We implemented accurate FFD in terms of triangular Bezier surfaces as matrix multiplications in CUDA and rendered them via OpenGL. Experimental results show that the proposed algorithm is more efficient than the previ...We implemented accurate FFD in terms of triangular Bezier surfaces as matrix multiplications in CUDA and rendered them via OpenGL. Experimental results show that the proposed algorithm is more efficient than the previous GPU acceleration algorithm and tessel- lation shader algorithms.展开更多
In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. ...In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. We present a new VBR system that creates new views of a live dynamic scene. This system provides high quality images and does not require any background subtraction. Our method follows a plane-sweep approach and reaches real-time rendering using consumer graphic hardware, graphics processing unit (GPU). Only one computer is used for both acquisition and rendering. The video stream acquisition is performed by at least 3 webcams. We propose an additional video stream management that extends the number of webcams to 10 or more. These considerations make our system low-cost and hence accessible for everyone. We also present an adaptation of our plane-sweep method to create simultaneously multiple views of the scene in real-time. Our system is especially designed for stereovision using autostereoscopic displays. The new views are computed from 4 webcams connected to a computer and are compressed in order to be transfered to a mobile phone. Using GPU programming, our method provides up to 16 images of the scene in real-time. The use of both GPU and CPU makes this method work on only one consumer grade computer.展开更多
Dynamic fluid-solid interactions are widely found in chemical engineering, such as in particle-laden flows, which usually contain complex moving boundaries. The immersed boundary method (IBM) is a convenient approac...Dynamic fluid-solid interactions are widely found in chemical engineering, such as in particle-laden flows, which usually contain complex moving boundaries. The immersed boundary method (IBM) is a convenient approach to handle fluid-solid interactions with complex geometries. In this work, Uhlmann's direct-forcing IBM is improved and implemented on a supercomputer with CPU-GPU hybrid architec- ture. The direct-forcing IBM is modified as follows: the Poisson's equation for pressure is solved before evaluation of the body force, and the force is only distributed to the Cartesian grids inside the immersed boundary. A multidirect forcing scheme is used to evaluate the body force. These modifications result in a divergence-free flow field in the fluid domain and the no-slip boundary condition at the immersed boundary simultaneously. This method is implemented in an explicit finite-difference fractional-step scheme, and validated by 2D simulations of lid-driven cavity flow, Couette flow between two concentric cylinders and flow over a circular cylinder. Finally, the method is used to simulate the sedimentation of two circular particles in a channel. The results agree very well with previous experimental and numerical data, and are more accurate than the conventional direct-forcing method, especially in the vicinity of a moving boundary.展开更多
基金Supported by the National Natural Science Foundation of China(61170138 and 61472349)
文摘We implemented accurate FFD in terms of triangular Bezier surfaces as matrix multiplications in CUDA and rendered them via OpenGL. Experimental results show that the proposed algorithm is more efficient than the previous GPU acceleration algorithm and tessel- lation shader algorithms.
基金This work was supported by Foundation of Technology Supporting the Creation of Digital Media Contents project (CREST, JST), Japan
文摘In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. We present a new VBR system that creates new views of a live dynamic scene. This system provides high quality images and does not require any background subtraction. Our method follows a plane-sweep approach and reaches real-time rendering using consumer graphic hardware, graphics processing unit (GPU). Only one computer is used for both acquisition and rendering. The video stream acquisition is performed by at least 3 webcams. We propose an additional video stream management that extends the number of webcams to 10 or more. These considerations make our system low-cost and hence accessible for everyone. We also present an adaptation of our plane-sweep method to create simultaneously multiple views of the scene in real-time. Our system is especially designed for stereovision using autostereoscopic displays. The new views are computed from 4 webcams connected to a computer and are compressed in order to be transfered to a mobile phone. Using GPU programming, our method provides up to 16 images of the scene in real-time. The use of both GPU and CPU makes this method work on only one consumer grade computer.
基金supported by the National Natural Science Foundation of China(NSFC) under Grant Nos.21225628,51106168 and 11272312the "Strategic Priority Research Program" of Chinese Academy of Sciences(CAS) under Grant No.XDA07080102
文摘Dynamic fluid-solid interactions are widely found in chemical engineering, such as in particle-laden flows, which usually contain complex moving boundaries. The immersed boundary method (IBM) is a convenient approach to handle fluid-solid interactions with complex geometries. In this work, Uhlmann's direct-forcing IBM is improved and implemented on a supercomputer with CPU-GPU hybrid architec- ture. The direct-forcing IBM is modified as follows: the Poisson's equation for pressure is solved before evaluation of the body force, and the force is only distributed to the Cartesian grids inside the immersed boundary. A multidirect forcing scheme is used to evaluate the body force. These modifications result in a divergence-free flow field in the fluid domain and the no-slip boundary condition at the immersed boundary simultaneously. This method is implemented in an explicit finite-difference fractional-step scheme, and validated by 2D simulations of lid-driven cavity flow, Couette flow between two concentric cylinders and flow over a circular cylinder. Finally, the method is used to simulate the sedimentation of two circular particles in a channel. The results agree very well with previous experimental and numerical data, and are more accurate than the conventional direct-forcing method, especially in the vicinity of a moving boundary.