Hull Shader 3 New S Ta Ges for Tessellator Tessellation DomainShader Plus GeometryShader StreamOutput Compute Shader Rasterizer

Total Page:16

File Type:pdf, Size:1020Kb

Hull Shader 3 New S Ta Ges for Tessellator Tessellation Domain�Shader Plus Geometry�Shader Stream�Output Compute Shader Rasterizer Advanced Topics in GPU Tessellation: Algorithms and Lessons Learned Natalya Tatarchuk GGpraphics SW Architect Game Computing Applications, O-CTO AMD GPG Outline Benefits of tessellation Tessellation pipelines: Xbox 360 through Direct3D® 11 Rendering with tessellation Interpolative subdivision for object and character rendering Higher order surfaces on GPU Animated tessellated characters Terrain rendering with adaptive tessellation Tools and art pointers Conclusions Outline Benefits of tessellation Tessellation pipelines: Xbox 360 through Direct3D® 11 Rendering with tessellation Interpolative subdivision for object and character rendering Higher order surfaces on GPU Animated tessellated characters Terrain rendering with adaptive tessellation Tools and art pointers Conclusions The Benefits of Tessellation Tessellation reduces memory footprint and bandwidth Only store low resolution mesh Always relevant, especially for consoles Polygons Total Memory Low resolution 5160 polygons VB/IB: 100K Froblin model 2K x 2K 16 bit displacement map: 10MB ZBrush High res >15M polygons ~270MB VB and 180MB IB storage Froblin model The Benefits of Tessellation Scalability Stable and predictable performance Performance Analysis: Terrain Low Resolution with High Resolution, Tessellation No Tessellation On-disk model 840 triangles 1,280,038 triangles polygon count (pre-tessellation) Original model 1210 fps (0.83 ms) rendering cost Actual rendered 1,008,038 triangles 1,280,038 triangles model polygon count VRAM Vertex buffer 70 KB 31 MB size VRAM Index buffer 23 KB 14 MB size Rendering time 821.41 fps (1.22 ms) 301 fps (3.32 ms) Both use the same displacement Rendering with tessellation is > 6X map (2K x 2K) faster and provides memory savings and identical pixel shaders over 44MB! Subtracting the cost of shading Tessellation Performance Analysis Far Close- away up view view Rendering Num faces: Mode ATI ATI ATI ATI N = 411 x N RadeonTM RadeonTM RadeonTM RadeonTM T L HD 4870 HD 2900 XT HD 4870 HD 2900 XT Original low res 4,050 852 fps 359 fps850 fps275 mesh (NL) triangles Continuously tessellated 1.6 M triangles 232 fps 143 fps213 fps101 mesh (NT) Adaptively Dynamic, tessellated 1.6M > NA > 845 fps 356 fps574 fps 207 mesh NA 4K triangles HigQgher Qualit y Animation and Simulations More complex computations Pass 1: Control at lower resolution cage animation Provide more animation data per fewer vertices Animated object vertex buffer Higher fidelity physics (collisions, etc) Pass 2: Tessellate Separating control cage animated mesh animation pre tessellation gives higher overall performance 30% boost in the Froblins example The Benefits of Tessellation Provide data to GPU at coarse resolution Render at high resolution Displacement surfaces are first-class citizens tessellate displace Model concept courtesy of Valve Character LOD Management Character LOD Management Combine tessellation, stream out and instancing features for level of detail management Direct3D® 10 / Direct3D® 10.1 / Direct3D® 11 Use tessellation to get maximum amount of details with stable performance Example: Render an army of instanced characters Get reallyyy close to any of them and see the details Regularly drawn Froblin No tessellation used High Detail Froblin with Tessellation and Displacement Mapping Froblin Close-up: No tessellation Froblin With Tessellation and Disp lacement Mapp ing Close-up Outline The benefits of tessellation Tessellation pipelines: Xbox 360 through Direct3® D11 Rendering with tessellation Interpolative subdivision for object and character rendering Higher order surfaces on GPU Animated tessellated characters Terrain rendering with adaptive tessellation Tools and art pointers Conclusions Direct3D 11 Direct3D 11 is a strict superset of Direct3D 10 & 10.1 Direct3D 11 adds support for features like multithreading, tessellation, and compute to Direct3D 10.1 The fastest way to move to Direct3D 11 is to start developing on Direct3D 10/10.1 today Direct3D 11 will be available on Vista and future Windows OS’s Direct3D 11 will run on downlevel hardware Multithreading! Direct3D 10.1, 10 and 9 hardware/drivers FllFull functi onalit y (for example, tesse llti)llation) will require Direct3D 11 hardware Direct3D11 Pipeline InputAssembler Direct3D 10.1 pipeline VertexSha der Plus Hull Shader 3 new sta ges for Tessellator Tessellation DomainShader Plus GeometryShader StreamOutput Compute Shader Rasterizer PixelShader Compute Data Structure Shader OutputMerger Tessellation Process Evaluate surface Tessellator positions Add displacement SuperSuper--primprim Mesh Tessellated Mesh Tessellated and Displaced Mesh Displacement Map Domain Parametrization Direct3D 11 Tessellation InputAssembler VtVertexShad er Control cage transformation and animation: Hull Shader -Morphing / Skinning / Transforms -The mesh can have any format: Tessellator patches or polygons DomainShader GeometryShader Rasterizer PixelShader OutputMerger Direct3D 11 Tessellation InputAssembler Once per control primitive VertexSha der Hull Shader Per-patch data and operations • Such as tessellation factors Tessellator • Access data for the entire primitive in original mesh DomainShader • BiBasis conversion • Example: Approximating Catmull-Clark GeometryShader surfaces by transforming control cage into BBiezier patthches Rasterizer • Project patches into screenspace PixelShader • No redundant per-patch data fetches OutputMerger Direct3D 11 Tessellation InputAssembler VertexSha der Hull Shader Fixed function tessellation unit: -Generates uvs and connectivity Tessellator information for domain primitive type (lines, triangles and quads) DomainShader -Up to 64x prim itive / dtdata amplification GeometryShader StreamOutput Rasterizer PixelShader OutputMerger Direct3D 11 Tessellation InputAssembler VertexSha der Hull Shader Tessellator Evaluate each surface point Get patch ID and uv coordinates DomainShader Patch data is stored in local storage Outputs surface position GeometryShader StreamOutput Rasterizer PixelShader OutputMerger Tessellation Pre Direct3D 11 GPU tessellation already available Supported on Xbox 360 Supported on ATI RadeonTM HD 2000 Series and beyond Even on the integrated chipsets! Subset of Direct3D 11 tessellation features Available publicly on AMD Developer website in August 2008 Preview and Prepare for Direct3D 11 Support across most APIs gives you best bang for the buck for this feature Support on Windows XP as well as Vista PC versions can use Xbox 360 native features Reach more players Developing artwork takes time Integrating tessellation early gives you and your artists time to design and polish Xbox 360 / DirectX 9 Pipeline InputAssembler VertexShader sources e R / Rasterizer mory e e M PixelShader OutputMerger Xbox 360 / DirectX 9 Tessellation Pipe line InputAssembler Tessellation unit: -Generates uvsand topology Tessellator connectivity for input primitives -Prior to vertex shader -Parallel evaluation of new vertices sources VertexShader e - Fast (uvu,v) generation R / - All data stays in vertex cache ory Rasterizer - Up to 15x amplification on Xbox m m 360 and pre Direct3D 11 HW Me PixelShader OutputMerger Xbox 360 / DirectX 9 Tessellation Pipe line InputAssembler Vertex Shader acts as an evaluation Tessellator shader Can use data recirculation for emulating Hull and Domain shader sources VertexShader e functionality: R / • Use R2VB or renderable vertex ory Rasterizer texture in Direct3D 9 m m • Stream out in Direct3D 10 / 10. 1 Me PixelShader OutputMerger Supported Primitive Typ es Triangles and Tri-Tri-patchespatches Quads and Quad Patches Lines and Line Patches Continuous Tessellation Mode Floating point tessellation level perper--drawdraw call Eliminates ppppgopping as vertices are added through tessellation Ll10Level 1.0 Ll20Level 2.0 LevelLevel == 1.71.01.32.01.1 Adaptive Tessellation Mode Tessellation level is specified per edge Edge tessellation factor = 7.x Edge tessellation factor = 5.x Edge tessellation factor = 5.x Outline The benefits of tessellation Tessellation pipelines: Xbox 360 through Direct3D 11 Rendering with tessellation Interpolative subdivision for object and character rendering Higher order surfaces on GPU Animated tessellated characters Terrain rendering with adaptive tessellation Tools and art pointers Conclusions Interpgpolating Subdivision Planar subdivision == amplification Generate more triangles from original mesh Main purposes Reduce memory footprint Improve visual quality with displacement mapping Addinggg More Triangles Benefits of Interpolative Tessellation Use the same art assets as for regular rendering Same meshes can be used for rendering with and without tessellation Subdivision surfaces require separate assets Additional asset: displacement map Use for better surface effects on all HW (even without tessellation support) Use inverse displacement mapping shadersshaders,, such as parallax occlusion mapping Easy method for LOD management Tessellated Characters Rendering Tessellate and displace Get up close to a character and see a lot of dildetails LevelLevel--ofof--detaildetail management 1K polygons 430,000 Start byyg rendering polygons lowlow--resolutionresolution mesh That’s the control cage Tessellate and displace for finer details Example D3D9 Evaluation Shader Example D3D9 Evaluation Shader August 21, 2008 Liggghting with Disp lacement Can continue lighting using TS normal maps even if displ aci ng Imppgortant to generate dis placement and normal maps using the same tangent space / SW Then normal encoded in TS normal map matches the normal
Recommended publications
  • Studio Toolkit for Flexibles 14 User Guide
    Studio Toolkit for Flexibles 14 User Guide 06 - 2015 Studio Toolkit for Flexibles Contents 1. Copyright Notice.......................................................................................................................................................................... 4 2. Introduction.....................................................................................................................................................................................6 2.1 About Studio....................................................................................................................................................................... 6 2.2 Workflow and Concepts................................................................................................................................................. 7 2.3 Quick-Start Tutorial...........................................................................................................................................................8 3. Creating a New Bag.................................................................................................................................................................12 3.1 Pillow Bags........................................................................................................................................................................13 3.1.1 Panel Order and Fin vs. Lap Seals.............................................................................................................14 3.2 Gusseted Bags.................................................................................................................................................................15
    [Show full text]
  • Compression and Streaming of Polygon Meshes
    Compression and Streaming of Polygon Meshes by Martin Isenburg A dissertation submitted to the faculty of the University of North Carolina at Chapel Hill in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Computer Science. Chapel Hill 2005 Approved by: Jack Snoeyink, Advisor Craig Gotsman, Reader Peter Lindstrom, Reader Dinesh Manocha, Committee Member Ming Lin, Committee Member ii iii ABSTRACT MARTIN ISENBURG: Compression and Streaming of Polygon Meshes (Under the direction of Jack Snoeyink) Polygon meshes provide a simple way to represent three-dimensional surfaces and are the de-facto standard for interactive visualization of geometric models. Storing large polygon meshes in standard indexed formats results in files of substantial size. Such formats allow listing vertices and polygons in any order so that not only the mesh is stored but also the particular ordering of its elements. Mesh compression rearranges vertices and polygons into an order that allows more compact coding of the incidence between vertices and predictive compression of their positions. Previous schemes were designed for triangle meshes and polygonal faces were triangulated prior to compression. I show that polygon models can be encoded more compactly by avoiding the initial triangulation step. I describe two compression schemes that achieve better compression by encoding meshes directly in their polygonal representation. I demonstrate that the same holds true for volume meshes by extending one scheme to hexahedral meshes. Nowadays scientists create polygonal meshes of incredible size. Ironically, com- pression schemes are not capable|at least not on common desktop PCs|to deal with giga-byte size meshes that need compression the most.
    [Show full text]
  • Meshes and More CMSC425.01 Fall 2019 Administrivia
    Meshes and More CMSC425.01 fall 2019 Administrivia • Google form distributed for grading issues Today’s question How to represent objects Polygonal meshes • Standard representation of 3D assets • Questions: • What data and how stored? • How generate them? • How color and render them? Data structure • Geometric information • Vertices as 3D points • Topology information • Relationships between vertices • Edges and faces Vertex and fragment shaders • Mapping triangle to screen • Map and color vertices • Vertex shaders in 3D • Assemble into fragments • Render fragments • Fragment shaders in 2D Normals and shading – shading equation • Light eQuation • k terms – color of object • L terms – color of light • Ambient term - ka La • Constant at all positions • Diffuse term - kd (n • l) • Related to light direction • Specular term - (v • r)Q • Related to light, viewer direction Phong exponent • Powers of cos (v • r)Q • v and r normalized • Tightness of specular highlights • Shininess of object Normals and shading • Face normal • One per face • Vertex normal • One per vertex. More accurate • Interpolation • Gouraud: Shade at vertices, interpolate • Phong: Interpolate normals, shade Texture mapping • Vary color across figure • ka, kd and ks terms • Interpolate position inside polygon to get color • Not trivial! • Mapping complex Bump mapping • “Texture” map of • Perturbed normals (on right) • Perturbed height (on left) Summary – full polygon mesh asset • Mesh can have vertices, faces, edges plus normals • Material shader can have • Color (albedo) •
    [Show full text]
  • Notes on Polygon Meshes 1 Basic Definitions
    CMSC 23700 Introduction to Computer Graphics Handout 2 Autumn 2015 November 12 Notes on polygon meshes 1 Basic definitions Definition 1 A polygon mesh (or polymesh) is a triple (V; E; F ), where V a set of vertices (points in space) E ⊂ (V × V ) a set of edges (line segments) F ⊂ E∗ a set of faces (convex polygons) with the following properties: 1. for any v 2 V , there exists (v1; v2) 2 E such that v = v1 or v = v2. 2. for and e 2 E, there exists a face f 2 F such that e is in f. 3. if two faces intersect in space, then the vertex or edge of intersection is in the mesh. If all of the faces of a polygon mesh are triangles, then we call it a triangle mesh (trimesh). Polygons can be tessellated to form triangle meshes. Definition 2 We classify edges in a mesh based on the number of faces they are part of: • A boundary edge is part of exactly one face. • An interior edge is part of two or more faces. • A manifold edge is part of exactly two faces. • A junction edge is part of three or more faces. Junction edges are to be avoided; they can cause cracks when rendering the mesh. Definition 3 A polymesh is connected if the undirected graph G = (VF ;EE), called the dual graph, is connected, where • VF is a set of graph vertices corresponding to the faces of the mesh and • EE is a set of graph edges connecting adjacent faces.
    [Show full text]
  • Creating Simplified 3D Models with High Quality Textures
    University of Wollongong Research Online Faculty of Engineering and Information Sciences - Faculty of Engineering and Information Sciences Papers: Part A 2015 Creating Simplified 3D oM dels with High Quality Textures Song Liu University of Wollongong, [email protected] Wanqing Li University of Wollongong, [email protected] Philip O. Ogunbona University of Wollongong, [email protected] Yang-Wai Chow University of Wollongong, [email protected] Publication Details Liu, S., Li, W., Ogunbona, P. & Chow, Y. (2015). Creating Simplified 3D Models with High Quality Textures. 2015 International Conference on Digital Image Computing: Techniques and Applications, DICTA 2015 (pp. 264-271). United States of America: The Institute of Electrical and Electronics Engineers, Inc.. Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] Creating Simplified 3D oM dels with High Quality Textures Abstract This paper presents an extension to the KinectFusion algorithm which allows creating simplified 3D models with high quality RGB textures. This is achieved through (i) creating model textures using images from an HD RGB camera that is calibrated with Kinect depth camera, (ii) using a modified scheme to update model textures in an asymmetrical colour volume that contains a higher number of voxels than that of the geometry volume, (iii) simplifying dense polygon mesh model using quadric-based mesh decimation algorithm, and (iv) creating and mapping 2D textures to every polygon in the output 3D model. The proposed method is implemented in real-Time by means of GPU parallel processing. Visualization via ray casting of both geometry and colour volumes provides users with a real-Time feedback of the currently scanned 3D model.
    [Show full text]
  • Modeling: Polygonal Mesh, Simplification, Lod, Mesh
    The Modeling-Rendering Paradigm Modeler: Renderer: EECS 487: Interactive Modeling complex shapes Vertex data • no equation For a chair, Face, etc. Fixed function transForm and Vertex shader • instead, achieve complexity using lighting Computer Graphics simple pieces • polygons, parametric surfaces, or Clip, homogeneous divide and viewport Lecture 36: implicit surfaces scene graph Rasterize • Polygonal mesh simplification • with arbitrary precision, in principle Texture stages Fragment shader Fragment merging: stencil, depth 3D Geometry Representations 2D: Range Image Represent different kinds oF inFormation: Image with depth inFormation point data, surface data, volumetric data • acquired From range scanner, incl. MicrosoFt Kinect and Google Tango Points Solids • not a complete 3D description: does not include • 2D: range image • Constructive Solid Geometry part oF object occluded From viewpoint • 3D: point cloud • Voxels Surfaces Procedural • Polygonal mesh • Particle system • Parametric surfaces • Spring-mass system Cyberware • Subdivision surfaces • Fractals • Implicit surfaces Curless Range image Tessellation Range surface Funkhouser Funkhouser, Ramamoorthi 3D: Point Cloud Surfaces Unstructured set oF 3D Boundary representation (B-reps) point samples • sometimes we only care about the surface, e.g., when Acquired From range finder rendering opaque objects and performing geometric computations Disadvantage: no structural inFo • adjacency/connectivity have to use e.g., k-nearest neighbors to compute Increasingly hot topic in graphics/vision
    [Show full text]
  • Polygonal Meshes
    Polygonal Meshes COS 426 3D Object Representations Points Solids Range image Voxels Point cloud BSP tree CSG Sweep Surfaces Polygonal mesh Subdivision High-level structures Parametric Scene graph Implicit Application specific 3D Object Representations Points Solids Range image Voxels Point cloud BSP tree CSG Sweep Surfaces Polygonal mesh Subdivision High-level structures Parametric Scene graph Implicit Application specific 3D Polygonal Mesh Set of polygons representing a 2D surface embedded in 3D Isenberg 3D Polygonal Mesh Geometry & topology Face Edge Vertex (x,y,z) Zorin & Schroeder Geometry background Scene is usually approximated by 3D primitives Point Vector Line segment Ray Line Plane Polygon 3D Point Specifies a location Represented by three coordinates Infinitely small typedef struct { Coordinate x; Coordinate y; Coordinate z; } Point; (x,y,z) Origin 3D Vector Specifies a direction and a magnitude Represented by three coordinates Magnitude ||V|| = sqrt(dx dx + dy dy + dz dz) Has no location typedef struct { (dx,dy,dz) Coordinate dx; Coordinate dy; Coordinate dz; } Vector; 3D Vector Dot product of two 3D vectors V1·V2 = ||V1 || || V2 || cos(Θ) (dx1,dy1,dz1) Θ (dx2,dy2 ,dz2) 3D Vector Cross product of two 3D vectors V1·V2 = (dy1dx2 - dz1dy2, dz1dx2 - dx1dz2, dx1dy2 - dy1dx2) V1xV2 = vector perpendicular to both V1 and V2 ||V1xV2|| = ||V1 || || V2 || sin(Θ) (dx1,dy1,dz1) Θ (dx2,dy2 ,dz2) V1xV2 3D Line Segment Linear path between two points Parametric representation: » P = P1 + t (P2 - P1),
    [Show full text]
  • Part 2 – Chapter 4: Modelling and Rendering of 3D Objects
    Part 2 – Chapter 4: Modelling and Rendering of 3D Objects 4.1 3D Shape Representations 4.2 Example: Rendering 3D objects using OpenGL 4.3 Depth Buffer - Handling occlusion in 3D 4.4 Double Buffering - Rendering animated objects 4.5 Vertex colours & colour interpolation - Increasing realism 4.6 Backface culling – Increasing efficiency 4.7 Modelling and Animation Tools © 2017 Burkhard Wuensche Dept. of Computer Science, University of Auckland COMPSCI 373 Computer Graphics & Image Processing 2 Polygonmesh The most suitable shape representation Parametric Surface depends on the application => IMPORTANT DESIGN DECISION Subdivison Surface Implicit Surface Constructive Solid Geometry Point Cloud © 2017 Burkhard Wuensche Dept. of Computer Science, University of Auckland COMPSCI 373 Computer Graphics & Image Processing 3 Defined by a set of vertices and a set of faces Faces are (usually) quadrilaterals or triangles The illusion of a solid 3D object is achieved by representing the object’s boundary surface with a polygon mesh © 2017 Burkhard Wuensche Dept. of Computer Science, University of Auckland COMPSCI 373 Computer Graphics & Image Processing 4 Advantages Disadvantages • Easy to define - just • Impractical for everything but the define vertex positions most basic meshes and connectivity • Time-consuming • No control over shape properties (e.g. curvature, smoothness) 1’ 10’ 8’ 6 56’5’ 1 10 8 7 3 3’ 9 2 2’ 4’ 4 © 2017 Burkhard Wuensche Dept. of Computer Science, University of Auckland COMPSCI 373 Computer Graphics & Image Processing 5 Defined as function p(s,t)=(x(s,t), y(s,t), z(s,t)) Direct definition is difficult, but we can use spline surfaces where surfaces are defined using control points, e.g.
    [Show full text]
  • Visualizing with Microstation Course Guide
    Visualizing with MicroStation Course Guide TRN001370-1/0001 Trademarks AccuDraw, the “B” Bentley logo, MDL, MicroStation, MicroStationCSP, MicroStation Modeler, MicroStation PowerDraft, MicroStation Review, MicroStation Vault, QuickVision, SmartLine and TeamMate are registered trademarks of Bentley Systems, Incorporated. Bentley, MicroStation MasterPiece and PowerScope are trademarks of Bentley Systems, Incorporated. Bentley SELECT is a service mark of Bentley Systems, Incorporated. HMR and Image Manager are trademarks of HMR Inc. Adobe, the Adobe logo, Acrobat, the Acrobat logo, Distiller, Exchange, and PostScript are trademarks of Adobe Systems Incorporated. Windows is a registered trademark and Win32s is a trademark of Microsoft Corporation. Other brands and product names are the trademarks of their respective owners. Copyrights 1997 Bentley Systems, Incorporated. MicroStation® 95 1995 Bentley Systems, Incorporated. ©1997 HMR Inc. All rights reserved. MicroStation Image Manager ©1997 HMR Inc. ©1996 LCS/Telegraphics. Portions of QuickVision are ©1993-1995 Criterion Software Ltd. and its licensors. Portions of QuickVision were developed by the CAD Perfect Development Laboratory. Portions 1992-1997 Spotlight Graphics, Inc. Portions 1993-1995 Spyglass, Inc. IGDS file formats 1987-1994 Intergraph Corporation. Intergraph Raster File Formats 1994 Intergraph Corporation Used with permission. Portions 1992-1994 Summit Software Company. Unpublished – rights reserved under the copyright laws of the United States. Visualizing with MicroStation
    [Show full text]
  • Modifing Thingiverse Model in Blender
    Modifing Thingiverse Model In Blender Godard usually approbating proportionately or lixiviate cooingly when artier Wyn niello lastingly and forwardly. Euclidean Raoul still frivolling: antiphonic and indoor Ansell mildew quite fatly but redipped her exotoxin eligibly. Exhilarating and uncarted Manuel often discomforts some Roosevelt intimately or twaddles parabolically. Why not built into inventor using thingiverse blender sculpt the model window Logo simple metal, blender to thingiverse all your scene of the combined and. Your blender is in blender to empower the! This model then merging some models with blender also the thingiverse me who as! Cam can also fits a thingiverse in your model which are interchangeably used software? Stl files software is thingiverse blender resize designs directly from the toolbar from scratch to mark parts of the optics will be to! Another method for linux blender, in thingiverse and reusable components may. Svg export new geometrics works, after hours and drop or another one of hobbyist projects its huge user community gallery to the day? You blender model is thingiverse all models working choice for modeling meaning you can be. However in blender by using the product. Open in blender resize it original shape modeling software for a problem indeed delete this software for a copy. Stl file blender and thingiverse all the stl files using a screenshot? Another one modifing thingiverse model in blender is likely that. If we are in thingiverse object you to modeling are. Stl for not choose another source. The model in handy later. The correct dimensions then press esc to animation and exporting into many brands and exported file with the.
    [Show full text]
  • GPU Volume Voxelization Exploration of the Performance Characteristics of Different GPU-Based Implementations
    EXAMENSARBETE INOM TEKNIK, GRUNDNIVÅ, 15 HP STOCKHOLM, SVERIGE 2019 GPU Volume Voxelization Exploration of the performance characteristics of different GPU-based implementations GRIGORY GLUKHOV ALEKSANDRA SOLTAN KTH SKOLAN FÖR ELEKTROTEKNIK OCH DATAVETENSKAP GPU Volume Voxelization Exploration of the performance characteris- tics of different GPU-based implementations Aleksandra Soltan Grigory Glukhov Examiner Johan Montelius Supervisor Thomas Sjöland A thesis presented for the degree of Bachelor of Information and Communication Technology KTH Royal Institute of Technology School of Electrical Engineering and Computer Science SE-100 44 Stockholm, Sweden June 2019 page intentionally left blank 1 Abstract In recent years, voxel-based modelling has seen a reintroduction to computer game development through massive graphics hardware improvements. Never- theless, polygons continue to be the default building block of 3D objects, intro- ducing a need for the transformation of polygon meshes into voxel-based models; this process is known as voxelization. Efficient voxelization algorithms take ad- vantage of the flexibility and control offered by modern, programmable GPU pipelines. However, the variability in possible approaches poses the question of how different GPU-based implementations affect voxelization performance. This thesis explores the impact of GPU-based improvements by comparing four different implementations of a solid voxelization algorithm. The implemen- tations include a naive transition from the CPU to the GPU, a non-branching execution path approach, data pre-processing, and a combination of the two previous approaches. Benchmarking experiments run on four, standard polygo- nal models and three graphics cards (NVIDIA and AMD) provide runtime and memory usage data for each implementation. A comparative analysis is per- formed on the basis of this data to determine the performance impact of the GPU-based adjustments to the voxelization algorithm implementation.
    [Show full text]
  • Reading and Voxelization of 3D Models
    Available online www.jocpr.com Journal of Chemical and Pharmaceutical Research, 2013, 5(9):420-427 ISSN : 0975-7384 Research Article CODEN(USA) : JCPRC5 Reading and voxelization of 3D models Xu Haili, Wang Heng, Zhu Longbiao and Hua Guoran School of Mechanical Engineering, Nantong University, Nantong, Jiangsu, China __________________________________________________________________________________________ ABSTRACT 3D models have got widespread attention in graphics currently. Most 3D models are used for visual calculation, but they only contain geometric and appearance properties and the description of high-level semantic features suitable for automatically matching are very little. So, how to reasonably describe 3D models (feature extraction) is a difficult problem of the prime importance. Voxelization just can solve this problem. The voxel model is helpful for regularization of 3D models and is convenient to extract models’ characteristic signals. This paper proposed a voxelization method based on edclidean distance measurement to voxelize models’ vertices, edges and faces. Experiment results indicated that the method is efficient and effective for generating correct entity voxel models. Keywords: 3D models, voxelization, polygonal meshes, OpenGL __________________________________________________________________________________________ INTRODUCTION Following sound, images and video signal, 3D models have got widespread attention in graphics since 90's of 20th century. 3D models are widely used in image processing, animation simulation, entertainment and gaming and geometric modeling etc, which tend to replace 2D drawings in engineering design. Most 3D models are used for visual calculation. They only contain geometric and appearance properties, and the description of high-level semantic features suitable for automatically matching are very little. So, how to reasonably describe 3D models (feature extraction) is a difficult problem of the prime importance[1].
    [Show full text]