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Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

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Page 1: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Visualization of Industrial Structures with Implicit GPU Primitives

Rodrigo de Toledo

Bruno Levy

Page 2: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Plan

• Motivation

• Previous work

• Our contributions– New GPU primitives– Implicit information on GPU– Study-cases

• Results

• Conclusions

Page 3: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Motivation• Problem statement: Interactive visualization of

massive models is very difficult– Too much primitives (triangles)

• Proposition: Whenever it is possible, use implicit GPU primitives rather than triangles– Example: power plant

13 M triangles

200K implicit primitives+ 1M triangles

(2x speed-up + quality)

Reverse engineering

Page 4: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Previous Work (1/3)

• Extended GPU primitives:– 2004, “Extending the graphic pipeline with

new GPU-accelerated primitives”– Quadrics:

Page 5: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

GPU primitives• Ray cast• Z-buffer update• Freely combined with triangle meshes• Advantages:

– Quality• Computations by pixel• Silhouette, phong etc…

– Speed• Very simple fragment shaders• LOD behavior

– Memory• Represented by few parameters

Page 6: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Previous Work (2/3)

• ISVC 2007, “Iterative Methods for Visualization of Implicit Surfaces on GPU”– Cubics and Quartics– TORUS

Page 7: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Multiple Tori• GPU primitives are

faster• 16000 tori

– Newton at 50 fps– the others < 1fps

GeForce 7900

Page 8: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Previous Work (3/3)TMCE 2008, “Reverse Engineering for Industrial-Environment CAD Models”

– Industrial environments are mainly composed by tubular structures (90%)

– Topological approach

Quadrics Torus

Page 9: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Our contributions

• New GPU primitives– Billboard cylinder– Truncated cone– Torus slice

• Implicit information encoded on GPU memory– Floating-point texture

• Two study-cases– Power-plant– Oil platform

Page 10: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Cylinders

• Billboard– only 4 vertices– tight projection enclosing the cylinder

perspective orthographic

gl_RECT(-1,-1,1,1); orgl_RECT(-u,-v,u,v);

Page 11: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

• View-dependent coordinate system

• Computing perspective

Cylinders

Page 12: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

• Including caps on cylinders in perspective

Cylinders

Page 13: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

• Truncated and complete cones

Cones

Page 14: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Torus slices

• Adaptive polyhedra

• Up to 180º

• Very useful for CAD

Page 15: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Grouping primitive parameters

• Floating-point texture (each texel 4 scalars)• Read by vertices• Double speed• Our biggest example only uses 10MB

(340k primitives)

Page 16: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Study cases

• Power plant13M triangles

• Oil platform27M triangles

Page 17: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Reverse EngineeringResults

Memory reductionPPlant (without UT) PPlant (with UT)

Converted triangles 409 KB 482 KB

Primitives 6.5 KB 79 KB

Reduction factor 98 % 83 %

Page 18: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Speed-up (1/3)

• Test settings:– Without any culling

• They would disturb our results• Surely, culling algorithms would increase all frame rates

– We have compared GPU primitives against triangles– Triangles rendering:

• Multiple VBO (Vertex Buffer Object)

– GPU primitives in two situations:• Exclusively• Combined with unrecognized triangles

– GeForce 7900

Page 19: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Speed-up (2/3)

Triangles 12.7 MΔ

Unrecovered 1.2 MΔ

Primitives 200 K

Page 20: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Speed-up (3/3)

Page 21: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Image Quality SilhouetteSilhouette

ContinuityContinuity

IntersectionIntersection

Page 22: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Conclusion• Topological reverse engineering shows good

efficiency– but it is restricted to CAD models (depends on

regularity)

• With GPU primitives rendering we combine more quality, more speed and less memory

• Future work: new implicit GPU primitives for CAD models– GPU implementation + Rev. Eng.– Ex: half-sphere, half-ellipsoid, sheared cylinder

Page 23: Visualization of Industrial Structures with Implicit GPU Primitives Rodrigo de Toledo Bruno Levy

Thank you!

For questions please email us:

Gmail: rodrigodetoledo