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1 Interactive Volume Rendering Aurora on the GPU Orion Sky Lawlor, Jon Genetti University of Alaska Fairbanks 2011-02-01 http://www.cs.uaf.edu/ 8
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Structure of talk: (1) What are the Aurora? (2) How do we represent Aurora on the GPU? (3) How do we render Aurora efficiently? (4) How do we render Aurora on a powerwall? (5) Conclusions & future work
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(1) What are the Aurora?
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Charged particles from the Sun Image credit: NASA
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Particles intersect Magnetosphere Image credit: Wikipedia
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What are the Aurora? Sheets of electrons coming down Earth's magnetic field lines, and hitting the upper atmosphere
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What are the Aurora? electrons: 1-20kV, millions of amps magnetic field: inclined to surface atmosphere: 50-500km up
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Aurora: Best Viewed From Orbit Image credit: NASA (ISS)
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(2) Representing Aurora on the GPU
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Prior Aurora Representations Nonphysical hacks [e.g., screensavers] 100% phemonological No planet, no units, no atmosphere, etc. But it looks good Individual Charged Particles [Baranoski, Rokne, et al] Easy to physically transport through magnetosphere Nearly zero data storage requirements Difficult to render from arbitrary viewpoint (sampling!) Volume-Rendered Voxel Grid [Genetti] Easy to render from arbitrary viewpoint (raycasting) 10000 km * 10000 km * 500 km thick = serious RAM! Only feasible with hierarchical storage (slow render)
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Our Aurora Representation Factor 3D aurora display into 2D * height 2D is electron intensity map: “curtain footprints” Stored as 16384 2 2D texture (polar coordinates) Currently generated with phenomological fluid hack Working on output from a real HPC simulation Height-dependent electron deposition function Given electron intensity and height, return emission Also stored as a 2D texture, 1024 2 Computed from particle scattering laws [Lazarev] Uses MSIS upper atmosphere model Auroral electrons are moving at relativistic speeds (60000 km/s for 10KeV), so this approximation is quite accurate
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2D Curtain Footprints: Fluids Hack
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Deposition Function: MSIS Atmosphere
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Deposition Function vs Altitude
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“Height” includes Magnetic Inclination
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(3) Speeding up Rendering
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Explicit list of compositing orders Don't use Recursive Raytracing!
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Begin with 2D Curtain Footprints
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Build Distance Field to find Curtains Algorithm: Jump Flooding [Rong & Tan]
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Algorithm: Proximity Clouds [Cohen & Sheffer] Use Distance Field to Render Curtains
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Measured “Performance Image” White = 200ns/pixel Black = 10ns/pixel
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Compounding Speedups Factor 3D into 2D + height: 2x Use GPU instead of CPU: 100x Non-recursive raytracer: 3x Distance field acceleration: 3.5x Old version: 10 minutes/frame New version: 20-60 frames/sec
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(4) MPIglut & 1x10 9 rays/second Powerwall Aurora Rendering
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Sequential OpenGL Application
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Parallel Powerwall Application
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Compounding Speedups Factor 3D into 2D + height: 2x Use GPU instead of CPU: 100x Non-recursive raytracer: 3x Distance field acceleration: 3.5x Use ten GPUs with MPIglut: 8x Old version: 10 minutes/frame @ 1080p New version: 30 frames/sec @ 8400x4200
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Powerwall Aurora Rendering Demo Movie
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(5) Future Work: Moving curtains! Red slow-glow Terrain Geometry Clouds & Sunrise Planetarium Show
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Questions?
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