s3348 -real -time visual simulationfor...
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S3348 - REAL-TIME VISUAL SIMULATION FOR
CABIN CONFIGURATION AND EXTERIOR MARKING
AT GULFSTREAM AEROSPACE CO.
FERNANDO TOLEDO
FINAL PHASE ENGINEERING
NVIDIA GPU TECHNOLOGY CONFERENCE 2013
MARCH 18-21 | SAN JOSE, CALIFORNIA
GENERAL DYNAMICS – $31.5B IN 2012
NVIDIA GPU Technology Conference 2013 - S33482
GULFSTREAM AEROSPACE BUSINESS AND STRATEGY
NVIDIA GPU Technology Conference 2013 - S33483
GULFSTREAM AEROSPACE PRODUCT LINE
NVIDIA GPU Technology Conference 2013 - S33484
G150, G280 range with 4 passengers / G450 – G650 range with 8 passengersG150/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 LARGE AND ULTRA-LARGE CABIN
G450 AFT GALLEY G550 FWD GALLEY - TAILORED
G650 FWD GALLEY CREW
G650 GALLEY G650 LAVATORY
NVIDIA GPU Technology Conference 2013 - S33485
SELECT, TAILORED & CUSTOM 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 - S33486
REAL-TIME CABIN SIMULATION AT GAC
� REAL-TIME VS. INTERACTIVE
� WHAT’S REAL-TIME SIMULATION?
• 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?
� AT GAC WE AIM CABIN CONFIGURATION SIMULATIONS TO RUN AT 20 F/S
� WHERE ARE THE CONSTRAINTS?
• 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…
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NVIDIA GPU Technology Conference 2013 - S33487
3D PLM ENVIRONMENT FOR 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 - S33488
Conception
CAID NURBS G3
Engineering
CAD Clean-Up
NURBS G1
Sales
CAID Polygonal
Client
GAC Finish Material Library
SIMULATION DATABASE CONTRIBUTORS
Engineering
CAD
SOLID
Manufacturing
CABIN CONFIGURATION
SIMULATION DATABASE
Engineering
CAD
Kinematics
Vendor
CAD
SOLID
ActualDigital Cabin
Representation
NVIDIA GPU Technology Conference 2013 - S33489
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 DATABASE PREPARATION
Parts &
Assemblies
Whole
Cabin
Geometry
Process
NVIDIA GPU Technology Conference 2013 - S334810
ENGINEERING DATA PREPARATION: CLEAN-UP
� 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) Removal After Hole(s) Removal
NVIDIA GPU Technology Conference 2013 - S334811
ENGINEERING DATA 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 - S334812
ENGINEERING DATA PREPARATION: NURBS EXTRACTION
FWD GALLEY
MASSIVE POLYGONAL REDUCTION
NVIDIA GPU Technology Conference 2013 - S334813
� 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 DATA PREPARATION: NURBS EXTRACTION
NVIDIA GPU Technology Conference 2013 - S334814
G650 FWD GALLEY CREW
G650 FWD GALLEY CREW
RT VISUAL 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 CgFX Shaders; 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 - S334815
RT VISUAL SIMULATION SOFTWARE PLATFORM
� SOME DESIRABLE FEATURES:
� PERFORMANCE, BEHAVIORAL AND VR CHARACTERISTICS
• 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’s TrackD, 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 - S334816
3D REAL-TIME CABIN CONFIGURATOR SIMULATION - 1
� GAC LARGE AND ULTRA-LARGE 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 - S334817
G650 FLOOR PLAN VARIATIONUNIVERSAL HALLMARK
3D REAL-TIME CABIN CONFIGURATOR SIMULATION - 2
NVIDIA GPU Technology Conference 2013 - S334818
GEOMETRY VARIATION
FINISH MATERIAL VARIATION
3D REAL-TIME CABIN CONFIGURATOR SIMULATION - 3
NVIDIA GPU Technology Conference 2013 - S334819
ACCURATE VIRTUAL PROTOTYPING CABIN DEFINITION
3D REAL-TIME CABIN CONFIGURATOR SIMULATION - 4
GAC RECONFIGURATION CAVE
NVIDIA GPU Technology Conference 2013 - S334820
• CAVE 4 –WALL (FRONT, BOTTOM, LEFT AND
RIGHT PROJECTION)
• DRIVEN BY NVIDIA QUADROPLEX 7000‘S
• OPTICAL TRACKING SYSTEM (HEAD AND
WAND/JOYSTICK)
• MIDDLEWARE MECHDYNE TRACKD
3D REAL-TIME COCKPIT VISUAL SIMULATION
GAC RECONFIGURATION CAVE
NVIDIA GPU Technology Conference 2013 - S334821
G650 COCKPIT
GAC CAVE
3D REAL-TIME EXTERIOR MARKING SIMULATION
� TWO METHODS, TWO DIFFERENT
REQUIREMENTS
� B-SPLINE PROJECTION ON NURBS LOFTING
BEFORE IMPORTATION ON REAL-TIME
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 MAPPING
EDITOR INSIDE REAL-TIME 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 - S334822
G650 EXTERNAL LOFTING
REAL-TIME CABIN CONFIGURATOR FOR MAC OS*
GULFSTREAM INTRODUCED DESIGNBOOK AT NBAA 2012 SHOW
NVIDIA GPU Technology Conference 2013 - S334823
G650 COCKPIT
� Based on RTT DeltaGen’s
off-line rendering using
mixed database (DS CATIA
V5 and AutoDESK Maya).
� 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 STEPS IN DEFINING SIMULATION - 1
NVIDIA GPU Technology Conference 2013 - S334824
• PROPER SET OF HIERARCHICAL TREE FOR OCCLUSION
CULLING
• PROPER SET OF HIERARCHICAL TREE FOR KINEMATICS
• PROPER SET OF LAYOUT VARIATION
• PROPER SET OF OPENGL LIGHT PLACEMENT
(UNTIL 8 LIGHTS PER TREE’S BRANCH)
12
34
5
67
SOME IMPORTANT STEPS IN DEFINING SIMULATION - 2
NVIDIA GPU Technology Conference 2013 - S334825
2Y
2X
X, Y ARE INTEGERS
• PROPER UV TEXTURE MAP AND SHADOW MAP DEFINITION FOR ALL PARTS
• TEXTURING: VIDEO MEMORY VS. RESOLUTION OR QUALITY VS. PERFORMANCE
SOME IMPORTANT STEPS IN DEFINING SIMULATION - 3
NVIDIA GPU Technology Conference 2013 - S334826
• COMPOSE SIMPLE KINEMATICS TO CREATE COMPLEX ONES
• IMPORT KINEMATICS FROM CAD/CAID WHENEVER AVAILABLE
• DO YOU WANT IT FRAME-RATE BASED OR TIME BASED?
SOME IMPORTANT STEPS IN DEFINING SIMULATION - 4
NVIDIA GPU Technology Conference 2013 - S334827
USE BEHAVIORAL SCRIPTING IF AVAILABLE AND THEN CREATE YOUR OWN CUSTOMIZED LIBRARY
TECHNICAL CHALLENGES AND POTENTIAL R&D
NVIDIA GPU Technology Conference 2013 - S334828
�SURFACE EXTRACTION PROCESS OF ENGINEERING SOLID MODELS
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 CHALLENGES AND POTENTIAL R&D
NVIDIA GPU Technology Conference 2013 - S334829
�BETTER TESSELLATION AND TOPOLOGY CONTROL
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, � �
�SURFACE AREA LIGHT
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 CHALLENGES AND POTENTIAL R&D
NVIDIA GPU Technology Conference 2013 - S334830
� PHOTOMETRIC BASED ILLUMINATION AND READABILITY & LEGIBILITY ANALYSIS TOOLS
IN REAL-TIME
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 - S334831
G450 AFT GALLEY - SELECT