GPU-Based Scene Generation for Flight Simulation Tim Woodard Chief - - PowerPoint PPT Presentation

gpu based scene generation for flight simulation
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GPU-Based Scene Generation for Flight Simulation Tim Woodard Chief - - PowerPoint PPT Presentation

GPU-Based Scene Generation for Flight Simulation Tim Woodard Chief Technology Officer Diamond Visionics www.dvcsim.com GPU Technology Conference 2015 Deferred Commitment Traditional Scene Generation 3 Database Generation Image


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GPU-Based Scene Generation for Flight Simulation

Tim Woodard Chief Technology Officer Diamond Visionics www.dvcsim.com

GPU Technology Conference 2015

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Deferred Commitment

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Traditional Scene Generation

 Database Generation

 Pre-compile LODs

 Image Generation

 Hierarchical scene graph

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Approach used by most geo-spatial visual systems

Eliminate both!

How can we optimize these two areas and leverage the GPU?

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 Instructor-controlled conditions (time, clouds, fog, etc.)  20+ channels  No aliasing  No Z-fighting  No LOD popping  Subjective tuning  Never drop frames  LARGE “gaming” areas

Flight Simulation vs. Gaming

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“On-the-fly” Correction Diamond Visionics GenesisRTX Database Generation

Process: from Source to Scene

Elevation Data Imagery Vector Data Model Data Intermediate Format Generate Target Format Proprietary Database Traditional Image Generator “Off-line” Correction XML Processing Rules

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You’re doing it wrong

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 Pre-compute LODs for all

possible paths into “polygon soup”

 Very little of the result is

typically used

 Uses tremendous

computing resources

 Uses tremendous

amount of storage space

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Much better…

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 On-the-fly construction

  • f LODs

 Highly parallelized CPU  Construction targets GPU

for optimal performance

 Uses minimal amount of

storage space

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 Quadro M6000 stress test – expected result: 30% speedup

 Over 85K 3D models, 13.5M polys  Over 4 GB of compressed textures

San Francisco Dataset Statistics

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 All the roads in CA  Light points and pools generated for all of them

San Francisco Dataset Statistics

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SFO Vector Features

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Quadro M6000 over 100% faster than K6000!

Applying modern OpenGL

75% reduction in draw calls by using bindless and MDI

2.5+ ms / frame CPU time reduction

Still more room for improvement

99% reduction by using NV_command_list

8+ms / frame CPU time reduction

Typical results

CPU: 9.8 -> 7.2 = 1.4x speedup

GPU: 13.8 -> 6.1 = 2.2x speedup

Scalable with GPU Advancements

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Questions?

Tim Woodard timw@dvcsim.com

Thank you!

Related talks:

  • S5135 – GPU-Driven Large Scene Rendering in OpenGL
  • S5258 – Dense 3D Culture Rendering using NVIDIA Solutions

in Immersive Fast-Jet Simulators

  • S5142 - See the Big Picture: Scalable Visualization Solutions

for High Resolution Displays

  • S5451 - The Graphics Debugger for Linux

Exhibit hall: PNY and Concurrent

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