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A Particle System for Interactive Visualization of 3D Flows

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A Particle System for Interactive Visualization of 3D Flows Authors: Jens Kr ger Peter Kipfer Polina Kondratieva R diger Westermann Presented By: – PowerPoint PPT presentation

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Title: A Particle System for Interactive Visualization of 3D Flows


1
A Particle System for Interactive
Visualizationof 3D Flows
Authors
  • Jens Krüger
  • Peter Kipfer
  • Polina Kondratieva
  • Rüdiger Westermann

Hector M. Garcia
Presented By
2
Problem
  • In flow research and industrial practice vector
    field data is one of the key sources for the
    analysis of flow field dynamics
  • Visual exploration of complex fields imposes
    significant requirements on the visualization
    system and demands for approaches capable of
    dealing with large amounts of vector valued
    information at interactive rates.
  • Previous approaches to virtually explore
    high-resolution flow fields lack the ability to
    simultaneously advect and display large amounts
    of particles.

3
Advection
  • Advection is transport in a fluid
  • The fluid is described mathematically for such
    processes as a vector field, and the material
    transported is described as a scalar
    concentration of substance, which is present in
    the fluid.
  • A good example of advection is the transport of
    pollutants or silt in a river the motion of the
    water carries these impurities downstream.

4
Motivation
  • Overcome current methods limitations by
    exploiting features of recent graphics
    accelerators to advect particles in the graphics
    processing unit (GPU).
  • Ability to achieve interactive streaming and
    rendering of millions of particles using higher
    order numerical integration schemes.
  • Enable the virtual exploration of large fields in
    a way similar to real-world experiments.

5
Motivation
6
Some background info
  • GPU Graphics Processing Unit.
  • It is a dedicated graphics rendering device.
  • GPUs have a highly parallel structure which makes
    them more effective than typical CPUs for a range
    of complex algorithms.

7
More background info
  • Recent developments in GPUs include support for
    programmable shaders
  • Because most of these computations involve matrix
    and vector operations, engineers and scientists
    have increasingly studied the use of GPUs for
    non-graphical calculations.
  • Applications requiring massive vector operations,
    can make use of the massive floating-point
    computational power of a GPU. This can yield
    several orders of magnitude higher performance
    than a conventional CPU.

8
Related Work
  • Particle tracing techniques for flow viz have
    been studied intensively.
  • Core of these techniques use numerical
    integration schemes.
  • In flow viz context, analysis of such schemes
    with respect to stability,accuracy and
    performace.

9
Related Work (contd)
  • Particle-based techniques can visualize local
    features in the flow.
  • Global imaging techniques for 3D fields can
    illustrate global behavior.
  • LIC-methods allow for interactive 2D vector
    fields but no good in 3D flow.

10
Related Work (contd)
11
Methods
  • Propose a method for overcoming both computation
    and bandwidth limitations using the GPU.
  • Use GPU for advection and rendering computations.
  • Use improvements to rendering pipeline.

12
Methods (contd)
13
Methods (contd)
  • Using this functionality, particle tracing can be
    performed entirely on the GPU.
  • Their method computes intermediate results saves
    them in texture memory and uses them again as
    input to the geometry units to render images in
    the frame buffer.
  • Initial particle positions stored in RGB texture
    of size M x N.
  • User defines number of particles and appropriate
    texture is generated on the CPU and uploaded on
    the GPU.
  • Particle Integration
  • Incarnation
  • advection

14
Methods (contd)
15
Methods (contd)
  • Particle Incarnation
  • Transformation
  • Birth
  • Update
  • Particle Advection
  • Texture access
  • Death test
  • Advection
  • Reincarnation

16
Methods (contd)
  • GPU particle engine for flow viz is implemented
    in Cg

17
Methods (contd)
18
Methods (contd)
  • Particle Rendering
  • OpenGL SuperBuffer
  • Memory object is bound as the current texture
    render target and as a vertex array used to draw
    particle primitives.
  • Vertex Texture Fetch
  • The key concept is to let the fragment units
    generate textures and to use these textures as
    displacement maps for geometric primitives in
    subsequent rendering passes.

19
Methods (contd)
  • Rendering
  • Points
  • Maximum number of particles stored in video
    memory rendered as color primitives is 250
    million per second
  • Oriented Point Sprites
  • Used to reveal flow direction.
  • Use a sprite texture atlas for arbitrary shaped
    geometry

20
Point Rendering
21
Oriented Point Sprite Rendering
22
Sorting
  • Authors implement a GPU sorting network into
    their particle engine.
  • Based in the Bitonic merge sort algorithm.
  • Well suited for GPU architecture because sequence
    of operations is fixed and not dependent in the
    data to be sorted.

23
What is Bitonic merge sort?
  • Data independent sorting method based on the
    bitonic sequence
  • A 0-1-sequence is called bitonic, if it contains
    at most two changes between 0 and 1.
  • More generally, a sequence of numbers is bitonic
    sequence if it has at most one local maximum or
    one local minimum.
  • Examples 1,2,3,4,5 10,6,5,3,1
    3,7,9,8,6,5,4,1 10,8,6,9,12,15,20

24
How does it look like ?
25
Derived Flow attributes
  • Velocity
  • Divergence
  • Enstrophy
  • ?2

26
Derived Flow attributes (contd)
27
Visualization Geometry
  • Stream Lines
  • Ping pong buffer (double buffer)
  • Texture samples interpreted as control points
  • Draw polylines of T control points
  • Stream Ribbons
  • Show rotation about the flow axis
  • Build a second atlas that contains the other rim
    of each stream line rotating the initial normal
    vector according to the accumulated increment
    angles.

28
Stream Lines
29
Stream Ribbons
30
Evaluation
  • Model runs at interactive rates on PC hardware
  • It outperforms CPU counterparts
  • Show timing statistics to compare their GPU
    implementation vs. CPU.

31
Evaluation (contd)
  • Lets take a test drive !

32
Conclusion
  • Authors successfully demonstrates advantages of a
    GPU implementation of a particle flow simulation.
  • The possibility of integrating numerically and
    data intensive computations for flow analysis
    into the rendering process distinguishes the GPU
    engine from previous approaches.

33
Conclusion (contd)
  • Besides particle advection, the engine provides a
    variety of visualization options to visually
    convey relevant structures in 3D steady flow
    fields.
  • By using massive particle sets in combination
    with oriented sprites, LIC-like visualizations
    can be achieved at interactive rates. This
    includes higher order integration schemes, thus
    providing numerically accurate particle traces.

34
Questions
  • Given the parallel architecture of GPUs would a
    GPU cluster method help for visualizing massive
    global 3D flow visualizations?

35
Questions (contd)
  • How would the performance of the visualization
    engine be impacted if the vector field is fed by
    a fully functional numerical model. i.e. ROMS

36
Questions (contd)
  • Could their implementation be easily extended to
    non-uniform grids ?
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