The objective of this
project is to implement simplified photon mapping for real-time execution on
the GPUs. We developed methods to adjust ray tracing for correct simulation of
reflective and transparent objects that generate caustics – areas with
dramatically increasing intensity of the light field. High-performance
algorithm adapted for the GPU and implemented on the basis of cross-platform
OpenGL and OpenCL APIs is proposed. For effective rendering of caustics and
generation of photon map OpenGL shaders are used. Voxel acceleration structure
constructed directly on the GPU by means of OpenCL provides fast access to
photon map. The proposed approach provides for high speed of operations with
photon maps including up to 1 million elements with HD resolution (GeForce GTX
Denis Bogolepov, Dmitry Sopin and Vadim Turlapov. Real-time caustics
modeling. In Proceedings of the 20th International Conference on Computer
Graphics and Vision (GraphiCon), pp. 253—257, September 20-24, 2010, St.
Denis Bogolepov, Dmitry Sopin, Vadim Turlapov. Simplified photon mapping
for real-time caustics rendering. To appear in Journal of Numerical Methods
and Programming (2011).
This work is aimed at the development of effective
algorithms for building of full SAH BVH trees on GPU in real-time. In this
work it is presupposed that all the scene objects are represented by a number
of triangles (the so-called “triangle soup”), at the same time the arbitrary
changes in the geometry are allowed in the process of rendering. In contrast
with the other interactive BVH build methods we don’t use the simple
heuristics similar to “Median Splits” and “LBVH” because they lead to decline
in the quality of the generated data structure and consequently to the worse
rendering performance. This work proposes a number of methods for the
effective mapping of the general algorithm to the architecture of modern GPUs
what allowed to accelerate the tree building up to 10 times compared to the
best known GPU implementation [C. Lauterbach…, D. Manocha. Fast BVH
Construction on GPUs. Computer Graphics Forum, 28, 2, 375–384, 2009].
Denis Bogolepov, Dmitry Sopin and Danila Ulyanov. Real-Time SAH BVH
Construction for Ray Tracing Dynamic Scenes. To appear in Proceedings of the
21th International Conference on Computer Graphics and Vision (GraphiCon),
Plasma is a state of matter similar
to gas in which a certain portion of the particles are ionized. The objective
of this project is numerical simulation of the plasma on the heterogeneous
cluster systems using CPU and GPU nodes. The project includes the following
Research of the Particle-In-Cell method for
plasma simulation and description of the computational scheme using the
experience of solving applied problems in the IAP RAS.
Development of infrastructure for
problem research (code building system, test system for analyzing the
correctness and performance and the engine for configuration and
To improve the efficiency of
resource use individual parts of the computational scheme are parallelized on
shared memory (OpenMP) and GPU (CUDA).
To improve the efficiency of modern
methods of laser diagnostics as well as to develop new methods the detailed
research of light propagation in various media (including biological tissue)
is necessary. Computer simulation of this process provides the better
understanding of the laser beam propagation in modeling media, as well as
analysis the effects of various parameters of the measuring system and the
test object. The project is aimed at the modeling of light propagation process
in a multilayered medium. The project includes the following tasks:
Study of the modeling method described in the paper of Lihong Wang
“Monte Carlo Modeling of Light Transport in Multi-layered Tissues”.
Implementation of the sequential algorithm for the CPU and then porting it to the GPU.
Gergel V.P., Gorshkov A.V., Bagautdinov T.A., Fiks I.I., Kirillin M.Yu. Modeling of light propagation in a multilayered medium using the Monte-Carlo method // In Proceedings of the 10th International Conference “High-performance parallel computing on cluster systems”, November 1-3, Perm, Russia, 2010 (in russian).
A significant problem in analyzing the results of 3D numerical calculations is high quality interactive visualization. Commonly used techniques such as analysis of 2D slices or analysis of the integral characteristics (such as the frequency and energy spectra) are not always sufficiently informative. Volume rendering is natural and effective method for visualizing such data. The project is aimed at solving actual problems in the field of interactive multi-volume rendering of large 3D data sets. We are developing a software system for visualization of 3D data, which provides high-quality interactive visualization of large data sets, as well as flexible and semi-automatic setting of visualization parameters.
Gavrilov N., Belokamenskaya A. Stereo visualization of scientific and medical volume data in real-time using ray tracing // In Proceedings of the 20th International Conference on Computer Graphics and Vision (GraphiCon), September 20-24, 2010, St. Petersburg, Russia (in russian).
Gavrilov N., Belokamenskaya A. Stereo visualization of tomograms on the GPU using stream computing concept // In Proceedings of the 10th International Conference “High-performance parallel computing on cluster systems”, November 1-3, Perm, Russia, 2010, pp. 58-61 (in russian).