HELLAS: a Specialized Architecture for Interactive Deformable Object Modeling

HELLAS: a Specialized Architecture for Interactive Deformable Object Modeling

HELLAS: A Specialized Architecture for Interactive Deformable Object Modeling Shrirang Yardi Benjamin Bishop Thomas Kelliher Department of Electrical and Department of Computing Department of Mathematics Computer Engineering Sciences and Computer Science Virginia Tech University of Scranton Goucher College Blacksburg, VA Scranton, PA Baltimore, MD [email protected] [email protected] [email protected] ABSTRACT more realistic models, it is likely that the computational Applications involving interactive modeling of deformable resources required by these simulations may continue to ex- objects require highly iterative, floating-point intensive nu- ceed those provided by the incremental advances in general- merical simulations. As the complexity of these models in- purpose systems [12]. This has created an interest in the creases, the computational power required for their simula- use of specialized hardware that provides high performance tion quickly grows beyond the capabilities of current gen- computational engines to accelerate such floating-point in- eral purpose systems. In this paper, we present the design tensive applications [6, 7]. of a low–cost, high–performance, specialized architecture to Our research focuses on the design of such specialized sys- accelerate these simulations. Our aim is to use such special- tems. However, our approach has several important differ- ized hardware to allow complex interactive physical model- ences as compared to previous work in this area: (i) we ing even on consumer-grade PCs. In this paper, we present specifically target algorithms that are numerically stable, details of the target algorithms, the HELLAS architecture, but are much more computationally intensive than those simulation results and lessons learned from our implemen- used by existing hardware implementations [3,6]; (ii) we aim tation. to design a low-cost implementation that can allow these ap- plications to be run at interactive speeds even on consumer- grade systems; and (iii) rather than implement only a par- Categories and Subject Descriptors ticular application in hardware, we propose a reconfigurable B.7.1 [Integrated Circuits]: Types and Design Styles— system that can support a broad class of applications (fluid algorithms implemented in hardware dynamics, ray tracing, etc.) that use algorithms similar to deformable object modeling. In this paper, we describe the General Terms design and implementation of such a specialized hardware system, which we term HELLAS. Computer Graphics 1.1 Related Work and Our Contributions Keywords Existing work on the design of special–purpose hardware interactive physical modeling, deformable objects, floating– focuses mainly on the following areas: (i) acceleration of point intensive, specialized hardware specific applications (e.g. the GRAPE project that targets N-body gravity computations [10]) and (ii) implementation 1. INTRODUCTION of less computationally expensive, but numerically unstable, Interactive physical modeling of deformable objects is im- algorithms (e.g. simple explicit integration techniques) for portant for a number of applications areas like 3D gam- physical modeling [3,6]. Recent work has proposed the use of ing [8], surgical simulations [4], wargame simulations and Graphics Processing Units (GPUs) (for example, NVIDIA’s others. Interactive simulation of such models requires highly GeForce FX) for accelerating sparse linear solvers [7]. But iterative, floating-point intensive, numerical computations these suffer from drawbacks which we explain in Section and is difficult because the simulation must be advanced 5. Due to well-known problems in performing floating point under real-time constraints. With an increasing demand for arithmetic using programmable logic [9], FPGAs are also not a suitable platform for implementing these algorithms. Fur- ther, due to the widespread interest for deformable object modeling in the graphics community [14], there is an active Permission to make digital or hard copies of all or part of this work for need for specialized systems to accelerate these applications. personal or classroom use is granted without fee provided that copies are Recently, Ageia Technologies [1] has proposed a specialized not made or distributed for profit or commercial advantage and that copies processor, called Physics Processing Unit (PPU) [2], to ac- bear this notice and the full citation on the first page. To copy otherwise, to celerate physics–related calculations in the context of com- republish, to post on servers or to redistribute to lists, requires prior specific puter gaming. However, very few technical details of their permission and/or a fee. ACM SE’06 March 10-12, 2006, Melbourne, Florida, USA design are publicly available. Copyright 2006 ACM 1-59593-315-8/06/0004 ...$5.00. This paper describes the design and implementation of a 56 point. Large simulation time steps are required to meet 4 x 10 Memory Footprint 5 real-time constraints and the main concern when choosing 4.5 an algorithm is its numerical stability when performing such 4 steps. It would be convenient to use a simple explicit inte- gration technique, such as forward Euler (p. 710 of [15]), 3.5 Cube but these techniques frequently become unstable if a large 3 Cloth 2.5 static step size is used [5]. Stability could be enhanced by 2 using an adaptive step size, but this approach is unsuitable in interactive simulation because any step size would have 1.5 to be broken down into a (very) large number of explicit Number of 32−bit words 1 steps. This makes it impossible to guarantee completion 0.5 within the time needed to update the display. For the ap- 0 1 2 3 4 5 6 Subdivisions plications mentioned above, we would prefer to trade accu- racy for speed and stability, which has led to the adoption of implicit methods for interactive simulation. (a) Memory Footprint Baraff et al. [5] justify the use of implicit integration tech- niques to allow large simulation steps. This class of algo- rithms results in a system of partial differential equations 6 x 10 FLOPS per Simulation Iteration 8 (PDEs) that are linearized in each time step. The linear 7 system thus obtained is sparse and an iterative solver such as Conjugate Gradient (CG) [13] can be applied to produce 6 Cube the solution. Thus, every simulation step consists of two 5 loops - an outer loop which linearizes the PDEs and sets 4 up the sparse system which is then iteratively solved by the Cloth FLOPS linear solver in the inner loop. The reader is referred to the 3 work by Baraff and Witkin [5] for a thorough treatment of 2 this approach. A rough outline of the algorithm structure 1 can be given as follows: 0 1 2 3 4 5 6 Subdivisions for (each simulation iteration) do linearize PDEs (b) FLOPS for (each solver iteration, while error > tolerance) do various matrix/vector operations update display Figure 1: Computational Resources for different Model Complexities We measured the computational resources required for such a simulation in terms of the memory and the number of floating point operations (FLOPS) for different levels of low cost, proof–of–concept system to allow real–time physi- modeling detail. We analyzed these for models ranging from cal modeling of complex scenes. We first present a brief de- a simple 2D mesh (“cloth”) to a complex 3D uniform grid scription of the algorithms used for modeling and simulation (“cube”). Figure 1 shows the memory footprint and FLOPS of deformable objects. We outline our rationale behind de- vs. the number of subdivisions, which correspond to the level signing specialized hardware to accelerate these algorithms of detail, for each model. We observe that, with increas- based on a simulation study. We then provide details of ing model complexity, both the amount of memory and the the HELLAS architecture, its operation and the design flow FLOPS required grow rapidly. Current general purpose sys- we followed for its implementation. Finally, we describe re- tems typically support up to 4 streaming floating-point func- sults using a software prototype of HELLAS and our ongoing tional units per chip and hence are unlikely to provide the work on a hardware prototype. Our first implementation is a high performance required to simulate such complex models small, proof–of–concept system and was heavily constrained in real-time. Hence, we believe that specialized hardware is by the available die area for fabrication (only 7.5 sq. mm. likely the best solution to accelerate these algorithms. More was available). Hence, currently the hardware is not high– details on our simulation study can be found in [16]. performance, however, simulation studies using our software prototype demonstrate the potential gain from hardware ac- 3. THE HELLAS ARCHITECTURE celeration. Our design was motivated by the observation that the high computational power required for detailed simulations can 2. ALGORITHM DETAILS be provided by increasing the number of streaming floating- Among several different methods, mass-spring systems are point units (FPUs). Further, simulations show that such commonly used for representing and animating deformable applications exhibit large amounts of parallelism due to ma- objects. In this approach, an object is described as a col- trix operations and consist of relatively simple iterations (of lection of mass points connected by springs. Simulation is the CG solver) that require only a small amount of memory achieved by advancing through (in our case uniform) discrete for each iteration. Hence, very high performance

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