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Time Critical Computing

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Title: Time Critical Computing


1
Time Critical Computing
  • VRGroup, KAIST
  • JunHyeok Heo

2
Contents
  • Introduction
  • Real-time System
  • VR system as RTS
  • Time Critical System
  • Time critical rendering
  • Time critical simulation
  • Conclusion

3
Introduction
  • Presence
  • fast input output processing
  • Performance Requirement
  • more than 10 frames/sec
  • less than 0.1 sec
  • time budget

4
Introduction
  • A choice with a very complex environment and a
    limited H/W
  • Gracefully degradation in computation quality to
    meet the constraints
  • Time Critical Computation Bryson97

5
Real-Time System
  • What is time ?
  • If no one asks me i know. But if I want to
    explain it to someone, I do not know it. by St.
    Augustine (A.D. 354-430)
  • What is Real-Time System ?
  • A system operated on the real-time operating
    mode.
  • Real-Time Operating Mode
  • - An operation of a computer system, in which
    the programs for the processing of incoming data
    are constantly operational so that the processing
    results are available within a given time
    interval. Depending on the application, the data
    may appear at random or at predetermined times.
  • by German Industrial Standardization DIN44 300

6
Requirements for RTS
  • Timeliness - relative time, absolute time
  • Simultaneity - inputs from two or more
    independent sources
  • Predictability - reactions are fully predictable
    w.r.t. the input from the environment
  • prohibit the use of virtual memory or cache
  • Dependability - correctness, robustness, readiness

7
Soft RTS Hard RTS
  • Costs associated with a failure to meet specified
    timing constraints
  • Soft Real-Time System
  • a gradually increasing continuous function of
    time
  • Hard Real-Time System
  • a discontinous fast increasing function of time

8
VR System as RTS
  • How much complex or dynamically changing in time
    the behavior of the displayed virtual environment
    is ?

Static Environment
Simple soft real-time system walk/fly through
systems
Soft real-time systems with the fixed number of
dynamic objects
Hard real-time system Augmented reality systems
Not real-time system systems with the variable
number of dynamic objects whose behaviors are
nondeterministic
Dynamic Environment
9
VR System as RTS
  • Three kinds of time Bryson94
  • Wall Time
  • Display Time
  • when objects are displayed
  • Environment Time
  • when objects are computed
  • Runtime Architectures Bryson94,97
  • Simulation loop
  • Concurrent processes
  • Separated Rendering/Simulation

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12
VR System as RTS
  • Time Constraints
  • Rendering Task
  • should render new image within 0.1 sec from the
    output time of previous rendered image
  • User Input Task
  • should render the image of newly updated V.E
    within 0.1 sec from the user input
  • Simulation Tasks
  • application dependent
  • eg) a V.E. with a train and a stop

13
VR Systems as RTS
  • Contrast with RTS
  • Predictability
  • Strictly known execution time of activated tasks
  • Resource requirements
  • Strong real-time scheduling of dynamic tasks
  • Either time limits are met or they are not
  • NP-hard even though the deadline and resource
    requirements are known at the initiated time
  • VR systems
  • Performance Constraint
  • try to optimize the graceful degradation of
    performance
  • Time Constraint between active objects

14
Time Critical System
  • Time Critical Computation
  • meet the soft deadline at the cost of gracefully
    degraded computation quality
  • Scheduling Problem
  • select the suitable LOD level of computation to
    meet time constraints
  • difficult when time constraints by active objects
    exist
  • very difficult in case of concurrent processes
    architecture

15
Time Critical Rendering
  • Rendering Task
  • Generate a image I with a virtual environment W
    and a synthetic view v within a given time
  • Graceful degradation in image quality
  • Approaches
  • Geometry Based
  • Remove or simplify perceptually unimportant parts
  • Culling and LOD subtasks
  • Image Based
  • Image Pyramid
  • Hybrid
  • Cached image as a simplified level

16
Time Critical Rendering
  • Culling Task
  • invisible things equally does not contribute to
    image quality
  • remove invisible things as many as possible
    within the time budget
  • remove partly invisible things
  • the number of remained polygons
  • the image quality
  • multi step task with LOD task

17
  • LOD Task
  • Discrete LOD
  • select the suitable LOD for each object as
    follows Funkhouser93

Mark96
18
  • Continuous LOD
  • LOD Selection
  • 1. Compute
  • 2. If then
  • select a set of objects, such that changing
    their graphical representation will produce a
    time saving of
  • else if then
  • select a set of objects, such that changing
    their graphical representation will produce an
    improvement in quality and consume at most time
  • 3. Compute new graphical representation
  • 4. Display the objects

19
  • Tree Structure for Continuous LOD
  • eg.) Vertex Tree Luebke97, Hoppe97
  • A node representative vertex of child nodes
  • A path simplification/subdivision sequence
  • Parent node - low detail
  • Children node - high detail
  • While (TimeltTimeBudget)
  • search down the tree
  • refine the current result
  • Progressive Refinement/Progressive Deepening

20
Time Critical Simulation
  • Very application dependent
  • Preemptive by time event
  • Benefit of computation
  • Accuracy of computation, quality of computation
  • Cost of computation
  • Execution time
  • difficult if the execution paths are not well
    defined or dynamic

21
  • simple feed back method
  • assume all computational tasks are equal and
    divide the time budget equally by the number of
    tasks
  • scale each tasks time budget by (desired frame
    time/actual frame time)
  • do not apply too small or large scale to avoid
    oscillation, filtering out

Specified Total Frame Time
22
Time Critical Simulation
  • LOD in computation
  • discrete LOD
  • prepare n alternative computations
  • continuous LOD
  • order of interpolation or integration
  • reduce the computation to progressive refinement
    using tree structure (eg. time critical collision
    detection with hierarchical bounding sphere
    Hubbard95

23
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24
Time Critical Simulation
  • Simulation of active objects with time
    constraints between each other
  • Specification of time constraints
  • Real-time scheduling

25
Conclusion
  • Real-time system
  • VR system as RTS
  • Time critical rendering
  • geometry based rendering
  • in case of including image as a rendering
    primitive
  • Time critical simulation
  • application dependent
  • in case of active objects with time constraints
    between each other, need many experiences to
    develop many V.E.s with constraints based on a
    scenario or story
  • good start point with the research results from
    real time system
  • specification of time constraints
  • real-time scheduling
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