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Visualization of Industrial Structures with Implicit GPU Primitives

Visualization of Industrial Structures with Implicit GPU Primitives. Rodrigo de Toledo Bruno Levy. Plan. Motivation Previous work Our contributions New GPU primitives Implicit information on GPU Study-cases Results Conclusions. 13 M triangles 200K implicit primitives + 1M triangles

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Visualization of Industrial Structures with Implicit GPU Primitives

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  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. 13 M triangles 200K implicit primitives + 1M triangles (2x speed-up + quality) Reverse engineering 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 < 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 180º • 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.  Silhouette  Intersection    Continuity 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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