Bullet Ray Vision - PowerPoint PPT Presentation

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Bullet Ray Vision

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Title: Bullet Ray Vision


1
Bullet Ray Vision
  • Lee A. Butler
  • US Army Research Laboratory
  • Abe Stephens
  • University of Utah
  • SCI Institute

2
Genesis
  • Contract to MAGI in 1966
  • Observation projectiles passing through matter
    have similarity to photons passing through
    lenses.
  • MAGI later developed Synthavision and did most of
    the rendering for TRON(1982).

3
Background
  • Photon transport was adapted to ballistic
    penetration. The threat replaced the photon.
    The target replaced the lens.
  • Ballistic penetration is like participating
    media. As the penetration occurs, there is
    interaction with the target media. Both the
    threat and the target are affected by the
    interaction.
  • Computation is performed on the entire ray/object
    intersection, not just at the surface.
  • CSG was a natural geometric representation.

4
Original Design
  • Everything is expensive to compute, so allow
    everything to be re-used
  • Ray-geometry intersection was computed and saved
    for re-use. Typically, penetration equations and
    parameters were altered for each use.
  • Assumes a single ray/threat relationship.

5
THOR
  • V50 Velocity at which 50 of fragments will
    penetrate
  • V50(ft/sec) 10c ? (h(in) ? Af(in2))? ?
  • Wf?(grains) ? sec ??
  • Residual Velocity
  • Vr(ft/sec) V(ft/sec) 10c ? (h ? Af)? ?
  • Wf?? sec ?? ? V?(ft/sec)
  • Residual Weight
  • Wr(grains) Wf 10c ? (h ? Af)? ?
  • Wf?? sec ?? ? V?

6
Cultural Evolution
  • Programmer-user to Application-user.
  • Data re-use to application re-run.
  • Single ray/threat relationship to multiple
    rays/threat relationship.
  • Ray tracing slow to fast

7
One Step Forward
  • Interleave ballistic penetration calculations
    with ray/geometry intersection using classic
    BRL-CAD ray-tracer on CSG geometry.
  • Nice performance improvement, but still slow.

Ray Depth Top Right Front A35
Full 9.22 10.52 6.27 12.36
Adaptive 7.30 10.54 3.15 7.60
View Computation Time (seconds)
8
Two Steps Forward
  • Bullet Vision
  • Since were ray tracing, render the results of
    the computation too. Free visualization!

9
Three Steps Forward
  • Implement computation as a shader in Manta
    packet-based ray tracer.
  • Need to collect in/out pairs before shading.
  • What was a batch application is now interactive.
    3.9 fps on Intel Core 2 2.66Ghz with 4 cores.
  • Surprise BVH Traversal is the major bottleneck
    in the system. Shader with 14 exponentiation
    operations is distinct second.

10
Interactive Rendering
  • Watch Video

11
Future Work
  • Current work is a brute-force implementation of
    the penetration equations. 14 exponential
    operations.
  • There is ample opportunity to optimize the
    computation of the equations.
  • This is a equation fit to measured data.
    Alternative equation fits that are more
    computationally friendly are possible.

12
Future Work
  • BVH acceleration structure may not be optimal for
    applications where transparent geometry is the
    norm. Some further investigations on
    acceleration structures for such applications is
    needed.
  • Current frustum acceleration techniques may not
    be optimal for transparency and deferred shading
    algorithms.

13
Funding
  • US Army Research Laboratory
  • The Center for the Simulation of Accidental Fires
    and Explosions
  • (C-SAFE) B524196
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