Conceptos y terminología
Transcription
Conceptos y terminología
Diciembre-2011 Graphics, Virtual Reality and HPC in the Advanced Computer Graphics Group Francisco José Serón Arbeloa Juan Antonio Magallón Acknowledge Index Why? Concepts What do you need? Our results Where are we? Hardware used Sample Cases What is reality? What do we need? The Evolution of Computer Graphics What do we convey Conclussion Index Why? Concepts What do you need? Our results Where are we? Hardware used Sample Cases What is reality? What do we need? The Evolution of Computer Graphics What do we convey Conclussion Why ? Why ? Period [1980-1984] • Dr. F. J. Serón made its Ph. D. working in the geophysical problem of Love earthquake waves propagation. His supervisor was Dr. J. I. Badal. • Features • 2D problem • Strategy: Modal analysis based on the finite element method • VAX11-780 [SISD] scalar computer Why ? Period [1985-1990] • Dr. F. J. Serón works with Dr. J. I. Badal in the problem of the analysis of traveltime and amplitude of full elastic wave propagation in 2D oil and gas reservoirs. • Features • 2D problem • Strategy: finite element method which produces very big size linear equations with a huge number of right-hand side vectors • IBM 3090 VF (Vector Facility) [SIMD] vector computer Why ? • Period [1991-2000] Dr. F. J. Sabadell made its PH. D. working in the problem of the analysis of traveltime and amplitude of full elastic wave propagation in 2D oil and gas reservoirs. His supervisors were Dr. F. J. Serón and Dr. J. I. Badal – Characteristiques of the work • 2D and 3D problem • Strategy Based on Domain Decomposition + analysis based on the finite element method • Cluster of workstation [MIMD] and Cray T3D Why ? Period [1991 - …] • Dr. F. J. Serón works in the Computer Graphics rendering problem with different members of the GIGA group, specially with Dr. J. A. Magallon – Standard approximation • • • • 3D problem Strategy Based on heuristic approximation of the rendering equation Real time GPU´s [SIMD] – Simulation of the real phenomena • • • • 3D problem Strategy Based on Monte-Carlo approximation of the rendering equation No real time Cluster of computers with GPU´s [SIMD + MIMD] Index Why? Concepts What do you need? Our results Where are we? Hardware used Sample Cases What is reality? What do we need? The Evolution of Computer Graphics What do we convey Conclussion Concepts Computer Graphics Computer Graphics can be defined as the Information Technology area using the computer to create, store and automatically manipulate graphics, real images and synthetic images. Virtual Reality A Virtual Reality system is a paradigm of relationship between man, a synthetic world and the computer that involves real-time simulation and interactions through multiple sensory channels. The sensory channels of the human are: sight, hearing, touch, smell and taste. The ultimate goal is "Man immersed in an artificial world." Mixed Reality A Mixed Reality system is a paradigm of relationship between man, their real world and the computer that involves real-time simulation and interactions through multiple sensory channels. The sensory channels of the human are: sight, hearing, touch, smell and taste. More than immerse a man in an artificial world, mixed reality “proposes to enrich his environment." Index Why? Concepts What do you need? Our results Where are we? Hardware used Sample Cases What is reality? What do we need? The Evolution of Computer Graphics What do we convey Conclussion What do you need? What do you need? What do you need? What do you need? What do you need? What do you need? • Peripherals devices What do you need? People…. Index Why? Concepts What do you need? Our results Where are we? Hardware used Sample Cases What is reality? What do we need? The Evolution of Computer Graphics What do we convey Conclussion Results Francisco José Serón Arbeloa Index Why? Concepts What do yo need? Our results Where are we? Hardware used Sample Cases What is reality? What do we need? The Evolution of Computer Graphics What do we convey Conclussion Where are we? Where are we? Physically-Based Simulation of Rainbows Iman Sadeghi, Adolfo Muñoz, Philip Laven, Francisco Seron, Wojciech Jaroz, Diego Gutierrez and Henrik Wann Jensen ACM Transactions on Graphics Where are we? A Practical Appearance Model for Dynamic Facial Color Jorge Jimenez, Timothy Scully, Nuno Barbosa, Craig Donner, Xenxo Alvarez, Teresa Vieira, Paul Matts, Veronica Orvalho, Diego Gutierrez and Tim Weyrich Francisco José Serón Arbeloa ACM Transactions on Graphics, Vol. 29(5) (SIGGRAPH Asia 2010) Index Why? Concepts What do you need? Our results Where are we? Hardware used Sample Cases What is reality? What do we need? The Evolution of Computer Graphics What do we convey Conclussion Hardware used We used ideas of the HPC world but rarely Supercomputers http://www.diegosarmentero.com/2009/05/logo-hpc.html Index Why? Concepts What do you need? Our results Where are we? Hardware used Sample Cases What is reality? What do we need? The Evolution of Computer Graphics What do we convey Conclussion Sample Cases • [1996-2001] Centro de Computació i Comunicacions de Catalunya C4 – IBMSP2, SGI PC Array, SGI Origin 2000 • [1996-1997] Training and Research on Advanced Computing Systems od Ediburgh (England) – Cray T3D Sample Cases • Problem: – industrial design (CAF) – virtual cultural heritage (Sinhaya) • Features: quality – ray-tracing, Monte Carlo – complex scene database – complex simulation: real lights, materials, textures… – multi-channel video output (CAVE, 6 ch), not real time – separate simluation/visualization hardware a) • System: – distributed memory HPC cluster – batch queue system for off-line render – 6-node system for visualization b) c) Sample Cases • Problem: – industrial lighting simulation (Indal) • Features: quality, predictability – ray-tracing, Monte Carlo – complex scene database – complex simulation: real lights, observer… – multi-channel video output (CAVE, 6 ch), not real time • System: – distributed system, shared between simulation and visualization – simple in-house coarse paralelization Sample Cases • Problem: – inverse reflector design • Features: optimization problem – ray-tracing – search solution in parameter space – not-so-hard individual simulation – many simulations – failure tolerance • System: – distributed memory HPC cluster – batch queue system (condor) Sample Cases • Problem: – inverse reflector design • Features: optimization problem – ray-tracing – complex simulation, simple database – iterative problem, individual problems not known at start – each simulation can be adapted for distributed memory paralelization (replicated database) • System: – distributed cluster – MPI memory HPC Sample Cases • Problem: – real time image synthesis • Features: latency – – – – ray-tracing render each frame in minimal time complex scene database user interaction and gui (camera…) • System: – multi-core system (Tesla_Nvidia) – shared memory paralelization: POSIX threads Sample Cases • Problem: – real time synthesis realistic image • Features: latency – ray-tracing, Monte Carlo – render each frame in minimal time – complex scene database – Complex simulation: real lights, soft shadows, fog… • System: – multi-core + GPU – shared memory paralelization: POSIX threads – distributed paralelization: CUDA Index Why? Concepts What do you need? Our results Where are we? Hardware used Sample Cases What is reality? What do we need? The Evolution of Computer Graphics What do we convey Conclussion + • Reality is Real Time. Francisco José Serón 2011 Reality but not real time Francisco José Serón Arbeloa Francisco J. Seron, Enrique Meléndez Estrada Ecuación FRE (Full Radiance Equation) emisividad fosforescencia Interreflexión + fluorescencia emisividad fosforescencia Medio no participativo Medio participativo Interreflexión + fluorescencia Index Why? Concepts What do you need? Our results Where are we? Hardware used Sample Cases What is reality? What do we need? The Evolution of Computer Graphics What do we convey Conclussion What do we need? Index Why? Concepts What do you need? Our results Where are we? Hardware used Sample Cases What is reality? What do we need? The Evolution of Computer Graphics What do we convey Conclussion Evolution From 3 millions to 3.000 millions of transistors in 15 years Index Why? Concepts What do you need? Our results Where are we? Hardware used Sample Cases What is reality? What do we need? The Evolution of Computer Graphics What do we convey Conclussion What do we convey? • We know, the growing trend of the use of generalpurpose computing on GPUs (GPGPU) may lead to wider use of SIMD and MIMD in the future of the computer graphics simulation phenomena. – [SIMD] In total there is 180 millions de Cuda Gpu´s and more of 100.000 developers. – [MIMD] In total 17 of the Top500 supercomputers use GPUs as accelerators. Six of those use the Cell processor, ten use Nvidia chips and one uses ATI Radeon chips. The predictable future The predictable future “I am not sure how I will program a Petaflop computer, but I am sure that I will need MPI somewhere” – HDS 2001 Index Why? Concepts What do you need? Our results Where are we? Hardware used Sample Cases What is reality? What do we need? The Evolution of Computer Graphics What do we convey Conclussion Conclussion Francisco José Serón Arbeloa Thanks