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Bullet Ray Vision. Lee A. Butler US Army Research Laboratory Abe Stephens University of Utah SCI Institute. Genesis. Contract to MAGI in 1966* Observation: projectiles passing through matter have similarity to photons passing through lenses.
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Bullet Ray Vision Lee A. Butler US Army Research Laboratory Abe Stephens University of Utah SCI Institute
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).
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.
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.
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
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
Interleave ballistic penetration calculations with ray/geometry intersection using classic BRL-CAD ray-tracer on CSG geometry. Nice performance improvement, but still slow. One Step Forward View Computation Time (seconds)
Bullet Vision: Since we’re ray tracing, render the results of the computation too. Free visualization! Two 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. Three Steps Forward
Interactive Rendering Watch Video
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.
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.
Funding US Army Research Laboratory The Center for the Simulation of Accidental Fires and Explosions (C-SAFE) B524196