The invention relates generally to a computer apparatus and a data processing method and apparatus in which the intersections between two or more geometric objects, as well as self-intersections in one geometric object, are determined. More particularly, the invention relates to a computer apparatus and a data processing method which may be employed with advantage in computer aided design, computer aided manufacturing, rapid prototyping, finite element pre-processing, computer animation and other applications where correct intersections between geometric objects are to be determined rapidly.
In this text, the phrase “intersections for geometric objects” is defined as comprising as well “intersections between two or more geometric objects” as “self-intersections in one and the same geometric object”. Further, the phrase “tessellated representation” is defined as comprising both the mathematically defined “tessellated representation” and “triangulation representation”, and the phrase “tessellation” is defined as comprising both the mathematically defined “tesselation” and “general triangulations”.
Within CAD (Computer-Aided Design) and other product development oriented applications it is a common practice in prior art to use only programs executed on the CPU (Central Processor Unit) to calculate intersections between geometric objects. A number of approaches exist that give more or less guarantee of the quality of the intersection calculated. However, for collision culling in graphics applications the use of GPUs (Graphics Processor Unit) is proposed in “Fast Collision Culling using Graphics Processors, UNC-CH Technical Report, January 2004” by Naga Govindaraju, Ming C. Lin and Dinesh Manocha.
Although the innovation is not limited to CAD, we will describe the mathematics behind the innovation in CAD-related terms. In CAD the surfaces can be
A great challenge within CAD is to make high quality models. In such models, fast high quality intersection calculations are necessary to enable efficient design of high quality CAD-models. While the intersection of two planar surfaces is simple to evaluate, the intersection of two NURBS surfaces p(s,t), (s,t)εΩ1. and r(u,v), (u,v)εΩ2 is a major challenge.
As an example, let both surfaces be bi-cubic, e.g. of degree 3 in both parametric variables. The intersection problem p(s,t)=r(u,v) is the problem of solving 3 polynomial equations in four variables, with the polynomial degree in each variable being 3. Let us assume that we find the exact implicit representation q(x,y,z)=0 of a polynomial segment of the surface r(u,v), (u,v)εΩ2. When r(u,v) is bicubic, this implicit equation has total degree 18. Combining the parametric representation of one surface with the exact implicit representation of the other surface q(p(s,t),)=0 reduces the number of unknowns to two. However, the resulting problem is now to find the zero set of a polynomial equation in two variables with polynomial degree in both variables being 54. Thus the intersection problem encountered in CAD is in general a very challenging problem.
Over the years, many approaches have been followed to calculate intersections between CAD-type surfaces. In general, the more computations you can afford, the higher the quality of the intersection will be. Stream processors offer high computational performance. Graphics cards (GPUs) have a stream processor type architecture. The rapid growth in the computational performance of graphics cards experienced from 2003 opens up the possibility to use these as a computational resource in intersection algorithms. A graphics card used as a stream processor in intersection calculations offers high volume computations with a low cost. Thus, combining one or more CPUs and one or more GPUs in intersection calculations has the potential to significantly increase the available computational power, and thus the quality of intersection calculations.
The publication “The Ray Engine”, Graphics Hardware 2002, Sep. 1-2. 2002, Saarbrücken, Germany, The Eurographics Association, 2002, by Nathan A. Carr et al, discloses a computer system for estimating intersections between rays and triangles, to provide information regarding ray intersection points closest to the “camera” from which the rays emanate. A cooperation between GPU and CPU is described, however the GPU provides only such intersection points as just mentioned, and is not able to provide more complex topology information.
The simplest approach for the intersection of geometric objects is to approximate both surfaces with triangulations and intersect these triangulations. Another fairly simple approach is lattice evaluation where a lattice of curves is calculated over both surfaces and the lattice of curves from each surface is intersected with the other surface. The points identified can be used for tracing out intersection curves on which the points lie. For both these methods, the intersection calculated is a conjecture of the actual intersection, not a proved calculation.
For certain classes of low degree algebraic representations, explicit representations of the intersection topology and geometry exist. However, for the intersection of general algebraic or parametric surfaces, no such explicit representations exist.
Homotophy continuation is an approach where a known problem is solved and then the problem is modified gradually to a more complex problem. During the modification the solution is monitored. Intersection algorithms exist based on this approach.
Recursive methods use a divide and conquer strategy. If the problem is too complex for determining the topology of the intersection, the problem is split into sub-problems, the idea being that the sub-problems are simpler to solve than the original problem. However, in this approach care must be taken to ensure that the sub-problems are simpler. If care is not taken a problem can become more complex after subdivision. The subdivision approach can ensure that all intersections are found within specified tolerances when run on a normal CPU. However, recursive methods are computationally expensive.
Marching methods are used in surface/surface intersections. It is a method where we start from a point on the solution and then search for new points on the intersection close to the current point. When singular points are reached, points where the surface normal vanishes, problems occur when deciding how to continue the search. Marching methods can use start points generated e.g. by lattice evaluation or recursive subdivision. A marching method has no guarantee that the complete intersection configuration is found.
Bi-section methods are closely related to marching methods. In the case of a bi-section method two or more points on an intersection curve are given, and new points are calculated in between. The process can be repeated until all curve segments are a satisfactory approximation of the true intersection curves. If two adjacent points do not belong to the same intersection curve branch, the bisection will not converge. Detecting the lack of convergence can be used for detecting when a conjecture or proposed intersection curve is a misinterpretation of a situation with multiple intersection branches.
Within Computer Aided Design low quality calculation of intersections results in low quality CAD-models. Lattice evaluation methods are in general faster than recursive methods. However, lattice evaluation can not detect singular intersection points and might miss intersection branches. Recursive methods are slower since they search for a guaranteed solution within specified tolerance.
Accordingly there is a need for fast calculations of guaranteed intersection results.
Briefly, and in general terms, the present invention provides improvements in intersection calculations and apparatus whereby data processing speed can be increased substantially and the quality guaranteed within specified tolerances.
More particularly, by way of example and not necessarily by way of limitation, the present invention provides an organization of the intersection process to be performed on at least one CPU initiating computational intensive tasks on at least one stream processor. In cases when the calculation results from the at least one stream processor creates a conjecture, the CPUs are used for evaluating the correctness of the calculation. In cases when the stream processors return verified information, the information can be used directly in the part of the intersection process controlled and executed on the CPUs and possibly also for launching new computation intensive tasks to be performed by the stream processors. In other words, the present innovation provides an intersection calculation process that provides the use of at least one CPU and at least one stream processor, using the computational power of the stream processors to perform computer intensive tasks such as generating a conjecture of the topology and geometry of the intersection, and then using this conjecture as a guide through a verification process. In case the conjecture is not valid within the tolerances specified, the information from the conjecture is used to guide the process of improving the conjecture and verifying that the result is valid within the tolerances specified. This improvement process can combine the use of the CPUs and the stream processors, and has possibly multiple repetitions. The approach also opens up the possibility to use the computational power of the stream processors to detect spatial separation of geometric objects or their normal sets, or to make verified approximations to the extent of the normal sets or the spatial extent.
Hence, the present invention satisfies a long existing need for enhanced intersection calculations at increased processing speed. The present invention clearly fulfils these needs.
Hence, in a first aspect of the present invention there is provided a computer apparatus for determining and finding a geometric representation of intersection topology for geometric objects that are described using any of parametric representation, algebraic representation and tessellated representation, the computer apparatus comprising at least one central processor unit (CPU) operative to perform portions of an intersection algorithm, initialize sub-algorithms thereof, control the sub-algorithms and to process a conjecture for an intersection calculation result, wherein the computer apparatus further comprises at least one stream processor unit (SPU) operative to receive subparts of the intersection algorithm from the at least one CPU and to execute the sub-algorithms of the intersection algorithm, resulting in information necessary to establish the conjecture, and to return the information to the at least one CPU.
Preferable and favourable embodiments of the computer apparatus of the present invention appear from the appended dependent claims 2-6.
In a second aspect of the present invention there is provided a method for determining and finding, in a computer apparatus comprising at least one central processor unit (CPU), a geometric representation of intersection topology for geometric objects that are described using any of parametric representation, algebraic representation and tessellated representation, the method comprising
Preferable and favourable embodiments of the invention appear from the appended dependent claims.
These and other objectives and advantages of the invention will become apparent from the following more detailed description, when taken in conjunction with the accompanying drawings of illustrative embodiments.
One typical example of a prior art intersection algorithm is the division of the intersection calculation into a topology phase that detects points on candidate curves e.g. by lattice evaluation followed by a marching or bi-section of candidate curves.
Another example is a first step using recursive subdivision to detect the intersection topology, and a subsequent step refining the detected curves by either bi-section or marching.
The invention has two main components:
In the above described apparatus, among sub-processes that can run either on the one or more CPUs or one or more stream processors are:
The preferred selection for implementation is a standard PC running e.g. Windows, Linux or other operating systems with one or more stream type processor, preferably GPU(s). However, the invention is aimed at any CPU and stream processor configuration on any operating system. Concerning GPUs, the preferred selection is currently one or more graphics cards with one or more GPUs. However, the idea is not limited to graphics cards. It should be noted that the one or more CPUs and the one or more stream processors can use different floating point precisions. The algorithms in the one or more CPUs will typically be using 64 bit floating point representation, while the algorithms on the one or more GPUs will typically use 32 bit floating point representation.
In
Example: Separation of Objects Using One or More GPUs, Example for NURBS surface
We assume that two untrimmed NURBS surfaces are to be intersected. An example is the implementation of the intersection on the combination of one or more CPUs and one or more GPUs. The algorithm uses occlusion culling and a number of predefined viewing directions. In the occlusion testing one alternative is to use the convex hull of Bezier subpatches when performing the occlusion testing, another alternative is to use SLEVEs. The mathematics of SLEVEs can be found in “J. Peters, Mid-structures of Subdividable Linear Efficient Function Enclosures Linking Curved and Linear Geometry”, in Proceedings of SIAM conference, Seattle, November 2003, Nashboro Press, 2004. Combinations of these two approaches can be used as well. In
Checking for Overlap of Two NURBS Surfaces (Surface_A and Surface_B)
In this example we make the normal fields for both surfaces and represent these as rational Bezier patches. These Bezier patches can be subdivided to a required level of detail. For each such sub patch we will have control points that are projected to 3D and that can be displayed as a grid of points. Now given one such normal field Bezier sub patch Sub A from Surf_A, and similarly Sub_B from Surf_B. We want to compare all combinations of three control points from Sub_A with all combinations of three controls from Sub_B. It is not sufficient to just compare the triangles, thus we choose to extend the triangles to volumes.
In 3D the extension is as follows:
The original volume and the mirrored version we call the mirrored extended triangles.
We assume that two untrimmed NURBS surfaces are to be tested for overlap of normals. An example of the implementation of the algorithm on the combination of at least one CPU and a GPU:
Checking for Overlap of Normal Fields Two B-Splines Surfaces (Surface_A and Surface_B)
The normal field of a tangent continuous surface has to span an angle larger than π for the surface to be able to turn back on itself and thus possibly self-intersect. The self-intersection can be of two types:
By dividing the NURBS surface into small subsurfaces and analyze the surface normal behaviour of the separate sub-surfaces and the normal behaviour of adjacent sub-surfaces, it is possible to identify cases with non-vanishing surface normals. For a NURBS-surface p(u,v) a closed description can be generated for the surface normal by making the cross product n(u,v)=pu(u,v)×pv(u,v) of the two first order partial derivatives. It is straight forward to describe n(u,v) as a NURBS surface. For n(u,v) to vanish, either one of the vertices of n(u,v) has to vanish or the vertices has to span an angle greater than or equal to π.
To compare if a set of at least three normalized vectors span an angle less than π, we can check if all possible sums of any selection of two vectors from the set span less than π/2. In
To establish non-vanishing normal within a subpatch, the vertices of the normal field should span an angle less than π. To perform this test we:
To establish that normals of adjacent tangent continuous subpatches that are joined with continuous tangent plane span less than π, we use the fact that if both patches span less than π/2, then the composition of the two patches must span less than π. In the above test we identify patches that will span less than π/2.
Test for Possibility of Vanishing Normal in NURBS Surface
In the case where no possibilities of vanishing normals have been identified all self-intersections must touch a surface boundary. Thus the self-intersections can be traced by analyzing the interaction between the surface boundary and the surface. One challenge in this setting is that when a boundary element is intersected with the patch itself we will get coincidence if care is not taken. To take care of this one approach is to split the problem into two problems:
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