1 / 88

By: Michael Smith

By: Michael Smith. Sandstorm: A Dynamic Multi-contextual GPU-based Particle System, that uses Vector Fields for Particle Propagation. acknowledgments. Overview. Introduction Background Idea Software Engineering Prototype Results Conclusions and Future Work. Introduction.

Télécharger la présentation

By: Michael Smith

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. By: Michael Smith Sandstorm: A Dynamic Multi-contextual GPU-based Particle System, that uses Vector Fields for Particle Propagation

  2. acknowledgments

  3. Overview • Introduction • Background • Idea • Software Engineering • Prototype • Results • Conclusions and Future Work

  4. Introduction • The use of Virtual Reality(VR) to visualize scientific phenomenon, is quite common. • VR can allow a scientists to immerse themselves in the phenomenon that they are studying.

  5. Introduction • Such phenomenon, such as dust clouds or smoke, would need a particle system to visualizes such fuzzy systems. • Vector fields can be used to 'guide' particles according to real scientific data. • Not a new idea, Vector Fields by Hilton and Egbert, c 1994.

  6. Introduction • VR applications and simulations require a multi-context environment. • A main context, controls and updates multiple rendering contexts. • This multi-contextual environment can cause problems with particle systems.

  7. Introduction • GPU offloading techniques have been proven to allow applications and simulations to offload work to the graphics hardware. • This can allow for acceleration of non-traditional graphics calculations. • GPU offloading can be used to accelerate particle calculations.

  8. Introduction • Sandstorm • Dynamic • Multi-contextual • GPU-based • Particle System • Using Vector Fields for Particle Propagation

  9. Background • Helicopter and Dust Simulation(Heli-Dust), is a scientific simulation in which the effect of a helicopter's downdraft on the surrounding desert terrain. • Written using the Dust Framework, a framework which allows the developer to setup a scene using an XML file

  10. Background

  11. Background • Early prototypes for Heli-Dust, implemented a very simple particle system. • This particle system did not have a way to guide particles, according to observed scientific data.

  12. Background • Virtual Reality, is a technology which allows a user to interact with a computer-simulated environment, be it a real or imagined one. • Immerses the user in an environment.

  13. Background • Depth Cues, is an indicator in which a human can perceive information regarding depth. • They come in many shapes and sizes. • Monoscopic • Stereoscopic • Motion

  14. Background • Monoscopic depth cue • Information from a single eye, or image is available. • Information can include: • Position • Size • Brightness

  15. Background • Stereoscopic depth cue: • Information from two eyes. • This information is derived from the parallax between the different images received by each eye. • Parallax, is the apparent displacement of objects viewed from different locations.

  16. Background • Motion depth cue • Motion parallax • The changing relative position between the head and the object being observed. • Objects in the distance move less than objects closer to the viewer.

  17. Background • Stereoscopic Displays, 'trick' the user's eyes into thinking there is depth where no depth exists. • Come in all shapes and sizes.

  18. Background

  19. Background

  20. Background • Multiple Contexts • A main context which controls multiple rendering contexts. • Because of these multiple context, a Virutal Reality application developer needs to make sure that all context sensitive information and algorithms are multiple context safe.

  21. Background • There are many Virtual Reality toolkits and libraries. • Such toolkits and libraries handle things such as: • Generating Stereoscopic Images • Setting up the VR environment • And some handle distribution methods.

  22. Background • Virtual Reality User Interface, or VRUI, is a virtual reality development toolkit. • Developed by Oliver Kreylos at UC Davis. • VRUI's main mission statement is to shield the developer from a particular configuration of a VR system.

  23. Background • Tries to accomplish the mission by the abstraction of three main areas • Display abstraction • Distribution abstraction • Input abstraction • Another feature of VRUI is its built in menu systems.

  24. Background

  25. Background • FreeVR, developed and maintained by William Sherman. • Open-source virtual reality interface/intergration library. • FreeVR was designed to work on a diverse range of input and output hardware. • FreeVR currently is designed to work on shared memory systems.

  26. Background • In 1983, William T. Reeves wrote, Particle Systems – A Technique for Modeling a Class of Fuzzy Objects. • This paper introduces the particle system, a modeling method that models an object as a cloud of primitives particles that define its volume.

  27. Background • Reeves categories particle systems as “fuzzy” objects, in which they do not have smooth, well-defined, and shiny surfaces. • Instead their surfaces are irregular, complex, and ill defined. • This particle system was used to create the Genesis Effect, for the movie Star Trek II: The Wrath of Khan.

  28. Background

  29. Background

  30. Background • Reeves described, in his paper, a particle system that had five steps. • Particle Generation • Particle Attributes Assignment • Particle Dynamics • Particle Extinction • Particle Rendering

  31. Background • Particle Generation • First the number of particles to be generated per time interval is calculated. • Then the particles are generated.

  32. Background • Particle Attributes Assignment, whenever a particle is created, the particle system must determine values for the following attributes: • Initial position and velocity • Initial size, color and transparency • And initial shape and lifetime. • Initial position of the particles is determined by a generation shape.

  33. Background

  34. Background • Particle Dynamics, once all the particles have been created and assign initial attributes, the positions and or velocities are updated. • Particle Extinction, once a particle has live past its predetermined lifetime, measured in frames, the particle dies.

  35. Background • Particle Rendering, once the position and appearance of the particles where determined the particles are rendered. • Two assumption where made • Particles do not intersect with other surface-based objects. • Particles where considered point light sources.

  36. Background • In recent years, graphics vendors have replaced areas of fixed functionality with areas of programmability. • Two such areas are the Vertex and Fragment Processors.

  37. Background • Vertex Processor, is a programmable unit that operates on incoming vertex values. • Some duties of the vertex processor are: • Vertex transformation • Normal transformation and normalization • Texture coordinate generation and transformation.

  38. Background • Fragment Processor, is a programmable unit that operates on incoming fragment values. • Some duties of the fragment processor are: • Operations on interpolated values. • Texture access. • Texture application. • Fog

  39. Background • While a program, shader, is running on one of these processors, the fixed functionality is disable. • Several programming languages where created to aid in the development of shaders, one such langauge is OpenGL Shading Language(GLSL).

  40. Background

  41. Background • Vertex and Fragment shaders can't create vertices, only work on data past to them. • Geometry shaders can create any number vertices. • Can allow shaders to create geometry without having to be told to by the CPU.

  42. Background • Transform Feedback, allows a shader to specify the output buffer. • The target output buffer can be the input buffer of another shader. • Allows developers to create multi-pass shaders that do not relay information back to the CPU for the other passes.

  43. Background • ParticleGS, is a Geometry Shader based particle system, that does the following: • Stores particle information in Vertex Buffer Objects. • Uses a Geometry shader to create particles, and store them as vertex information in VBOs. • Uses Transform Feedback, to send particle data in between shaders. • Uses a Geometry shader to create billboards and point sprites to render particles.

  44. Background • In the days before shaders, the GPU was used just for rendering. • But with the advent of shaders, GPU's can now be used to aid scientific computation. • One can 'trick' the GPU into thinking that it is working on rendering information

  45. Background • Uber Flow, is a system for real-time animation and rendering of large particle sets using GPU computation. • Million Particle System, a GPU-based particle system that can render a large set of particles

  46. Background • Both particle systems doing the following • Store particle information to textures. • Use a series of vertex and fragment shaders to update the particle information. • Use the CPU to create and send rendering information. • And use a series of vertex and fragment shaders to render the information from CPU.

  47. Background

  48. Idea • Sandstorm • Dynamic • Multi-contextual • GPU-based • Particle System • That uses Vector Fields for Particle Propagation.

  49. Idea • Dynamic, Sandstorm should have the ability to change certain attributes on the fly. • Rate of emission • Size of particles • Lifetime of particles

  50. Idea • Multi-contextual, as previously stated 3D VR environments uses multiple contexts. • Thus Sandstorm must be designed to handle these multiple contexts. • Random number generation • Between screen consistency

More Related