General Purpose Computation (CAD/CAM/CAE) on the GPU (a.k.a. Topics in Manufacturing)
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1 ME 29-R: General Purpose Computation (CAD/CAM/CAE) on the GPU (a.k.a. Topics in Manufacturing) Sara McMains Spring 29 lecture 2
2 Toda s GPU eample: moldabilit feedback Two-part mold [The Complete Sculptor Inc.] Multipart mold [Priadarshi and Gupta, 24] 2 2
3 Mold Schematic Mold Cavit Mold Halves (credit: Rahul Khardekar) 3 3
4 2-Moldable Direction Parting Direction (credit: Rahul Khardekar) 4 4
5 Not 2-Moldable Parting Direction Undercut (credit: Rahul Khardekar) 5 5
6 Not 2-Moldable Parting Direction Undercut (credit: Rahul Khardekar) 6 6
7 Forming Undercuts Parting Direction Side core (credit: Rahul Khardekar) 7 7
8 GPU undercut detection Seconds CPU (Solidworks) Vs GPU For Undercut Detection and Highlighting CPU (Solidworks) GPU.5 Number of facets ,798 Solidworks triangles, 2 fps Our Algorithm (credit: Rahul Khardekar) 8 8
9 Toda s lecture Transformations and projective geometr 2D scales, shears, rotations, translations; homogeneous coordinates 9
10 The Graphics Pipeline Graphics State Application Vertices (3D) Transform & Light Xformed, Lit Vertices (2D) Assemble Primitives Screenspace triangles (2D) Fragments (pre-piels) Final Piels (Color, Depth) Rasterize Shade Video Memor (Tetures) CPU GPU Render-to-teture A simplified graphics pipeline (credit: Ian Buck, Trond Hagen)
11 GPU Pipeline: Transform Verte processor (multiple in parallel) Transform vertices from world space to image space Compute per-verte lighting (credit: Ian Buck, Trond Hagen)
12 Transformations and Matrices Transformations are functions Matrices are function representations Matrices represent linear transf s { 22 Matrices} { 2 D Linear Transf's} ) 2
13 What is a 2D Linear Transf? Recall from Linear Algebra: For a linear transformation T: r r r r Def : T ( a + ) = at ( ) + T ( ), r r for scalar a and vectors and. 3
14 Eample: Scale in Scale in, b 2, sa: ( 2 ( + ), + ) = ( 2 + 2, + ) = ( 2, ) + ( 2, ) 4
15 Eample: Scale in b 2 What is the graphical view?
16 Scale in b 2 (, ) (2, ) (2 (, ), ) 6
17 ( 2 ) + + 2, (2, ) ( 2 + ) + 2, (2, ) 7
18 ( ) 2( + + ), (, ) ( + ) + ), ( 2( + ) + ), (, ) 8
19 Summar on Scale Scale then add, is same as Add then scale 9
20 Matri Representation Scale in b 2: 2 2 = 2
21 Matri Representation Scale in b 2: = 2 2 2
22 Matri Representation Overall Scale b 2: 2 2 = =
23 Matri Form of Same = Add and, then scale = + Scale ( ) 4243 and, then add 23
24 What do the off diagonal elements do?
25 Off Diagonal Elements a + a = = b b + 25
26 ), ( (,) (,) (,) (,) Eample Eample T + = = S
27 Eample T (, ) = (,) (,).4 + S (,) (,) 27
28 Eample (,.4) T (, ) = (,) T(S).4 + (,.4) (,) 28
29 Outline Toda s lecture Transformations and projective geometr 2D scales, shears, rotations, translations; homogeneous coordinates 29
30 Eample 2 (,) (,) T (, ).6 = +.6 = S (,) (,) 3
31 Eample 2 T (, ) +.6 = (,) (,) S (,) (,) 3
32 Eample 2 T (, ) +.6 = (,) (.6, ) (.6, ) T(S) (,) (, ) 32
33 33 Summar Summar Shear in Shear in : : + = = + = = a a Sh b b Sh
34 Shear a = tanf rotates -ais CW b φ Sh = (,) a T (, ) f = + a +.6 = (.6, ) (.6, ) T(S) (, ) 34
35 35 ab) ( ( ab) Not commutative Not commutative + = + = b a a b b a b a
36 Outline Toda s lecture Transformations and projective geometr 2D scales, shears, rotations, translations; homogeneous coordinates 36
37 Rotate b q (,) q q (,) 37
38 Rotate b q : ais ( cos q,sinq ) sin q q { (,) cosq 38
39 Rotate b q : ais (,) (cosq,sin q ) 39
40 Rotate b q : ais (,) q q (,) 4
41 Rotate b q: ais (,) cosq q q 4243 sinq 4
42 Rotate b q : ais (,) ( sinq,cosq ) 42
43 Summar of Rotation b q (,) (cos q,sin q ) (,) ( sinq,cosq ) 43
44 Summar (Column Form) cosq sinq sinq cosq 44
45 Using Matri Notation cosq sinq -sinq cosq = cosq sinq cosq sinq -sinq cosq = -sinq cosq (Note that unit vectors simpl cop columns) 45
46 General Rotation b q Matri cosq -sinq cosq -sinq = sinq cosq sinq + cosq 46
47 Outline Toda s lecture Transformations and projective geometr 2D scales, shears, rotations, translations; homogeneous coordinates 47
48 Translations For a translation T, T(,)!= (,) but for an matri X, A(,) = (,) we get around this b going up to one higher dimension,, w 48
49 w = = 49
50 Translation in d + d = 5
51 Translation in d = + d 5
52 Homogeneous Coordinates = 52
53 Homogeneous Coordinates l l l =, for l 53
54 Homogeneous Coordinates For l, l l = = l l l l Homogeneous term affects overall scaling 54
55 Homogeneous Coordinates infinite number of points correspond to (,, ) constitute the whole line ( t,t,t) projected on plane w= hence projective geometr w ( t,t,t) (,,) w = 55
56 What does a 3D shear in do? w ( t, t, t) ( t, t, t) (,, ) (,, ) w = Translation in w= 56
57 Using Homogeneous Coord s Shear in Effects 3D translation in 2D We have used a linear transformation ( shear) in 3D to effect a nonlinear transformation ( translation) in 2D 57
58 Affine Transformations: Linear + Translation 58
59 Elementar Transformations Scale S ( l ), S ( l ) Rotate R( q ) Translate T ( d ), T ( d ) Shear Sh ( d ), Sh ( d ) 59
60 Refection about -ais = 6
61 Reflection about -ais (, ) (, ) (,) (,) 6
62 Reflection about -ais = - 62
63 Reflection about -ais (,) (, ) (, ) (, ) 63
64 Reflection Elementar Is? Can we effect reflection in a more elementar wa? in terms of scale, shear, rotation, translation? 64 64
65 Reflection is Scale (-)
66 Compound Transformations Build up compound transformations b concatenating elementar ones Use for complicated motion Use for complicated modeling 66
67 E: Advance clock hands ( a, b) 67
68 E: Advance clock hands ( a, b) 68
69 E: Advance clock hands ( a, b) 69
70 E: Advance clock hands ( a, b) 7
71 Clock Transformations Translate to Origin Move hand with rotation Move hand back to clock Do other hand 7
72 Clock Transformations T T s b = T ( a, b) R( t) T ( a, b) ( ) = T ( a, b) R 2 t T ( a, b) where t = 5 o ( hr = 3 o ) 72
73 Clock Transformations a cos( t) sin( t) a b sin( t) cos( t) b Translate Back Rotate About Origin Translate to Origin = 73
74 Outline Toda s lecture Transformations and projective geometr 2D scales, shears, rotations, translations; homogeneous coordinates 3D transformations 74
75 3D Transformations Scale S ( l ), S ( l ), S z ( l ) Rotate R ( q ), R ( q ), R z ( q ) Translate T ( d ), T ( d ), T z ( d ) Shear Sh ( d ), Sh ( d ), Sh z ( d ) 75
76 3D Scale in S ( l ) = l 76
77 77 3D 3D Scale Scale in in = = z z S l l
78 78 ) ( 3D 3D Scale Scale in in = = z z S l l l
79 79 ) ( 3D 3D Scale Scale z in in = = z z S z l l l
80 8 ) ( Overall (Uniform) Overall (Uniform) 3D 3D Scale Scale ( ) ( ) = = l l l z z S
81 8 Overall (Uniform) Overall (Uniform) Same in and 3D 3D Scale Scale, z: ( ) = z z z l l l l l l l
82 Positive Rotation 3D in? Sit at + end of given ais Look at Origin CCW Rotation is Positive direction 82 82
83 3D Positive Rotations z
84 3D Rotation about z-ais b q We have alread done this: Rz ( q ) = cosq sinq sinq cosq z 84
85 3D Rotation about -ais b q z (,,) q q (,,) 85
86 86 cos sin sin cos ) ( 3D 3D Rotation about Rotation about b -ais b ais = z R q q q q q q
87 3D Rotation about -ais b q z (,,) (,,) q q 87 87
88 88 cos sin sin cos ) ( = z R q q q q q q 3D 3D Rotation about Rotation about b -ais b ais
89 Elementar Transformations Scale Rotate Translate Shear (Reflect) S ( l ), ( l S ) R ( q ), ( q R ) T ( d ), T ( d ) Sh ( d ), Sh ( d Rf, Rf ) 89
90 Announcements S/U option Skip final project Shirle book CS 84 book this semester 9
91 HW for Tues Install Microsoft visual studio Do first 2 OpenGL tutorials from : Setting Up An OpenGL Window 2: Your First Polgon Add a second triangle to the scene somewhere Turn in a screen shot of output Or if ou get stuck, the error message Alternatel, show me an other OpenGL program ou have alread written (running on our current computer) 9
92 92
93 Acknowledgements Rich Riesenfeld) M adaptations of his slides, based on the book b Peter Shirle chapter 6 (2nd edition) Rahul Khardekar Ian Buck & Trond Hagen 93
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