GPU Particles. Jason Lubken
|
|
- Sophie Atkins
- 5 years ago
- Views:
Transcription
1 GPU Particles Jason Lubken 1
2 Particles Nvidia CUDA SDK 2
3 Particles Nvidia CUDA SDK 3
4 SPH Smoothed Particle Hydrodynamics Nvidia PhysX SDK 4
5 SPH Smoothed Particle Hydrodynamics Nvidia PhysX SDK 5
6 Advection, Wind Fields & Weather Effects GPU Rainfall Pierre Rousseau, Vincent Jolivet, Djamchild Ghazanfarpour
7 Problem Problem: CPU - GPU communication is too slow for particles Move everything to the GPU Problem: Manage computation & storage for potentially O(n 2 ) particle interactions Optimize & tune 7
8 Papers UberFlow: A GPU-Based Particle Engine Peter Kipfer, Mark Segal, Rüdiger Westermann Fast N-Body Simulation with CUDA Lars Nyland, Mark Harris, Jan Prins 8
9 UberFlow Particle creation Particle movement Particle sorting for depth or particle interaction (Optional) Particle interaction Boundary enforcement Rendering 9
10 UberFlow Particle creation Particle movement Particle sorting for depth or particle interaction (Optional) Particle interaction Boundary enforcement Rendering 10
11 Particle Creation Encode particle properties in one or more textures Position (RGB) Creation time (A) Velocity (RGB) Type (A) Cycle particle regeneration using modulo 11
12 UberFlow Particle creation Particle movement Particle sorting for depth or particle interaction (Optional) Particle interaction Boundary enforcement Rendering 12
13 Particle Movement: Euler Integration Iterative Storage: Velocity 2 Position 2 Update: v = v + a t p = p + v t 13
14 UberFlow Particle creation Particle movement Particle sorting for depth or particle interaction (Optional) Particle interaction Boundary enforcement Rendering 14
15 Sorting for Depth Assign an id to each particle Compute distance to viewer Bitonic sort on distance --retain id-- Move position & velocity storage 15
16 Assigning Ids Problem: After sorting, find a particle s original location in a large texture using only a single float id Distance between consecutive float values is not constant Millions of particles > 65,536 particles One bit of exponent is not enough Precompute the texture of unique ids on the CPU 16
17 UberFlow Particle creation Particle movement Particle sorting for depth or particle interaction (Optional) Particle interaction Boundary enforcement Rendering 17
18 Adding Sorting Keys Problem: Resolve collisions without O(n 2 ) comparisons Construct spacial keys Like: x/g 2 + y/g + z First use aligned cells Then use staggered cells Resolve collisions 18
19 UberFlow Particle creation Particle movement Particle sorting for depth or particle interaction (Optional) Particle interaction Boundary enforcement Rendering 19
20 UberFlow Rotation & rotational velocity Particle types Surface normal Color Shape Wind field 20
21 UberFlow 21
22 UberFlow 22
23 Papers UberFlow: A GPU-Based Particle Engine Peter Kipfer, Mark Segal, Rüdiger Westermann Fast N-Body Simulation with CUDA Lars Nyland, Mark Harris, Jan Prins 23
24 N-Body Simulation All particles effect one another directly Brute force without spacial partitioning: O(n 2 ) Simplification using far-field effects possible No collision detection Integration problems with close proximity & high force Eplison check & different integrator used 24
25 Force Computation fij = G ( (mi mj) / rij 2 ) ( rij / rij ) mi & mj are mass r is distance between particle i and particle j G is gravitational constant First term is force Second term is direction 25
26 Force Optimization CPU does half the computation Leapfrog-Vertlet integration Smoother than Euler integration Particle positions & acceleration needed --no velocity texture lookup-- Remove mi from computation Work to overcome integration problems at close proximity also removes fii 26
27 Summation Optimization Tile computation of gravitational force Loop unrolling 32 body-body interaction Split rows for small N 27
28 N-Body Simulation 28
29 N-Body Simulation 29
30 Ideas UberFlow Clever use of ids seems computationally intensive How do you tune this? N-Body Simulation Force splatting to alpha buffer Particle control from CPU using small texture 30
31 References UberFlow: A GPU-Based Particle Engine 2004, Peter Kipfer, Mark Segal, Rüdiger Westermann Fast N-Body SImulation with CUDA, Lars Nyland, Mark Harris, Jan Prins (GPU Gems 3) Everything About Particle Effects, Lutz Lata Broad Phase Collision Detection with CUDA, Scott Le Grand http.developer.nvidia.com/gpugems3/gpugems3_ch32.html (GPU Gems 3) 31
32 Particle Movement Closed or Parametric Form Vertlet Integration Euler Integration Others 32
33 Particle Movement: Vertlet Integration Iterative Storage: Position 3 Update: p = 2p - p + a t 2 33
34 Particle Movement: Closed or Parametric Form Stateless Storage: Position x 2 Velocity Update: p = p o + v o t + ½a t 2 34
UberFlow: A GPU-Based Particle Engine
UberFlow: A GPU-Based Particle Engine Peter Kipfer Mark Segal Rüdiger Westermann Technische Universität München ATI Research Technische Universität München Motivation Want to create, modify and render
More informationCUDA Particles. Simon Green
CUDA Particles Simon Green sdkfeedback@nvidia.com Document Change History Version Date Responsible Reason for Change 1.0 Sept 19 2007 Simon Green Initial draft Abstract Particle systems [1] are a commonly
More informationShape of Things to Come: Next-Gen Physics Deep Dive
Shape of Things to Come: Next-Gen Physics Deep Dive Jean Pierre Bordes NVIDIA Corporation Free PhysX on CUDA PhysX by NVIDIA since March 2008 PhysX on CUDA available: August 2008 GPU PhysX in Games Physical
More informationRealtime Water Simulation on GPU. Nuttapong Chentanez NVIDIA Research
1 Realtime Water Simulation on GPU Nuttapong Chentanez NVIDIA Research 2 3 Overview Approaches to realtime water simulation Hybrid shallow water solver + particles Hybrid 3D tall cell water solver + particles
More informationCUDA Particles. Simon Green
CUDA Particles Simon Green sdkfeedback@nvidia.com Document Change History Version Date Responsible Reason for Change 1.0 Sept 19 2007 Simon Green Initial draft 1.1 Nov 3 2007 Simon Green Fixed some mistakes,
More informationYoungho Kim CIS665: GPU Programming
Youngho Kim CIS665: GPU Programming Building a Million Particle System: Lutz Latta UberFlow - A GPU-based Particle Engine: Peter Kipfer et al. Real-Time Particle Systems on the GPU in Dynamic Environments:
More informationGPU-based Distributed Behavior Models with CUDA
GPU-based Distributed Behavior Models with CUDA Courtesy: YouTube, ISIS Lab, Universita degli Studi di Salerno Bradly Alicea Introduction Flocking: Reynolds boids algorithm. * models simple local behaviors
More informationSorting and Searching. Tim Purcell NVIDIA
Sorting and Searching Tim Purcell NVIDIA Topics Sorting Sorting networks Search Binary search Nearest neighbor search Assumptions Data organized into D arrays Rendering pass == screen aligned quad Not
More informationParticle Simulation using CUDA. Simon Green
Particle Simulation using CUDA Simon Green sdkfeedback@nvidia.com July 2012 Document Change History Version Date Responsible Reason for Change 1.0 Sept 19 2007 Simon Green Initial draft 1.1 Nov 3 2007
More informationMD-CUDA. Presented by Wes Toland Syed Nabeel
MD-CUDA Presented by Wes Toland Syed Nabeel 1 Outline Objectives Project Organization CPU GPU GPGPU CUDA N-body problem MD on CUDA Evaluation Future Work 2 Objectives Understand molecular dynamics (MD)
More informationGPU-Accelerated Iterated Function Systems. Simon Green, NVIDIA Corporation
GPU-Accelerated Iterated Function Sstems Simon Green NVIDIA Corporation Iterated Function Sstems Fractal Conceived b John Hutchinson 1981 Popularized b Michael Barnsle Fractals Everwhere 1998 Consists
More informationAbout Phoenix FD PLUGIN FOR 3DS MAX AND MAYA. SIMULATING AND RENDERING BOTH LIQUIDS AND FIRE/SMOKE. USED IN MOVIES, GAMES AND COMMERCIALS.
About Phoenix FD PLUGIN FOR 3DS MAX AND MAYA. SIMULATING AND RENDERING BOTH LIQUIDS AND FIRE/SMOKE. USED IN MOVIES, GAMES AND COMMERCIALS. Phoenix FD core SIMULATION & RENDERING. SIMULATION CORE - GRID-BASED
More informationCS GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1. Markus Hadwiger, KAUST
CS 380 - GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1 Markus Hadwiger, KAUST Reading Assignment #2 (until Feb. 17) Read (required): GLSL book, chapter 4 (The OpenGL Programmable
More informationNVIDIA. Interacting with Particle Simulation in Maya using CUDA & Maximus. Wil Braithwaite NVIDIA Applied Engineering Digital Film
NVIDIA Interacting with Particle Simulation in Maya using CUDA & Maximus Wil Braithwaite NVIDIA Applied Engineering Digital Film Some particle milestones FX Rendering Physics 1982 - First CG particle FX
More informationData-Parallel Algorithms on GPUs. Mark Harris NVIDIA Developer Technology
Data-Parallel Algorithms on GPUs Mark Harris NVIDIA Developer Technology Outline Introduction Algorithmic complexity on GPUs Algorithmic Building Blocks Gather & Scatter Reductions Scan (parallel prefix)
More informationReal-Time Volumetric Smoke using D3D10. Sarah Tariq and Ignacio Llamas NVIDIA Developer Technology
Real-Time Volumetric Smoke using D3D10 Sarah Tariq and Ignacio Llamas NVIDIA Developer Technology Smoke in NVIDIA s DirectX10 SDK Sample Smoke in the game Hellgate London Talk outline: Why 3D fluid simulation
More informationGeneral Purpose Computation (CAD/CAM/CAE) on the GPU (a.k.a. Topics in Manufacturing)
ME 290-R: General Purpose Computation (CAD/CAM/CAE) on the GPU (a.k.a. Topics in Manufacturing) Sara McMains Spring 2009 Lecture 7 Outline Last time Visibility Shading Texturing Today Texturing continued
More informationPost Mortem: GPU Accelerated Effects in Borderlands 2
Post Mortem: GPU Accelerated Effects in Borderlands 2 Introduction Speakers: Jim Sanders, FX Director, Gearbox Software Kevin Newkirk, Technical Artist, NVIDIA Welcome to the Borderlands! What is Borderlands2?
More informationLATTICE-BOLTZMANN AND COMPUTATIONAL FLUID DYNAMICS
LATTICE-BOLTZMANN AND COMPUTATIONAL FLUID DYNAMICS NAVIER-STOKES EQUATIONS u t + u u + 1 ρ p = Ԧg + ν u u=0 WHAT IS COMPUTATIONAL FLUID DYNAMICS? Branch of Fluid Dynamics which uses computer power to approximate
More informationReal - Time Rendering. Pipeline optimization. Michal Červeňanský Juraj Starinský
Real - Time Rendering Pipeline optimization Michal Červeňanský Juraj Starinský Motivation Resolution 1600x1200, at 60 fps Hw power not enough Acceleration is still necessary 3.3.2010 2 Overview Application
More informationCloth Simulation on the GPU. Cyril Zeller NVIDIA Corporation
Cloth Simulation on the GPU Cyril Zeller NVIDIA Corporation Overview A method to simulate cloth on any GPU supporting Shader Model 3 (Quadro FX 4500, 4400, 3400, 1400, 540, GeForce 6 and above) Takes advantage
More informationSparse Fluid Simulation in DirectX. Alex Dunn Dev. Tech. NVIDIA
Sparse Fluid Simulation in DirectX Alex Dunn Dev. Tech. NVIDIA adunn@nvidia.com Eulerian Simulation Grid based. Great for simulating gaseous fluid; smoke, flame, clouds. It just works-> Basic Algorithm
More informationAbstract. Introduction. Kevin Todisco
- Kevin Todisco Figure 1: A large scale example of the simulation. The leftmost image shows the beginning of the test case, and shows how the fluid refracts the environment around it. The middle image
More informationParticle Systems. Sample Particle System. What is a particle system? Types of Particle Systems. Stateless Particle System
Sample Particle System Particle Systems GPU Graphics Water Fire and Smoke What is a particle system? Types of Particle Systems One of the original uses was in the movie Star Trek II William Reeves (implementor)
More informationN-Body Simulation using CUDA. CSE 633 Fall 2010 Project by Suraj Alungal Balchand Advisor: Dr. Russ Miller State University of New York at Buffalo
N-Body Simulation using CUDA CSE 633 Fall 2010 Project by Suraj Alungal Balchand Advisor: Dr. Russ Miller State University of New York at Buffalo Project plan Develop a program to simulate gravitational
More informationWhat is a Rigid Body?
Physics on the GPU What is a Rigid Body? A rigid body is a non-deformable object that is a idealized solid Each rigid body is defined in space by its center of mass To make things simpler we assume the
More informationAPPROVAL SHEET. Jonathan Willard Decker Master of science, 2007
APPROVAL SHEET Title of Thesis: System of Bound Particles for Interactive Flow Visualization Name of Candidate: Jonathan Willard Decker Master of science, 2007 Thesis and Abstract Approved: Dr. Marc Olano
More informationLagrangian methods and Smoothed Particle Hydrodynamics (SPH) Computation in Astrophysics Seminar (Spring 2006) L. J. Dursi
Lagrangian methods and Smoothed Particle Hydrodynamics (SPH) Eulerian Grid Methods The methods covered so far in this course use an Eulerian grid: Prescribed coordinates In `lab frame' Fluid elements flow
More informationCS 354 R Game Technology
CS 354 R Game Technology Particles and Flocking Behavior Fall 2017 Particle Effects 2 General Particle Systems Objects are considered point masses with orientation Simple rules control how the particles
More informationDiscrete Element Method
Discrete Element Method Midterm Project: Option 2 1 Motivation NASA, loyalkng.com, cowboymining.com Industries: Mining Food & Pharmaceutics Film & Game etc. Problem examples: Collapsing Silos Mars Rover
More informationCloth Simulation on GPU
Cloth Simulation on GPU Cyril Zeller Cloth as a Set of Particles A cloth object is a set of particles Each particle is subject to: A force (gravity or wind) Various constraints: To maintain overall shape
More informationGPU Computation Strategies & Tricks. Ian Buck NVIDIA
GPU Computation Strategies & Tricks Ian Buck NVIDIA Recent Trends 2 Compute is Cheap parallelism to keep 100s of ALUs per chip busy shading is highly parallel millions of fragments per frame 0.5mm 64-bit
More informationSplotch: High Performance Visualization using MPI, OpenMP and CUDA
Splotch: High Performance Visualization using MPI, OpenMP and CUDA Klaus Dolag (Munich University Observatory) Martin Reinecke (MPA, Garching) Claudio Gheller (CSCS, Switzerland), Marzia Rivi (CINECA,
More informationCGT 581 G Fluids. Overview. Some terms. Some terms
CGT 581 G Fluids Bedřich Beneš, Ph.D. Purdue University Department of Computer Graphics Technology Overview Some terms Incompressible Navier-Stokes Boundary conditions Lagrange vs. Euler Eulerian approaches
More informationGeneral Purpose Computation (CAD/CAM/CAE) on the GPU (a.k.a. Topics in Manufacturing)
ME 290-R: General Purpose Computation (CAD/CAM/CAE) on the GPU (a.k.a. Topics in Manufacturing) Sara McMains Spring 2009 Lecture 7 Outline Last time Visibility Shading Texturing Today Texturing continued
More informationSpring 2009 Prof. Hyesoon Kim
Spring 2009 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on
More informationSpring 2011 Prof. Hyesoon Kim
Spring 2011 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on
More informationCSE 167: Introduction to Computer Graphics Lecture #18: More Effects. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016
CSE 167: Introduction to Computer Graphics Lecture #18: More Effects Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 Announcements TA evaluations CAPE Final project blog
More informationCS 378: Computer Game Technology
CS 378: Computer Game Technology Dynamic Path Planning, Flocking Spring 2012 University of Texas at Austin CS 378 Game Technology Don Fussell Dynamic Path Planning! What happens when the environment changes
More informationGeneral-Purpose Computation on Graphics Hardware
General-Purpose Computation on Graphics Hardware Welcome & Overview David Luebke NVIDIA Introduction The GPU on commodity video cards has evolved into an extremely flexible and powerful processor Programmability
More informationGPU-ABiSort: Optimal Parallel Sorting on Stream Architectures
GPU-ABiSort: Optimal Parallel Sorting on Stream Architectures Alexander Greß Gabriel Zachmann Institute of Computer Science II University of Bonn Institute of Computer Science Clausthal University of Technology
More informationRay Casting on Programmable Graphics Hardware. Martin Kraus PURPL group, Purdue University
Ray Casting on Programmable Graphics Hardware Martin Kraus PURPL group, Purdue University Overview Parallel volume rendering with a single GPU Implementing ray casting for a GPU Basics Optimizations Published
More informationComputer Animation. Animation A broad Brush. Keyframing. Keyframing
Animation A broad Brush Computer Animation Traditional Methods Cartoons, stop motion Keyframing Digital inbetweens Motion Capture What you record is what you get Simulation Animate what you can model (with
More informationEnabling Next-Gen Effects through NVIDIA GameWorks New Features. Shawn Nie, Jack Ran Developer Technology Engineer
Enabling Next-Gen Effects through NVIDIA GameWorks New Features Shawn Nie, Jack Ran Developer Technology Engineer Overview GPU Rigid Bodies (GRB) FleX Flow WaveWorks UE4-GRB Demo GPU Rigid Bodies in PhysX
More information3/1/2010. Acceleration Techniques V1.2. Goals. Overview. Based on slides from Celine Loscos (v1.0)
Acceleration Techniques V1.2 Anthony Steed Based on slides from Celine Loscos (v1.0) Goals Although processor can now deal with many polygons (millions), the size of the models for application keeps on
More informationCSE 599 I Accelerated Computing - Programming GPUS. Memory performance
CSE 599 I Accelerated Computing - Programming GPUS Memory performance GPU Teaching Kit Accelerated Computing Module 6.1 Memory Access Performance DRAM Bandwidth Objective To learn that memory bandwidth
More informationHigh performance computing using AUTODYN-3D
High performance computing using AUTODYN-3D M. S. Cowler', O. La'adan\ T. Ohta^ ' Century Dynamics Incorporated, USA. Hebrew University ofjerusalem, Israel. * CRC Research Institute Incorporated, Japan.
More informationCUDA/OpenGL Fluid Simulation. Nolan Goodnight
CUDA/OpenGL Fluid Simulation Nolan Goodnight ngoodnight@nvidia.com Document Change History Version Date Responsible Reason for Change 0.1 2/22/07 Nolan Goodnight Initial draft 1.0 4/02/07 Nolan Goodnight
More informationNVIDIA Developer Tools for Graphics and PhysX
NVIDIA Developer Tools for Graphics and PhysX FX Composer Shader Debugger PerfKit Conference Presentations mental mill Artist Edition NVIDIA Shader Library Photoshop Plug ins Texture Tools Direct3D SDK
More informationFrom Biological Cells to Populations of Individuals: Complex Systems Simulations with CUDA (S5133)
From Biological Cells to Populations of Individuals: Complex Systems Simulations with CUDA (S5133) Dr Paul Richmond Research Fellow University of Sheffield (NVIDIA CUDA Research Centre) Overview Complex
More informationHARNESSING IRREGULAR PARALLELISM: A CASE STUDY ON UNSTRUCTURED MESHES. Cliff Woolley, NVIDIA
HARNESSING IRREGULAR PARALLELISM: A CASE STUDY ON UNSTRUCTURED MESHES Cliff Woolley, NVIDIA PREFACE This talk presents a case study of extracting parallelism in the UMT2013 benchmark for 3D unstructured-mesh
More informationT6: Position-Based Simulation Methods in Computer Graphics. Jan Bender Miles Macklin Matthias Müller
T6: Position-Based Simulation Methods in Computer Graphics Jan Bender Miles Macklin Matthias Müller Jan Bender Organizer Professor at the Visual Computing Institute at Aachen University Research topics
More informationGPU-accelerated data expansion for the Marching Cubes algorithm
GPU-accelerated data expansion for the Marching Cubes algorithm San Jose (CA) September 23rd, 2010 Christopher Dyken, SINTEF Norway Gernot Ziegler, NVIDIA UK Agenda Motivation & Background Data Compaction
More informationDiFi: Distance Fields - Fast Computation Using Graphics Hardware
DiFi: Distance Fields - Fast Computation Using Graphics Hardware Avneesh Sud Dinesh Manocha UNC-Chapel Hill http://gamma.cs.unc.edu/difi Distance Fields Distance Function For a site a scalar function f:r
More informationInformation Coding / Computer Graphics, ISY, LiTH. CUDA memory! ! Coalescing!! Constant memory!! Texture memory!! Pinned memory 26(86)
26(86) Information Coding / Computer Graphics, ISY, LiTH CUDA memory Coalescing Constant memory Texture memory Pinned memory 26(86) CUDA memory We already know... Global memory is slow. Shared memory is
More informationL10 Layered Depth Normal Images. Introduction Related Work Structured Point Representation Boolean Operations Conclusion
L10 Layered Depth Normal Images Introduction Related Work Structured Point Representation Boolean Operations Conclusion 1 Introduction Purpose: using the computational power on GPU to speed up solid modeling
More informationSmoothed Particle Hydrodynamics on GPUs
The Visual Computer manuscript No. (will be inserted by the editor) Takahiro Harada Seiichi Koshizuka Yoichiro Kawaguchi Smoothed Particle Hydrodynamics on GPUs Abstract In this paper, we present a Smoothed
More informationAcknowledgements. Prof. Dan Negrut Prof. Darryl Thelen Prof. Michael Zinn. SBEL Colleagues: Hammad Mazar, Toby Heyn, Manoj Kumar
Philipp Hahn Acknowledgements Prof. Dan Negrut Prof. Darryl Thelen Prof. Michael Zinn SBEL Colleagues: Hammad Mazar, Toby Heyn, Manoj Kumar 2 Outline Motivation Lumped Mass Model Model properties Simulation
More informationDesigning a Domain-specific Language to Simulate Particles. dan bailey
Designing a Domain-specific Language to Simulate Particles dan bailey Double Negative Largest Visual Effects studio in Europe Offices in London and Singapore Large and growing R & D team Squirt Fluid Solver
More informationMulti Agent Navigation on GPU. Avi Bleiweiss
Multi Agent Navigation on GPU Avi Bleiweiss Reasoning Explicit Implicit Script, storytelling State machine, serial Compute intensive Fits SIMT architecture well Navigation planning Collision avoidance
More informationCS 563 Advanced Topics in Computer Graphics QSplat. by Matt Maziarz
CS 563 Advanced Topics in Computer Graphics QSplat by Matt Maziarz Outline Previous work in area Background Overview In-depth look File structure Performance Future Point Rendering To save on setup and
More informationInteraction of Fluid Simulation Based on PhysX Physics Engine. Huibai Wang, Jianfei Wan, Fengquan Zhang
4th International Conference on Sensors, Measurement and Intelligent Materials (ICSMIM 2015) Interaction of Fluid Simulation Based on PhysX Physics Engine Huibai Wang, Jianfei Wan, Fengquan Zhang College
More informationS7260: Microswimmers on Speed: Simulating Spheroidal Squirmers on GPUs
S7260: Microswimmers on Speed: Simulating Spheroidal Squirmers on GPUs Elmar Westphal - Forschungszentrum Jülich GmbH Spheroids Spheroid: A volume formed by rotating an ellipse around one of its axes Two
More informationCS 5630/6630 Scientific Visualization. Volume Rendering III: Unstructured Grid Techniques
CS 5630/6630 Scientific Visualization Volume Rendering III: Unstructured Grid Techniques Unstructured Grids Image-space techniques Ray-Casting Object-space techniques Projected Tetrahedra Hybrid Incremental
More informationIntroduction to Visualization and Computer Graphics
Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective
More informationRealistic Animation of Fluids
1 Realistic Animation of Fluids Nick Foster and Dimitris Metaxas Presented by Alex Liberman April 19, 2005 2 Previous Work Used non physics-based methods (mostly in 2D) Hard to simulate effects that rely
More informationGAME PROGRAMMING ON HYBRID CPU-GPU ARCHITECTURES TAKAHIRO HARADA, AMD DESTRUCTION FOR GAMES ERWIN COUMANS, AMD
GAME PROGRAMMING ON HYBRID CPU-GPU ARCHITECTURES TAKAHIRO HARADA, AMD DESTRUCTION FOR GAMES ERWIN COUMANS, AMD GAME PROGRAMMING ON HYBRID CPU-GPU ARCHITECTURES Jason Yang, Takahiro Harada AMD HYBRID CPU-GPU
More informationThe Application Stage. The Game Loop, Resource Management and Renderer Design
1 The Application Stage The Game Loop, Resource Management and Renderer Design Application Stage Responsibilities 2 Set up the rendering pipeline Resource Management 3D meshes Textures etc. Prepare data
More information2.11 Particle Systems
2.11 Particle Systems 320491: Advanced Graphics - Chapter 2 152 Particle Systems Lagrangian method not mesh-based set of particles to model time-dependent phenomena such as snow fire smoke 320491: Advanced
More informationLecture 16. Introduction to Game Development IAP 2007 MIT
6.189 IAP 2007 Lecture 16 Introduction to Game Development Mike Acton, Insomiac Games. 6.189 IAP 2007 MIT Introduction to Game Development (on the Playstation 3 / Cell ) Mike Acton Engine Director, Insomniac
More informationNVIDIA GPUs Power a Creative Revolution with Adobe Creative Suite 4
NVIDIA GPUs Power a Creative Revolution with Adobe Creative Suite 4 World Renown Creative Suite Goes Native on NVIDIA GeForce and Quadro GPU Adobe Creative Suite 4 is one of the most important applications
More informationMultiresolution volume processing and visualization on graphics hardware van der Laan, Wladimir
University of Groningen Multiresolution volume processing and visualization on graphics hardware van der Laan, Wladimir IMPORTANT NOTE: You are advised to consult the publisher's version (publisher's PDF)
More informationCUDA. Fluid simulation Lattice Boltzmann Models Cellular Automata
CUDA Fluid simulation Lattice Boltzmann Models Cellular Automata Please excuse my layout of slides for the remaining part of the talk! Fluid Simulation Navier Stokes equations for incompressible fluids
More informationNavier-Stokes & Flow Simulation
Last Time? Navier-Stokes & Flow Simulation Pop Worksheet! Teams of 2. Hand in to Jeramey after we discuss. Sketch the first few frames of a 2D explicit Euler mass-spring simulation for a 2x3 cloth network
More informationEE 4702 GPU Programming
fr 1 Final Exam Review When / Where EE 4702 GPU Programming fr 1 Tuesday, 4 December 2018, 12:30-14:30 (12:30 PM - 2:30 PM) CST Room 226 Tureaud Hall (Here) Conditions Closed Book, Closed Notes Bring one
More informationApplications of Explicit Early-Z Z Culling. Jason Mitchell ATI Research
Applications of Explicit Early-Z Z Culling Jason Mitchell ATI Research Outline Architecture Hardware depth culling Applications Volume Ray Casting Skin Shading Fluid Flow Deferred Shading Early-Z In past
More informationComputational Fluid Dynamic Hydraulic Characterization: G3 Cube vs. Dolos Armour Unit. IS le Roux, WJS van der Merwe & CL de Wet
Computational Fluid Dynamic Hydraulic Characterization: G3 Cube vs. Dolos Armour Unit IS le Roux, WJS van der Merwe & CL de Wet Presentation Outline Scope. Assumptions and boundary values. Numerical mesh.
More informationAnimation Essentially a question of flipping between many still images, fast enough
33(70) Information Coding / Computer Graphics, ISY, LiTH Animation Essentially a question of flipping between many still images, fast enough 33(70) Animation as a topic Page flipping, double-buffering
More information2009: The GPU Computing Tipping Point. Jen-Hsun Huang, CEO
2009: The GPU Computing Tipping Point Jen-Hsun Huang, CEO Someday, our graphics chips will have 1 TeraFLOPS of computing power, will be used for playing games to discovering cures for cancer to streaming
More informationGeneral Purpose Computation (CAD/CAM/CAE) on the GPU (a.k.a. Topics in Manufacturing)
ME 90-R: General Purpose Computation (CAD/CAM/CAE) on the GPU (a.k.a. Topics in Manufacturing) Sara McMains Spring 009 Lecture Outline Last time Frame buffer operations GPU programming intro Linear algebra
More informationComplex Systems Simulations on the GPU
Complex Systems Simulations on the GPU Dr Paul Richmond Talk delivered by Peter Heywood University of Sheffield EMIT2015 Overview Complex Systems A Framework for Modelling Agents Benchmarking and Application
More informationWarps and Reduction Algorithms
Warps and Reduction Algorithms 1 more on Thread Execution block partitioning into warps single-instruction, multiple-thread, and divergence 2 Parallel Reduction Algorithms computing the sum or the maximum
More informationReal-Time Hair Simulation and Rendering on the GPU. Louis Bavoil
Real-Time Hair Simulation and Rendering on the GPU Sarah Tariq Louis Bavoil Results 166 simulated strands 0.99 Million triangles Stationary: 64 fps Moving: 41 fps 8800GTX, 1920x1200, 8XMSAA Results 166
More informationLattice Boltzmann with CUDA
Lattice Boltzmann with CUDA Lan Shi, Li Yi & Liyuan Zhang Hauptseminar: Multicore Architectures and Programming Page 1 Outline Overview of LBM An usage of LBM Algorithm Implementation in CUDA and Optimization
More informationVolumetric Particle Shadows. Simon Green
Volumetric Particle Shadows Simon Green Abstract This paper describes an easy to implement, high performance method for adding volumetric shadowing to particle systems. It only requires a single 2D shadow
More informationComputer Animation. Conventional Animation
Animation The term animation has a Greek (animos) as well as roman (anima) root, meaning to bring to life Life: evolution over time Conventional Animation Animation is a technique in which the illusion
More informationParallel Direct Simulation Monte Carlo Computation Using CUDA on GPUs
Parallel Direct Simulation Monte Carlo Computation Using CUDA on GPUs C.-C. Su a, C.-W. Hsieh b, M. R. Smith b, M. C. Jermy c and J.-S. Wu a a Department of Mechanical Engineering, National Chiao Tung
More informationGPU Accelerating Speeded-Up Robust Features Timothy B. Terriberry, Lindley M. French, and John Helmsen
GPU Accelerating Speeded-Up Robust Features Timothy B. Terriberry, Lindley M. French, and John Helmsen Overview of ArgonST Manufacturer of integrated sensor hardware and sensor analysis systems 2 RF, COMINT,
More informationDiscrete representations of geometric objects: Features, data structures and adequacy for dynamic simulation. Part I : Solid geometry
Discrete representations of geometric objects: Features, data structures and adequacy for dynamic simulation. Surfaces Part I : Solid geometry hachar Fleishman Tel Aviv University David Levin Claudio T.
More informationHow to Optimize Geometric Multigrid Methods on GPUs
How to Optimize Geometric Multigrid Methods on GPUs Markus Stürmer, Harald Köstler, Ulrich Rüde System Simulation Group University Erlangen March 31st 2011 at Copper Schedule motivation imaging in gradient
More informationUsing Graphics Chips for General Purpose Computation
White Paper Using Graphics Chips for General Purpose Computation Document Version 0.1 May 12, 2010 442 Northlake Blvd. Altamonte Springs, FL 32701 (407) 262-7100 TABLE OF CONTENTS 1. INTRODUCTION....1
More informationApplications of Explicit Early-Z Culling
Applications of Explicit Early-Z Culling Jason L. Mitchell ATI Research Pedro V. Sander ATI Research Introduction In past years, in the SIGGRAPH Real-Time Shading course, we have covered the details of
More informationFinite Difference Time Domain (FDTD) Simulations Using Graphics Processors
Finite Difference Time Domain (FDTD) Simulations Using Graphics Processors Samuel Adams and Jason Payne US Air Force Research Laboratory, Human Effectiveness Directorate (AFRL/HE), Brooks City-Base, TX
More informationCollision processing
Collision processing Different types of collisions Collision of a simulated deformable structure with a kinematic structure (easier) Collision with a rigid moving object, the ground, etc. Collision object
More informationScalable Multi Agent Simulation on the GPU. Avi Bleiweiss NVIDIA Corporation San Jose, 2009
Scalable Multi Agent Simulation on the GPU Avi Bleiweiss NVIDIA Corporation San Jose, 2009 Reasoning Explicit State machine, serial Implicit Compute intensive Fits SIMT well Collision avoidance Motivation
More informationA Parallel Decoding Algorithm of LDPC Codes using CUDA
A Parallel Decoding Algorithm of LDPC Codes using CUDA Shuang Wang and Samuel Cheng School of Electrical and Computer Engineering University of Oklahoma-Tulsa Tulsa, OK 735 {shuangwang, samuel.cheng}@ou.edu
More informationCS-184: Computer Graphics Lecture #21: Fluid Simulation II
CS-184: Computer Graphics Lecture #21: Fluid Simulation II Rahul Narain University of California, Berkeley Nov. 18 19, 2013 Grid-based fluid simulation Recap: Eulerian viewpoint Grid is fixed, fluid moves
More informationHigh Quality DXT Compression using OpenCL for CUDA. Ignacio Castaño
High Quality DXT Compression using OpenCL for CUDA Ignacio Castaño icastano@nvidia.com March 2009 Document Change History Version Date Responsible Reason for Change 0.1 02/01/2007 Ignacio Castaño First
More informationV-RAY NEXT FOR MAYA KEY FEATURES
V-RAY NEXT FOR MAYA KEY FEATURES October 2018 Jason Huang NEW FEATURES ADAPTIVE DOME LIGHT Faster, cleaner and more accurate image-based environment lighting based on V-Ray Scene Intelligence. FASTER IPR
More informationLevel of Details in Computer Rendering
Level of Details in Computer Rendering Ariel Shamir Overview 1. Photo realism vs. Non photo realism (NPR) 2. Objects representations 3. Level of details Photo Realism Vs. Non Pixar Demonstrations Sketching,
More information