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SGI VizDays 2005, Rüsselsheim

Advanced Rendering for Advanced Rendering for

Engineering & Styling Engineering & Styling

Prof. B.

Prof. B.BrüderlinBrüderlin, M , M HeyerHeyer 3Dinteractive GmbH & TU

3Dinteractive GmbH & TU--Ilmenau, GermanyIlmenau, Germany

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

Demands in Engineering & Styling Demands in Engineering & Styling

„„

Engineering Engineering : Extremely : Extremely large large data sets (CAD data sets (CAD models) + interaction (DMU)

models) + interaction (DMU)

„„

Styling Styling : Realistic appearance: materials, : Realistic appearance: materials, lighting

lighting

„„

Scalability Scalability : speed : speed / / quality quality / / hardware cost hardware cost

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

Large Model Viewer:

Large Model Viewer:

„„ New Technology: Visibility-New Technology: Visibility-guided renderingguided rendering

„„ Several 100 Mio polygons in real timeSeveral 100 Mio polygons in real time

How do we address these demands?

How do we address these demands?

Photo

Photo -realistic rendering, using - realistic rendering, using

„„ Programmable Programmable shadershader technology of graphics cardstechnology of graphics cards

„„ Hybrid realHybrid real--time global illuminationtime global illumination

„„ High dynamic range renderingHigh dynamic range rendering

„„ etc.etc.

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

Scalability: Performance vs. Cost Scalability: Performance vs. Cost

Laptop PC / Workstation Graphic

Laptop PC / Workstation Graphics Server: multi CPU / GPUs Server: multi CPU / GPU SGI Prism

SGI Prism Linux 64 or Windows 32 operating systems

Linux 64 or Windows 32 operating systems

How do we address these demands?

How do we address these demands?

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

Visibility

Visibility - - guided Rendering guided Rendering

Situation: Large

Situation: Large scenes with more polygonsscenes with more polygons than pixels: than pixels: Ratio: > 100 / 1

Ratio: > 100 / 1

This means most polygons This means most polygons

„

„ are outside the view areaare outside the view area

„

„ havehave sub-sub-pixel sizepixel size,, oror

„„ are hidden by other polygonsare hidden by other polygons

Graphics

Graphics hardware cannot efficientlyhardware cannot efficiently handle these situations directly handle these situations directly Our visibility

Our visibility--guided rendering approach determines the visibility guided rendering approach determines the visibility of of polygons

polygons in real time, using in real time, using new graphics hardware featuresnew graphics hardware features and and innovative

innovative data structures and data structures and algorithmsalgorithms This drastically reduces the load

This drastically reduces the load onon the graphics hardwarethe graphics hardware

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Example

Example : Model : Model contains contains 1,780,000 1,780,000 polygons polygons

Volkswagen New

Volkswagen New BeetleBeetle Convertible, Model Convertible, Model CourtesyCourtesy of Volof Vol

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Only appr

Only appr . 385,000 . 385,000 polygons are visible polygons are visible

Volkswagen New

Volkswagen New BeetleBeetle Convertible, Model Convertible, Model CourtesyCourtesy of Volkswagen of Volkswagen

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Volkswagen New

Volkswagen New BeetleBeetle Convertible, Model Convertible, Model CourtesyCourtesyof Volkswagen AGof Volkswagen AG

Occlusion culling

Occlusion culling : : Approximately Approximately 1.4 Million 1.4 Million polygons don

polygons don ´t ´t need need to to be rendered be rendered

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

Performance comparison Performance comparison

Average PC (2005)

Average PC (2005) 3GHz CPU, 3GHz CPU, 3D graphics card3D graphics card, 500MB memory and 1M pixel display, , 500MB memory and 1M pixel display, direct

direct PhongPhong lighting, (no reflections, shadows, etc.).lighting, (no reflections, shadows, etc.).

Performance f(P) (fps)

Data Size (P) 1 M 10 M 100 M 1 B

OpenGL 3D Graphics HW:

f(P) = 1/P

10 100 1000

1 Ray Tracing: f(P) = 1 / log(P)

Visibility-guided rendering: f(P) = 1/log(P)

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

Engineering Example Boeing 777 Engineering Example Boeing 777

Extremely detailed Extremely detailed

CAD Model:

CAD Model:

350 Million Triangles 350 Million Triangles

in Real Time in Real Time

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

Lighting and Materials Lighting and Materials

Programmable Pixel Programmable Pixel

and Vertex

and Vertex ShadersShaders Image

Image--based lightingbased lighting Transparency

Transparency

HDRI, Reflections HDRI, Reflections

Blooming Blooming

Tone Map, etc.

Tone Map, etc.

These techniques integrate well with visibility

These techniques integrate well with visibility--guided renderingguided rendering

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

System Architecture:

System Architecture:

22--Level Caching: Level Caching:

Spatial Database

Spatial Database →→ Core Memory Core Memory →→ VRAMVRAM

Out of core rendering Out of core rendering

Prefetching

Prefetching mechanism to avoid lag timemechanism to avoid lag time

Core Memory

CPU

GPU VRAM

Graphics HW Database

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

Scalability Scalability

Graphics Server SGI Prism: Multi CPU, multi GPU, global Graphics Server SGI Prism: Multi CPU, multi GPU, global

shared memory, high bandwidth RAID shared memory, high bandwidth RAID

Performance gain for visibility

Performance gain for visibility--guided rendering?guided rendering?

Global Shared Memory CPU

RAID System

CPU

CPU GPU

CPU

GPU GPU

GPU

Video Compositor

Video Compositor GPU GPU

Power Wall Projection

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

Scalabiltiy

Scalabiltiy in Performance in Performance

„„ Not necessary to render more polygons! (frame rate Not necessary to render more polygons! (frame rate depends little on data size)

depends little on data size) However, high

However, high--end hardware power enables:end hardware power enables:

„„ High performance, global shared memory: e.g. 20 GB can High performance, global shared memory: e.g. 20 GB can load entire Boeing 777 into core memory

load entire Boeing 777 into core memory

„„ Fast RAID system for even larger models: Navigate through Fast RAID system for even larger models: Navigate through Terabites

Terabites of data directly from database without much latencyof data directly from database without much latency

†† Higher frameHigher frame--rate through multirate through multi--GPU:GPU:

††Time sequential / AFR (linear speedTime sequential / AFR (linear speed--up, some latency)up, some latency)

††Tiling mode / SFR (near linear speedTiling mode / SFR (near linear speed--up, no latency)up, no latency)

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

Scalability of Multi

Scalability of Multi - - GPU Systems GPU Systems

Performance f(P) (fps)

Data Size (P) 1 M 10 M 100 M 1 B

OpenGL 3D Graphics HW:

f(P) = 1/P 10

100 1000

1

1 GPU 1 GPU

10 GPUs10 GPUs Visibility-guided rendering

1 GPU 1 GPU

Already with one

Already with one GPU, VisibilityGPU, Visibility--Guided Rendering Guided Rendering VGRVGR is faster than direct hardware is faster than direct hardware rendering witb

rendering witb 10 10 GPUsGPUs. VGR also . VGR also scales apprscales appr. 10 . 10 times with times with 10 10 GPUsGPUs 10 GPUs10 GPUs

1010 GPUs can directly render appr.10 MGPUs can directly render appr.10 M polygonspolygons in real time.in real time.

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

Graphics Server Advantages:

Graphics Server Advantages:

††

Additional performance for improvement of Additional performance for improvement of quality at consistently high frame rate:

quality at consistently high frame rate:

††

Sophisticated and complex vertex and pixel Sophisticated and complex vertex and pixel shaders

shaders for special materials and lighting effects for special materials and lighting effects

††

Materials: E.g. brushed metals, leather, lacquers, Materials: E.g. brushed metals, leather, lacquers, etc. etc.

††

Hardware anti Hardware anti - - aliasing aliasing

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

†† HDRI: High dynamic range imaging, for realistic light HDRI: High dynamic range imaging, for realistic light reflections

reflections

†† Soft shadows, indirect lighting in realSoft shadows, indirect lighting in real--timetime

†† Real specularReal specular object inter-object inter-reflections (refractions) through reflections (refractions) through hybrid, real

hybrid, real-time ray tracing (multi-time ray tracing (multi--CPU)CPU)

Higher frame rates Higher frame rates

with realistic rendering:

with realistic rendering:

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

Conclusions

Conclusions and Outlook and Outlook

Advantages of

Advantages of Visiblity Visiblity -guided Rendering - guided Rendering: :

„„

Only one set Only one set of of data data ! ! Utilize simultaneously for Utilize simultaneously for

„„ Engineering (DMU) and StylingEngineering (DMU) and Styling

„„ Render quality Render quality and and quantityquantity

„„

No No more need more need to to simplify models simplify models !! !!

„„ VisualizeVisualize large,large, detailed models directly fromdetailed models directly from CADCAD

„„ Save time and moneySave time and money

„„

Scalability Scalability : One : One software system for software system for

„„ PC workstationPC workstation, , laptopslaptops

„„ Render server for powerRender server for power wall wall presentationspresentations

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25.04.2005 SGI VizDays 2005, Rüsselsheim 3Dinteractive GmbH3Dinteractive GmbH

First Installations and Cooperation First Installations and Cooperation

„„

Engineering: Engineering:

„„

Digital Factory Digital Factory

„„

Aerospace: EADS, Boeing Aerospace: EADS, Boeing

„„

Styling: Styling:

„„

Currently test with selected car manufacturers Currently test with selected car manufacturers

„„

For test installation requests For test installation requests , contact: , contact:

3Dinteractive GmbH 3Dinteractive GmbH www.3dinteractive.de www.3dinteractive.de [email protected] [email protected]

References

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