30.01.2014 Aufrufe

Abstract-Band - Fakultät für Informatik, TU Wien - Technische ...

Abstract-Band - Fakultät für Informatik, TU Wien - Technische ...

Abstract-Band - Fakultät für Informatik, TU Wien - Technische ...

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pipeline programming pattern in order to distribute stages of the video<br />

processing algorithm to different threads. As a result, those stages execute<br />

concurrently on different hardware units of the system. Our prototype exposes<br />

the applied degree of concurrency to the user as a collection of different<br />

optimization settings. We integrate a profiling mechanism directly into the<br />

execution of the pipeline, which allows us to automatically create performance<br />

profiles while running our prototype with various test scenarios. The results of<br />

this thesis are based on the analysis of these traces. Our prototype shows that<br />

the methods described in this thesis enable a software program to process<br />

high-resolution video in high quality. When optimizing performance, different<br />

driver implementations and hardware features require our prototype to apply<br />

different optimization settings for each device. The ability of our software<br />

structure to dynamically change the degree of concurrency is therefore an<br />

important feature.<br />

Rene Fürst<br />

Real-Time Water Simulation Using the Finite Element Method<br />

Studium: Masterstudium Visual Computing<br />

BetreuerIn: Associate Prof. Dr. Michael Wimmer<br />

Water simulation in computer graphics has been the focus of many research<br />

papers in the last years. The proposed algorithms can be classified into offline<br />

simulation algorithms and realtime simulation algorithms, which have a big<br />

difference in their capabilities. Offline simulation algorithms can mostly<br />

simulate water with full detail in 3D because the processing time per frame is<br />

not limited very much. Real-time simulation algorithms, on the other hand,<br />

impose a hard limit on the processing time per frame and therefore many<br />

applications only rely on approximating water with 2D surfaces. While this<br />

works well for still water, effects such as breaking waves or simply pouring<br />

water into a tank, cannot be simulated. To accomplish this one has to rely on<br />

3D water simulation algorithms, which require a massive amount of processing<br />

resources, such that even when using current graphics processing units (GPUs)<br />

an optimized algorithm is required. There are two types of 3D water simulation<br />

approaches: particle-based Lagrangian and gridor mesh-based Eulerian<br />

approaches, of which the latter will be the main focus of this thesis. Current<br />

real-time capable Eulerian water simulation algorithms rely on many approximations<br />

which either cause water to leak without reason or decrease the<br />

generality of the algorithm. In this thesis a novel Eulerian fluid simulation<br />

algorithm is proposed, which relies on on a octreebased mesh that automatically<br />

adapts to any given water geometry. By this it is made sure that the<br />

algorithm is very general and that it provides good performance in almost any<br />

given situation. The equations evolved in 3D water simulation are discretized<br />

with the finite element method in a way, such that the resulting linear equation<br />

system can be solved efficiently. Therefore it is possible to let the algorithm<br />

run in real-time on current GPUs.<br />

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