Virtual Universe

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    Crocotta Research & Development Ltd

    Be ambitious of climbing up to the difficult,

    in a manner inaccessible...

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    ONCE UPON ANOTHER

    FANTASTIC DAY IN THE UKwe started to think about visualization, other than

    polygonized surface rendering, to bring us closer to reality.

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    NEXT DAY WE TURNED TO

    OUR DEMON:

    We quickly realized that lots of people had been dealing with

    the problem already*, so we had to set a more future

    oriented goal.

    What if we traveled 10 - 20 years ahead in time, and

    mimicked the real environment with the equipment of the

    future as much as possible.

    Neither the demon criticized our project, no relevant search results

    were found.

    * happens just too often

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    The idea was born!

    VIRTUAL UNIVERSE

    A virtual world solely made of particles

    BUT, there are fundamental questions:

    A. What is universe?

    B. What bottlenecks do we need to face?

    C. Can we do any part(s) of the experiment on todays

    machines?

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    We want to know

    the building blocks

    and their interaction rules.Standard model of physics

    predicts

    12 fundamental particles

    which interact via 4 elementalforces.

    Seems modelable, so far

    A. WHAT IS UNIVERSE?

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    1. 1014 atoms in a cell

    2. 109 cells per cm3

    3. 3x1011 stars in a galaxy

    4. Observable universe

    Diameter is estimated at

    about 93 billion light-years.

    Contains 1024 stars (1

    septillion stars).

    Approximate number of

    atoms is close to 1080.

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    GIGANTIC NUMBERS ALL AROUNDObviously we need to do some compromise here.

    Possible modeling options:

    Stay on subatomic/atomic level and model nanostructures Organic material provided that a living cell is the smallest

    element

    Galactic phenomena and have starts/planets as smallest

    elements

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    B. WHAT BOTTLENECKS?

    Simulation speed:

    Particle interaction

    Measuring, scanning (visualization for instance)Even if we imagined 100,000 parallel cores, with fast common

    memory access, petabyte storage devices, etc., we could

    always enlarge/expand our simulation scenario to make the

    hardware struggle again.

    Amount of data:

    Obviously we are forced to think in smaller scale, even in 10 -

    20 years term, as the amount of data is enormous.

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    C. WHAT CAN WE DO ON TODAYS

    MACHINES?

    Well, probably a lot, because:

    If we designed the system scalable, we could deal with the

    problem - in small scale - straight away.

    Due to the enormous task we cant solely rely on hardware

    performance growth.

    We need to invent better algorithms anyway.

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    Lets start!

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    DEFINE AREAS OF DEVELOPMENT

    We split up the work to 3 major areas:

    A. Scanning & visualization

    B. PhysicsC. Data compression, representation

    In the current presentation we focus on the Scanning &

    visualization part.

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    A. SCANNING & VISUALIZATION

    PARTICLES IN 3D SPACE

    We deal with many particles, so a raster representation may

    be more feasible than working with individual points (point

    clouds).

    3D VOLUMETRIC TEXTURES

    (similar to 2D textures + 1 extra spatial dimension)

    Definitions:

    2D textures have pixels

    3D textures have voxels

    Texel means a pixel in 2D, a voxel in 3D.

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    Pros:

    Easy to scale

    up/down

    Opportunities for

    cheap

    interpolation,

    patternreconstruction

    Cons:

    Difficult to scan,

    visualize Large data-size

    (empty space is

    also stored)

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    Instead of conventional intersection testing in ray-tracing, we

    march forward in tiny steps along the ray.

    RAY-MARCHING

    Pro: Can access all texels/matter

    Con: Damn slow

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    ACCELERATED RAY-MARCHING

    Spatial data structures,

    adaptive grids:

    Binary-trees

    KD-trees

    Oct-trees

    Better, but still not effective

    enough.

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    Sphere tracing

    distance fields

    The trick is to estimate the

    distance to the closest

    surface or sharp change in

    the volumetric texture at

    any point in space.

    This allows to march in

    large steps along the ray.

    ACCELERATED RAY-MARCHING

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    Possible replacement for particles?

    Provided field construction vs. ray-marching speed up is a win.

    Is that possible? Yes.

    Weve been successfully deploying gradient fields, and not for

    visualization purposes only, but to accelerate physics

    calculations too.

    Further benefits:

    Scale extremely well (down/up).

    Give lots of opportunities for guessing, interpolating.

    INTRODUCING GRADIENT FIELDS

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    Gradient fields can be

    well used for physics:

    Distance fields.

    Dramatic speed up at

    photon-tracing.

    Force fields, like

    gravity.

    Energy fields, like

    kinetic energy.

    etc.

    B. PHYSICS

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    Our failed approaches:

    Lossless compression

    Conventional lossy

    compression , like wavelet or

    similar

    Current approaches: Adaptive representation

    Focus on interesting areas

    Contour & pattern analysis

    Reconstruction

    C. COMPRESSION

    The figure below highlights that a compression method has to

    be deployed.

    Textures side

    in texels

    Size in bytes

    side3

    1 byte per texel

    32 32K

    64 256K

    128 2M

    256 16M

    512 128M

    1024 1G

    2048 8G

    4096 64G

    8192 512G

    16384 4T

    32768 32T

    65536 256T

    131072 2P

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    We traversed an exciting path so far, and the next months are

    going to be even more exciting for us.

    We don't want to close out the possibility of 2 - 3 magnitudes

    speed up comparing to brute force methods, once we get all

    our theories into practice.

    And we hope our friends at the hardware department wont

    rest either

    SUMMARY

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    To be continuedThank you!

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    Crocotta Research & Development LtdSuite 5, 39 Irish Town, Gibraltar

    We are a small team of international researchers with the aim ofconducting technology leaps in exciting fields of exploration like virtual

    reality, virtual synthesis of matter, artificial intelligence, and robotics.

    [email protected]

    +44 20 3239 7007