• Title/Summary/Keyword: 볼륨 격자

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Memory Efficient Parallel Ray Casting Algorithm for Unstructured Grid Volume Rendering on Multi-core CPUs (비정렬 격자 볼륨 렌더링을 위한 다중코어 CPU기반 메모리 효율적 광선 투사 병렬 알고리즘)

  • Kim, Duksu
    • Journal of KIISE
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    • v.43 no.3
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    • pp.304-313
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    • 2016
  • We present a novel memory-efficient parallel ray casting algorithm for unstructured grid volume rendering on multi-core CPUs. Our method is based on the Bunyk ray casting algorithm. To solve the high memory overhead problem of the Bunyk algorithm, we allocate a fixed size local buffer for each thread and the local buffers contain information of recently visited faces. The stored information is used by other rays or replaced by other face's information. To improve the utilization of local buffers, we propose an image-plane based ray grouping algorithm that makes ray groups have high coherency. The ray groups are then distributed to computing threads and each thread processes the given groups independently. We also propose a novel hash function that uses the index of faces as keys for calculating the buffer index each face will use to store the information. To see the benefits of our method, we applied it to three unstructured grid datasets with different sizes and measured the performance. We found that our method requires just 6% of the memory space compared with the Bunyk algorithm for storing face information. Also it shows compatible performance with the Bunyk algorithm even though it uses less memory. In addition, our method achieves up to 22% higher performance for a large-scale unstructured grid dataset with less memory than Bunyk algorithm. These results show the robustness and efficiency of our method and it demonstrates that our method is suitable to volume rendering for a large-scale unstructured grid dataset.

Grid Acceleration Structure for Efficiently Tracing the Secondary Rays in Dynamic Scenes on Mobile Platforms (모바일 환경에서의 동적 장면의 효율적인 이차 광선 추적을 위한 격자 가속 구조)

  • Seo, Woong;Choi, Byeongjun;Ihm, Insung
    • Journal of KIISE
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    • v.44 no.6
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    • pp.573-580
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    • 2017
  • Despite the recent remarkable advances in the computing power of mobile devices, the heat and battery problems still restrict their performances, particularly compared to PCs. Therefore, in the application of the ray-tracing technique for high-quality rendering, the consideration of a method that traces only the secondary rays while the effects of the primary rays are generated through rasterization-based OpenGL ES rendering is worthwhile. Given that most of the rendering time is for the secondary-ray processing in such a method, a new volume-grid technique for dynamic scenes that enhances the tracing performance of the secondary rays with a low coherence is proposed here. The proposed method attempts to model all of the possible spatial secondary rays in a fixed number of sampling rays, thereby alleviating the visitation problem regarding all of the cells along the ray in a uniform grid. Also, a hybrid rendering pipeline that speeds up the overall rendering performance by exploiting the mobile-device CPU and GPU is presented.

An Efficient Space Leaping Using Minimum Distance Value (최소 거리값을 이용한 효율적인 공간 도약법)

  • 채유식;신병석
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.424-426
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    • 2002
  • 효과적인 볼륨렌더링을 위해서는 빠른 속도와 고화질이라는 두 가지 조건을 모두 충족시켜야 한다. 기존에 사용된 광선추적법은 화질이 좋은 반면에 실시간 렌더링을 하기에는 한계가 있었다. 공간 도약법은 빈 공간에 대한 샘플링을 생략함으로써 렌더링 속도를 향상시킬 수 있으나 관측조건에 따라 성능이 저하되는 문제가 있다. 본 논문에서는 기존의 공간 도약법을 개선하여 관측조건과 무관하게 고화질을 유지하면서 속도를 향상시키는 방법을 제안한다. 여기서는 뷰 평면을 균일한 격자로 분할하고 각 격자내에서 가장 가까운 객체의 표면까지의 거리를 구한 후 그 위치부터 공간 도약함으로써 속도를 향상시킨다.

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Parallel Processing Method for Generating Elemental Images from Hexagonal Lens Array (육각형 렌즈 어레이로부터 요소영상을 생성하기 위한 병렬 처리 기법)

  • Kim, Do-Hyeong;Park, Chan;Jung, Ji-Sung;Kwon, Ki-Chul;Kim, Nam;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.1-8
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    • 2012
  • According that most integral imaging techniques have used rectangular lens array, this integrated distribution of light is recorded in the form of a rectangular grid. However, hexagonal lens array gives a more accurate approximation of ideal circular lens and provides higher pickup/display density than rectangular lens array[4]. Using the parallel processing technique in order to generate the elemental imaging for hexagonal lens array, each pixel that compose the elemental imaging should be determined to belong to the hexagonal lens. This process is output to the screen for every pixel in progress, and many computations are required. In this paper, we have proposed parallel processing method using an OpenCL to generate the elemental imaging for hexagonal lens array in 3D volume date. In the experimental result of proposed method show speed of 20~60 fps for hexagonal lens array of $20{\times}20$ sizes and input data of Male[$128{\times}256{\times}256$] volume data.

Radar Rainfall Adjustment by Kalman-Filter Method and Flood Simulation using two Distributed Models (칼만필터 기법에 의한 레이더 강우 보정 및 분포형 모형을 이용한 홍수 모의)

  • Bae, Young-Hye;Kim, Byung-Sik;Seoh, Byung-Ha;Kim, Hung-Soo
    • Proceedings of the Korea Water Resources Association Conference
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    • 2008.05a
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    • pp.147-153
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    • 2008
  • 본 연구에서는 레이더 강우를 이용하여 시공간적 변동성을 고려한 격자형 면적강우량을 산정하기 위하여 추계학적 방법인 칼만필터 기법을 이용하여 지상 강우 관측망과 레이더 강우 관측망을 조합하여 면적강우량을 산정하였다. 또한 전통적인 지상 강우량을 면적강우량으로 전환하는 기법인 Thiessen법, 역거리법, 크리깅 기법을 이용하여 면적강우량을 산정한 후 칼만필터 기법에 의해 보정된 면적 레이더 강우와 비교 하였다. 그 결과, 칼만필터 기법에 의해 보정된 레이더 강우는 실제 강우 분포와 유사한 공간분포를 가지는 원시 레이더 강우 분포를 잘 재현하면서도 강우 체적(볼륨)은 우량계 자료의 체적과 유사하게 나타났다. 그리고 칼만필터 기법에 의해 보정된 레이더 강우를 물리적 기반의 분포형 모형인 $Vflo^{TM}$ 모형과 준분포형 모형인 ModClark 모형에 적용하여 홍수유출을 모의하였다. 그 결과, $Vflo^{TM}$ 모형은 첨두시간과 첨두치가 관측 수문곡선과 유사하게 모의되었으며 ModClark 모형은 총 유출체적에서 좋은 결과를 나타냈다. 그러나 매개변수 검증에서는 $Vflo^{TM}$ 모형이 ModClark 모형보다 관측 수문곡선을 잘 재현하였다. 이를 통해 지상강우와 레이더 강우를 적절하게 조합하여 정확도 높은 면적강우량을 산정하고 분포형 수문모형과 연계하여 홍수유출모의를 실시할 경우 충분한 적용성을 가지고 있음을 확인할 수 있었다.

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Octree-Based Adaptive Tetrahedral Meshing (옥트리 기반의 적응적 사면체 요소망구성)

  • Kim, Chul-Won;Park, Suk-Hoon;Choi, Min-Gyu
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.2
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    • pp.45-53
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    • 2011
  • This paper proposes a volume meshing method that fills the inside of an object with tetrahedra, of which dihedral angles are good. The suggested method is fast, stable and easy to implement It can also utilize an octree structure to space-efficiently fill an object with graded tetrahedra by reducing the total number of tetrahedra. To obtain a high-quality mesh with good dihedral angles, we restrict the octree such that any pair of neighboring cells only differs by one level. To efficiently construct a restricted-octree and generate a volume mesh from the octree, we utilize a signed distance field of an object on its bounded workspace. The suggested method can be employed in FEM-based simulation of large elasto-plastic deformation and tetrahedral-mesh-based simulation of fluid flow.

Photon Mapping-Based Rendering Technique for Smoke Particles (연기 파티클에 대한 포톤 매핑 기반의 렌더링 기법)

  • Song, Ki-Dong;Ihm, In-Sung
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.4
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    • pp.7-18
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    • 2008
  • To realistically produce fluids such as smoke for the visual effects in the films or animations, we need two main processes: a physics-based modeling of smoke and a rendering of smoke simulation data, based on light transport theory. In the computer graphics community, the physics-based fluids simulation is generally adopted for smoke modeling. Recently, the interest of the particle-based Lagrangian simulation methods is increasing due to the advantages at simulation time, instead of the grid-based Eulerian simulation methods which was widely used. As a result, because the smoke rendering technique depends heavily on the modeling method, the research for rendering of the particle-based smoke data still remains challenging while the research for rendering of the grid-based smoke data is actively in progress. This paper focuses on realistic rendering technique for the smoke particles produced by Lagrangian simulation method. This paper introduces a technique which is called particle map, that is the expansion and modification of photon mapping technique for the particle data. And then, this paper suggests the novel particle map technique and shows the differences and improvements, compared to previous work. In addition, this paper presents irradiance map technique which is the pre-calculation of the multiple scattering term in the volume rendering equation to enhance efficiency at rendering time.

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The Development of Converting Program from Sealed Geological Model to Gmsh, COMSOL for Building Simulation Grid (시뮬레이션 격자구조 제작을 위한 Mesh 기반 지질솔리드모델의 Gmsh, COMSOL 변환 프로그램 개발)

  • Lee, Chang Won;Cho, Seong-Jun
    • Journal of the Korean earth science society
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    • v.38 no.1
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    • pp.80-90
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    • 2017
  • To build tetrahedra mesh for FEM numerical analysis, Boundary Representation (B-Rep) model is required, which provides the efficient volume description of an object. In engineering, the parametric solid modeling method is used for building B-Rep model. However, a geological modeling generally adopts discrete modeling based on the triangulated surface, called a Sealed Geological Model, which defines geological domain by using geological interfaces such as horizons, faults, intrusives and modeling boundaries. Discrete B-Rep model is incompatible with mesh generation softwares in engineering because of discrepancies between discrete and parametric technique. In this research we have developed a converting program from Sealed Geological Model to Gmsh and COMSOL software. The developed program can convert complex geological model built by geomodeling software to user-friendly FEM software and it can be applied to geoscience simulation such as geothermal, mechanical rock simulation etc.

Parallel Cell-Connectivity Information Extraction Algorithm for Ray-casting on Unstructured Grid Data (비정렬 격자에 대한 광선 투사를 위한 셀 사이 연결정보 추출 병렬처리 알고리즘)

  • Lee, Jihun;Kim, Duksu
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.1
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    • pp.17-25
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    • 2020
  • We present a novel multi-core CPU based parallel algorithm for the cell-connectivity information extraction algorithm, which is one of the preprocessing steps for volume rendering of unstructured grid data. We first check the synchronization issues when parallelizing the prior serial algorithm naively. Then, we propose a 3-step parallel algorithm that achieves high parallelization efficiency by removing synchronization in each step. Also, our 3-step algorithm improves the cache utilization efficiency by increasing the spatial locality for the duplicated triangle test process, which is the core operation of building cell-connectivity information. We further improve the efficiency of our parallel algorithm by employing a memory pool for each thread. To check the benefit of our approach, we implemented our method on a system consisting of two octa-core CPUs and measured the performance. As a result, our method shows continuous performance improvement as we add threads. Also, it achieves up to 82.9 times higher performance compared with the prior serial algorithm when we use thirty-two threads (sixteen physical cores). These results demonstrate the high parallelization efficiency and high cache utilization efficiency of our method. Also, it validates the suitability of our algorithm for large-scale unstructured data.