S3348 - R-TVSCCEM

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18 Νοε 2013 (πριν από 3 χρόνια και 8 μήνες)

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S3348 -REAL-TIMEVISUALSIMULATIONFOR
CABINCONFIGURATIONANDEXTERIORMARKING
ATGULFSTREAMAEROSPACECO.
FERNANDO
TOLEDO
FINAL
PHASE
ENGINEERING
fernando.toledo@gulfstream.com
NVIDIA GPU T
ECHNOLOGY
CONFERENCE
2013
MARCH
18-21 | S
AN
JOSE
, C
ALIFORNIA
GENERAL
D
YNAMICS
–$31.5B
IN
2012
NVIDIA GPU Technology Conference 2013 -S3348
2
GULFSTREAM
AEROSPACE
BUSINESSAND
STRATEGY
NVIDIA GPU Technology Conference 2013 -S3348
3
GULFSTREAM
AEROSPACE
PRODUCT
LINE
NVIDIA GPU Technology Conference 2013 -S3348
4
G150, G280 range with 4 passengers / G450 –G650 range with 8 passengers
G150/G280 shown with optional Enhanced Vision System (EVS)
6,750 nm (12,501 km)
at M0.80
3,000 nm (5,556 km) at M0.75
4,350 nm (8,056 km)
at M0.80
7,000 nm (12,964 km)
at M0.85
3,600 nm (6,667 km) at M0.80
6,750 nm (12,501 km) at M0.80
3,000 nm (5,556 km) at M0.75
4,350 nm (8,056 km) at M0.80
7,000 nm (12,964 km) at M0.85
3,600 nm (6,667 km) at M0.80
GAC L
ARGEAND
ULTRA
-L
ARGE
CABIN
G450 AFT G
ALLEY
G550 FWD G
ALLEY
-T
AILORED
G650 FWD G
ALLEY
CREW
G650 G
ALLEY
G650 L
AVATORY
NVIDIA GPU Technology Conference 2013 -S3348
5
SELECT
, T
AILORED
& C
USTOM
CABIN
INTERIORS
G650 Example: 12 Select Interiors Options
Universal, Hallmark, Executive -FWD/AFT Galley –Crew Rest
FWD Galley
Crew
Universal
AFT Galley
Crew
Hallmark
FWD Galley
Crew
Executive
FWD Galley
Crew
Tailored
NVIDIA GPU Technology Conference 2013 -S3348
6
REAL
-T
IME
CABIN
SIMULATIONAT
GAC
￿
REAL-TIMEVS. INTERACTIVE
￿
WHAT’SREAL-TIMESIMULATION?

60 f/s, 30 f/s, 20 f/s, …

For what/where: Flight Simulation, Human Factors, CAD/CAID Design
Reviews, Immersive Virtual Reality, Mobile Devices,…

Could it be the brain perception of delay? 0.016ms?
￿
ATGAC WEAIMCABINCONFIGURATIONSIMULATIONSTORUNAT20 F/S
￿
WHEREARETHECONSTRAINTS?

Hardware: GPU, CPU, RAM, cluster architecture, stereo, etc…

Software: implementation of OpenGL, Ray-Tracing, Global Illumination;
scene graph, multi-GPU; screen decomposition; behavioral & scripting;
visualization system agnostic; native CAD/CAID conversion, etc…

Database: size (memory & polygons), geometric format; face’s normal; ‘A
side’; lighting (photometric or artistic approach); hierarchical occlusion
culling tree; LODs, material library; shaders; kinematics, etc…
EadweardMuybridge’s
motion analysis
NVIDIA GPU Technology Conference 2013 -S3348
7
3D PLM E
NVIRONMENTFOR
CABIN
DEVELOPMENT
•Autodesk Maya
•RTT DeltaGen
•GAC Certified
Finished Materials
(bitmats samples)
•3rd
Party Design or
Sketches
•DS Smarteam
•DS CATIA V5R22
•RTT DeltaGen
•Autodesk AutoCAD
•MSC Nastran/FEMAP
•DS Smarteam
•Autodesk Alias
Studio & Maya
•Bunkspeed
•DS CATIA V5R22
Conceptual
NURBS
Shape &
Function
Engineering
SOLIDs
Function &
Certification
Sales
POLYGONs
Still Frame
Rendering
Client
DESIGN
REQUEST & FINISH MAT.
SELECTION
Approval
NVIDIA GPU Technology Conference 2013 -S3348
8
Conception
CAID
NURBS G3
Engineering
CAD
Clean-Up
NURBS G1
Sales
CAID
Polygonal
Client
GAC Finish
Material
Library
SIMULATION
D
ATABASE
CONTRIBUTORS
Engineering
CAD
SOLID
Manufacturing
CABIN
CONFIGURATION
SIMULATION
D
ATABASE
Engineering
CAD
Kinematics
Vendor
CAD
SOLID
Actual
Digital Cabin
Representation
NVIDIA GPU Technology Conference 2013 -S3348
9
DS CATIA V5
SOLID domain
DS CATIA V5
VB Macros &
Clean-Up
DS CATIA V5
NURBS
Extraction
DS Smarteam
Part
File
DS Smarteam
Monument
Assembly
DS Smarteam
Top
Assembly
DS Smarteam
Installation
Assembly
DS CATIA V5
Consolidated
NURBS
DS CATIA V5
Dynamic
Tessellation
3DXML
ENGINEERING
D
ATABASE
PREPARATION
Parts &
Assemblies
Whole
Cabin
Geometry
Process
NVIDIA GPU Technology Conference 2013 -S3348
10
ENGINEERING
D
ATA
PREPARATION
: C
LEAN
-U
P
￿
Original GAC CAD database is too complex for photo-realistic real-time visual simulations –even for
NVIDIA Q6000s to handle it. Most parts have unnecessary geometry features and most assemblies
use standard parts that are invisible from inside perspective in the cabin;
￿
Removal of features requires to go inside the part specification definition and then to remove holes
or pockets in most cases. This is the topology clean-up phase.
￿
Removal of unwanted parts from assemblies can use a combination of GAC Visual Basic macros
and/or using copy & pasting with the preservation of the part’s matrix transformation (Aircraft XYZ
coordinates).
￿
The whole clean-up process can reduce millions of polygons from the view-frustum by improving
the culling process time and thus speeding-up the rendering.
Before Hole(s) RemovalAfter Hole(s) Removal
NVIDIA GPU Technology Conference 2013 -S3348
11
ENGINEERING
D
ATA
PREPARATION
:
NURBS EXTRACTION
￿
After clean-up is completed in the SOLID domain the surface extraction (NURBS) takes place.
￿
NURBS extraction uses a manual selection of faces with same tangent continuity (G1) on CATIA V5.
￿
Faces not visible from inside cabin perspective are not extracted.
￿
Faces are also grouped considering improved UV Mapping for texture and shadow.
￿
The unnecessary faces can reduce millions of polygons from the simulation’s database thus
improving the frame-rate.
NVIDIA GPU Technology Conference 2013 -S3348
12
ENGINEERING
D
ATA
PREPARATION
:
NURBS EXTRACTION
FWD G
ALLEY
MASSIVE
POLYGONAL
REDUCTION
NVIDIA GPU Technology Conference 2013 -S3348
13
￿
Once the full interior, cleaned-up, NURBS based model is completed it then can be used for CAD
reengineering, fast design reviews (3DXML Player) or for native importation into a Real-Time Photo-
Realistic Visual Simulation software.
￿
It’s recommended to use Real-Time Simulation software that can preserve the NURBS entity. This
allows efficient deployment for several types of image generators with specific graphics & GPU
capabilities through a combination of tessellation accuracy (polygons count) and proper level-of-
detail definition.
ENGINEERING
D
ATA
PREPARATION
:
NURBS EXTRACTION
NVIDIA GPU Technology Conference 2013 -S3348
14
G650 FWD GALLEYCREW
G650 FWD GALLEYCREW
RT V
ISUAL
SIMULATION
SOFTWARE
PLATFORM
￿
SOME
DESIRABLE
FEATURES
:
￿
VISUAL
CHARACTERISTICS

Full OpenGL implementation;

Real-Time Ray-tracing with scalable, hybrid use of NVIDIA CUDA
cores/CPU cores;

Global Illumination Solution with scalable, hybrid use of NVIDIA
CUDA cores/CPU cores;

Static and Dynamic Shadows; Depth of Field;

Hardware & Software based AA;

Advanced UV Mapping for complex texturing and shadow maps;

Advanced Material Editor including CgFXShaders; Real-Time
Mirror;

Native File Importation (NURBS) from major CAD/CAID platforms,
with control of topology and tessellation

Lighting: direct and indirect (including from surround environment)

Photometric Approach (for FAA/EASA Certification)
￿
Light Source: Flux, Spectrum, Intensity and Emittance
￿
Optical Material: Scattering (BRDF) &Luminance, and direct
Interface to Reflectmeters;
NVIDIA GPU Technology Conference 2013 -S3348
15
RT V
ISUAL
SIMULATION
SOFTWARE
PLATFORM
￿
SOME
DESIRABLE
FEATURES
:
￿
PERFORMANCE
, B
EHAVIORALAND
VR C
HARACTERISTICS

Scalability and Distributed Rendering (PC clusters, multi-GPU, SLI,
screen/temporal decomposition, etc…);

Scene Graph implementation with hierarchical view-frustum
occlusion culling, Z-buffer, display list, flatten mechanism for
transformation,level-of-detail (LOD):

Visual system agnostic approach (from CAVE to desktop to mobile)

Asymmetric view-frustum; multi screen/walls support (CAVE,
PowerWall, HMD, etc…);

Direct API/drivers/middleware (Mechdyne’sTrackD, UNC’s VRNR)
for interactive devices (motion trackers, wands, joysticks, etc…);

Scripting or coding capability for behavioral simulation (i.e. events
triggering actions), including SDK for customized behaviors;

Kinematics features and direct import from major CAD platforms

Collision Detection for objects and user’s camera viewpoint;

Frame-rate analysis tools, triangle/fan strip statistic,

Overlay for bitmaps and GUI(Flash, etc…);

Secure and compressed simulation deployment for free viewer
NVIDIA GPU Technology Conference 2013 -S3348
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3D R
EAL
-T
IME
CABIN
CONFIGURATOR
SIMULATION
-1
￿GAC L
ARGEAND
ULTRA
-L
ARGE
CABIN
INTERIORS
SCENARIO
•Floor Plan Variation (G650/G550: 12; G450:6)
•Seat Styles (G650: 5; G450/550 Select: 9, Elite:5)
•Seat Leathers, Fabrics, Carpets, Counter Tops: 200+
•Veneer Patterns: 400+
•Pocket Doors, Bulkhead locations: 4+
NVIDIA GPU Technology Conference 2013 -S3348
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G650 F
LOOR
PLAN
V
ARIATION
UNIVERSAL
HALLMARK
3D R
EAL
-T
IME
CABIN
CONFIGURATOR
SIMULATION
-2
NVIDIA GPU Technology Conference 2013 -S3348
18
GEOMETRY
V
ARIATION
FINISH
MATERIAL
V
ARIATION
3D R
EAL
-T
IME
CABIN
CONFIGURATOR
SIMULATION
-3
NVIDIA GPU Technology Conference 2013 -S3348
19
ACCURATEVIRTUALPROTOTYPINGCABINDEFINITION
3D R
EAL
-T
IME
CABIN
CONFIGURATOR
SIMULATION
-4
GAC R
ECONFIGURATION
CAVE
NVIDIA GPU Technology Conference 2013 -S3348
20
•CAVE 4 –
WALL
(F
RONT
, B
OTTOM
, L
EFTAND
RIGHT
PROJECTION
)
•DRIVENBY
NVIDIA Q
UADRO
PL
EX
7000‘
S
•OPTICAL
TRACKING
S
YSTEM
(
HEADAND
W
AND
/J
OY
STICK
)
•MIDDLEWARE
MECHDYNE
TRACK
D
3D R
EAL
-T
IME
COCKPIT
VISUAL
SIMULATION
GAC R
ECONFIGURATION
CAVE
NVIDIA GPU Technology Conference 2013 -S3348
21
G650 C
OCKPIT
GAC CAVE
3D R
EAL
-T
IME
EXTERIOR
MARKING
SIMULATION
￿TWO METHODS, TWO DIFFERENT
REQUIREMENTS
￿B-S
PLINE
PROJECTIONON
NURBS L
OFTING
BEFORE
IMPORTATIONON
REAL
-T
IME
SOFTWARE
•Accurate & ready for paint drawing or
laser-based Projection Painting Shop
•Maybe affect Real-Time Simulation by
addition of polygons and shadow
Maps
￿TEXTURE
PROJECTION
USING
UV M
APPING
E
DITOR
INSIDE
REAL
-T
IME
SOFTWARE
•Low accuracy, exterior marking may
go over incidentals (Antennas,
Probes, Hinges, etc.)
•No impact on frame-rate
performance, may require ultra-high
resolution textures
NVIDIA GPU Technology Conference 2013 -S3348
22
G650 EXTERNALLOFTING
REAL
-T
IME
CABIN
CONFIGURATORFOR
MAC OS*
GULFSTREAMINTRODUCEDDESIGNBOOKATNBAA 2012 SHOW
NVIDIA GPU Technology Conference 2013 -S3348
23
G650 C
OCKPIT
￿
Based on RTT DeltaGen’s
off-line rendering using
mixed database (DS CATIA
V5 and AutoDESKMaya).
￿
It’s not 3D. It uses 6 images
in cubic environment.
Configuration option uses
RTT Layer’s feature in
selected monuments for
material and layout
variation.
SOME
IMPORTANT
STEPSIN
DEFINING
SIMULATION
-1
NVIDIA GPU Technology Conference 2013 -S3348
24
•PROPER
SETOF
HIERARCHICAL
TREEFOR
OCCLUSION
CULLING
•PROPER
SETOF
HIERARCHICAL
TREEFOR
KINEMATICS
•PROPER
SETOF
LAYOUT
V
ARIATION
•PROPER
SETOF
OPEN
GL L
IGHT
PLACEMENT
(UNTIL
8 L
IGHTSPER
TREE
’S
BRANCH)
1
2
3
4
5
6
7
SOME
IMPORTANT
STEPSIN
DEFINING
SIMULATION
-2
NVIDIA GPU Technology Conference 2013 -S3348
25
2Y
2X
X, Y
ARE
INTEGERS
•PROPER
UV T
EXTURE
MAPAND
SHADOW
MAP
D
EFINITIONFOR
ALL
P
ARTS
•T
EXTURING
: V
IDEO
MEMORYVS
. R
ESOLUTIONOR
QUALITYVS
. P
ERFORMANCE
SOME
IMPORTANT
STEPSIN
DEFINING
SIMULATION
-3
NVIDIA GPU Technology Conference 2013 -S3348
26
•COMPOSE
SIMPLE
KINEMATICSTO
CREATE
COMPLEX
ONES
•IMPORT
KINEMATICSFROM
CAD/CAID W
HENEVER
A
VAILABLE
•DOYOU
W
ANTIT
FRAME
-RATEBASEDOR
TIMEBASED
?
SOME
IMPORTANT
STEPSIN
DEFINING
SIMULATION
-4
NVIDIA GPU Technology Conference 2013 -S3348
27USE
BEHAVIORAL
SCRIPTINGIF
A
VAILABLEAND
THEN
CREATEYOUR
O
WN
CUSTOMIZED
LIBRARY
TECHNICAL
CHALLENGESAND
POTENTIAL
R&D
NVIDIA GPU Technology Conference 2013 -S3348
28￿SURFACEEXTRACTIONPROCESSOFENGINEERINGSOLIDMODELS
The current method is highly time consuming. It requires manual selection of
faces with the same tangency continuity and direction. An off-line, automatic
selection mechanism for surfaces’ face normal pointing to inside will solve this
problem.
TECHNICAL
CHALLENGESAND
POTENTIAL
R&D
NVIDIA GPU Technology Conference 2013 -S3348
29￿BETTERTESSELLATIONANDTOPOLOGYCONTROL
For additional rendering performance the control of triangles strip or fan strip
for optimal ratio (40 -50) is essential. There is no control on geometry originated
in CAD/CAID
T = N -2; N: Integer, ￿￿
￿SURFACEAREALIGHT
Corporate Jet cabins rely on LED-based surface for majority of its illumination.
There is no equivalent method that mimics that in real-time visual simulation.
TECHNICAL
CHALLENGESAND
POTENTIAL
R&D
NVIDIA GPU Technology Conference 2013 -S3348
30￿PHOTOMETRIC
BASED
ILLUMINATIONAND
READABILITY
& L
EGIBILITY
ANALYSIS
T
OOLS
IN
REAL
-T
IME
This is not only about optical, physics-based accurate rendering. This is most
about real-time engineering analysis, involving Human Factors and Certification.
Beyond style and visual comfort, this is essential for cabin/cockpit illumination
analysis of awareness, emergency and evacuation scenarios.
RTT-
BASED
LIVE
CABIN
CONFIGURATION
DEMO
NVIDIA GPU Technology Conference 2013 -S3348
31
G450 AFT G
ALLEY
-S
ELECT