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VIRTUAL UNIVERSE
A virtual world solely made of particles
The idea was born! 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?
A. WHAT IS UNIVERSE?
We want to know the building blocks and their interaction rules. Standard model of physics predicts 12 fundamental particles which interact via 4 elemental forces. Seems modelable, so far
HYDROGEN ATOM
is made of 2 up + 1 down quarks for a proton, and 1 lepton which is the electron. BUT: 6x1023 hydrogen atoms per dm3. Sounds less modelable
1. 2. 3. 4.
1014 atoms in a cell 109 cells per cm3 3x1011 stars in a galaxy 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.
Huh!!?
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.
Lets start!
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.
Pros: Easy to scale up/down Opportunities for cheap interpolation, pattern reconstruction Cons: Difficult to scan, visualize Large data-size (empty space is also stored)
RAY-MARCHING
Instead of conventional intersection testing in ray-tracing, we march forward in tiny steps along the ray.
ACCELERATED RAY-MARCHING
Spatial data structures, adaptive grids: Binary-trees KD-trees Oct-trees Better, but still not effective enough.
ACCELERATED RAY-MARCHING
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.
B. PHYSICS
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.
C. COMPRESSION
The figure below highlights that a compression method has to be deployed.
Textures side
in texels 32 64 128 256 512 1024 2048 4096 8192 16384 32768 65536 131072
Size in bytes
side3 1 byte per texel
Our failed approaches: Lossless compression Conventional lossy compression , like wavelet or similar Current approaches: Adaptive representation Focus on interesting areas Contour & pattern analysis Reconstruction
SUMMARY
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
To be continued
Thank you!
We are a small team of international researchers with the aim of conducting technology leaps in exciting fields of exploration like virtual reality, virtual synthesis of matter, artificial intelligence, and robotics.