Graphics, Virtual Reality and HPC in
the Advanced Computer Graphics Group
Francisco José Serón Arbeloa
Juan Antonio Magallón Diciembre-2011
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 can be defined as the Information Technology area using the computer to create, store and automatically manipulate graphics, real images and synthetic images.
Computer Graphics
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?
Francisco José Serón Arbeloa 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
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
http://www.diegosarmentero.com/2009/05/logo-hpc.html
We used ideas of the HPC world but rarely
Supercomputers
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
• System:
– distributed memory HPC cluster – batch queue system for off-line
render
– 6-node system for visualization
a)
b) c)
d) e)
f) g)
Figure 9. a) A compound image of the three screens of the CLS.
b) c) d) More snapshots inside the CLS.
e) f) g) Renders of different views of the Muslim suburb
34
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 memory HPC cluster
– MPI
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 realistic image synthesis
• 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
Francisco José Serón Arbeloa
Reality but not real time
Francisco J. Seron, Enrique Meléndez Estrada
Ecuación FRE (Full Radiance Equation)
Medio no participativo Medio participativo
fosforescencia
Interreflexión + fluorescencia
fosforescencia
Interreflexión + fluorescencia emisividad
emisividad
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 general- purpose 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
“I am not sure
how I will program a Petaflop computer, but I am sure that I will need MPI somewhere”
– HDS 2001
The predictable future
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