The ALICE Collaboration at CERN developed a 3D visualisation tool capable of displaying a representation of collected collision data (particle trajectories, clusters and calorimeter towers) called ...the Event Display. The Event Display is constantly running in the ALICE Run Control Center as part of the Quality Assurance system, providing the monitoring personnel with visual cues about possible problems of both hardware and software components during periods of data gathering. In the software, particle trajectories (which are curved due to the presence of a magnetic field inside the detector) are generated from the physical parameters of detected particles, such as electrical charge and momentum. Previously this process in the Event Display used a uniform, constant magnetic field for these calculations, which differs from the spatial variations of the real magnetic field and does not model one of the two magnets used in the detector. Recently, a detailed model of the ALICE magnetic field was made available as a shader program for execution on the GPU. In this work we attempt to implement the reconstruction algorithm in a shader form as well, allowing us to combine it with the detailed model to create a full solution for rendering trajectories from collision event data directly on the GPU. This approach has several possible advantages, such as better performance and the ability to alter the magnetic field properties in real time. This was not previously done for ALICE and as such could be used in the future to upgrade the Event Display.
Real-Time rendering is the technique which allows us to have graphical applications in our everyday life, whether it is a 3D game or a tool with graphical user interface. Nowadays graphics rendering ...is handled by the GPU (Graphics Processing Unit) in our device. There are many layers of abstraction above the programming of GPUs through libraries and graphics engines, though the most low-level way of accessing a GPU in user-mode applications is using a Graphics API. Due to the need of high performance and low-level capabilities usually these APIs are used from C or C++, but we realized the need to utilize these APIs in higher level languages as well.
In our approach we're using the .NET C# language for developing multi-platform real-time graphical applications instead of the C or C++ languages. Using the modern .NET environment, we're able to use Graphics APIs for rendering onto common .NET UI Frameworks while consuming all our previously implemented C# libraries and .NET technologies in the same application. To maintain compatibility with multiple platforms we're developing a library system allowing the use different Graphics APIs from the same C# source-code. The library system contains a Graphics API abstraction layer with multiple Graphics API implementations of this layer in C# and a C# to shader language compiler for cross-API shader development in C#.
In this paper, we're proposing our considerations for implementing a library to be able to use the Vulkan and OpenGL APIs through a single C# codebase. We provide solutions for multi-platform rendering and dealing with the low-level challenges of using the two deeply different APIs, while maintaining performance capable to do real-time rendering.
Об’єктом дослідження є програмно-апаратний комплекс для керування модульними маніпуляторами дає можливість застосування даного виду пристроїв в різних галузях виробництва від зборки компонентів ...друкованих плат до операцій зварювання та переносу, в залежності від використаних при побудові робота компонентів. Програмний комплекс надаватиме можливість незалежно від мети використання налагоджувати роботу будь якого пристрою.Задача досліджень полягає в розробці програмного забезпечення керування модульними маніпуляторами.Рішення вказаної задачі досягається тим, що розроблений програмний комплекс застосовується для моделювання та імітації роботи маніпуляторів будь-якої конструкції та призначення. Метою роботи є створення, систематизація та вдосконалення методів моделювання маніпуляторів.
Бібл. 12, іл. 2
Various 3D graphics outputs are increasingly required in the field of safety-critical applications including military, avionics, aerospace, and medical applications. In this paper, we present a ...graphics device driver implementation of OpenGL SC (Open Graphics Library – Safety Critical) 2.0.1, a 3D graphics standard specification that reflects the needs of the safety-critical field. OpenGL SC 2.0.1 was newly announced in 2019, and only a few limited number of implementation cases have been reported so far. In this paper, to increase its own portability, we designed to only use some functions of DRM (direct rendering manager) in a general Linux environment, while various test results were confirmed targeting specific GPUs, in our case, Intel HD630 GPU. The implementation results can be used to implement 3D graphics terminals in the military and aviation fields.
Automated testing of graphics shader compilers Donaldson, Alastair F.; Evrard, Hugues; Lascu, Andrei ...
Proceedings of ACM on programming languages,
10/2017, Volume:
1, Issue:
OOPSLA
Journal Article
Peer reviewed
Open access
We present an automated technique for finding defects in compilers for graphics shading languages. key challenge in compiler testing is the lack of an oracle that classifies an output as correct or ...incorrect; this is particularly pertinent in graphics shader compilers where the output is a rendered image that is typically under-specified. Our method builds on recent successful techniques for compiler validation based on metamorphic testing, and leverages existing high-value graphics shaders to create sets of transformed shaders that should be semantically equivalent. Rendering mismatches are then indicative of shader compilation bugs. Deviant shaders are automatically minimized to identify, in each case, a minimal change to an original high-value shader that induces a shader compiler bug. We have implemented the approach as a tool, GLFuzz, targeting the OpenGL shading language, GLSL. Our experiments over a set of 17 GPU and driver configurations, spanning the main 7 GPU designers, have led to us finding and reporting more than 60 distinct bugs, covering all tested configurations. As well as defective rendering, these issues identify security-critical vulnerabilities that affect WebGL, including a significant remote information leak security bug where a malicious web page can capture the contents of other browser tabs, and a bug whereby visiting a malicious web page can lead to a ``blue screen of death'' under Windows 10. Our findings show that shader compiler defects are prevalent, and that metamorphic testing provides an effective means for detecting them automatically.
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•Most of the past and present work on GPU accelerated medical imaging is reviewed.•Basic operations, common algorithms and modality specific applications are included.•Registration ...and segmentation algorithms and the CT modality dominate the GPU usage.•The number of publications has clearly increased since the release of CUDA.•Future possibilities and challenges of GPU-based medical imaging are discussed.
Graphics processing units (GPUs) are used today in a wide range of applications, mainly because they can dramatically accelerate parallel computing, are affordable and energy efficient. In the field of medical imaging, GPUs are in some cases crucial for enabling practical use of computationally demanding algorithms. This review presents the past and present work on GPU accelerated medical image processing, and is meant to serve as an overview and introduction to existing GPU implementations. The review covers GPU acceleration of basic image processing operations (filtering, interpolation, histogram estimation and distance transforms), the most commonly used algorithms in medical imaging (image registration, image segmentation and image denoising) and algorithms that are specific to individual modalities (CT, PET, SPECT, MRI, fMRI, DTI, ultrasound, optical imaging and microscopy). The review ends by highlighting some future possibilities and challenges.
•In this paper, the force-displacement, stress relaxation and creep data of the soft tissue model were compared with those of the real soft tissue.•The data of the model are within the range of ...measured values, and the model has a accuracy and validity which is superior to the empirical particle-spring model.•The frame rate in this paper is much higher than the frame rate required for real-time performance, which verifies the real-time performance of the system.
Force haptic reappearance technology is considered to be one of the top ten technologies that can change human life in the future. It has broad application prospects and market demand. Most of the existing medical robots, especially the remote diagnosis and treatment robots, lack haptic feedback, or the calculation of feedback force is insufficient. Haptic reappearance technology is an effective method to solve the problem of haptic presence and improve the practicability of medical robot.
The ultimate goal of the force haptic reappearance system is to let the operator feel the haptic feedback when interacting with the soft tissue model in the virtual environment in real time. Haptic device is the necessary condition to realize force haptic reappearance, and it is an essential part of the system. Its important role is to introduce the external force imposed by the operator into the virtual environment, and let the operator feel the force in the virtual environment, which effectively guarantees the operator's sense of reality and immersion when interacting with the virtual environment.
Therefore, starting with the key technology of force and haptic reappearance system, this paper studies the construction of force and haptic reappearance system. Soft tissue surface model is drawn by OpenGL, and hand model is drawn by 3Ds Max. The haptic reappearance and visual feedback of soft tissue model of hand palpation are realized. The quality of feedback is evaluated. The haptic reappearance is stable and realistic, and the visual feedback is smooth. This indicates that the system has a certain application value and is worth to promote to the public.
OpenGL SC (OpenGL for Safety Critical) is the safety-critical variation of the famous OpenGL 3D graphics library. The latest version of OpenGL SC was on release in the year of 2016, as the OpenGL SC ...2.0. To provide the full features of this new standard, we need its new implementations. As the first step, we here present the way of emulating it over the widely used desktop OpenGL. It is the first literature on the implementation of the new graphics standard, at least to the best of our knowledge. We present the detailed analysis and design of the emulator.