodrigodetoledo
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