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Dive into the research topics where Christian Lauterbach is active.

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Featured researches published by Christian Lauterbach.


Computer Graphics Forum | 2009

Fast BVH Construction on GPUs

Christian Lauterbach; Michael Garland; Shubhabrata Sengupta; David Luebke; Dinesh Manocha

We present two novel parallel algorithms for rapidly constructing bounding volume hierarchies on manycore GPUs. The first uses a linear ordering derived from spatial Morton codes to build hierarchies extremely quickly and with high parallel scalability. The second is a top‐down approach that uses the surface area heuristic (SAH) to build hierarchies optimized for fast ray tracing. Both algorithms are combined into a hybrid algorithm that removes existing bottlenecks in the algorithm for GPU construction performance and scalability leading to significantly decreased build time. The resulting hierarchies are close in to optimized SAH hierarchies, but the construction process is substantially faster, leading to a significant net benefit when both construction and traversal cost are accounted for. Our preliminary results show that current GPU architectures can compete with CPU implementations of hierarchy construction running on multicore systems. In practice, we can construct hierarchies of models with up to several million triangles and use them for fast ray tracing or other applications.


2006 IEEE Symposium on Interactive Ray Tracing | 2006

RT-DEFORM: Interactive Ray Tracing of Dynamic Scenes using BVHs

Christian Lauterbach; Sung-Eui Yoon; David Tuft; Dinesh Manocha

We present an efficient approach for interactive ray tracing of deformable or animated models. Unlike many of the recent approaches for ray tracing static scenes, we use bounding volume hierarchies (BVHs) instead of kd-trees as the underlying acceleration structure. Our algorithm makes no assumptions about the simulation or the motion of objects in the scene and dynamically updates or recomputes the BVHs. We also describe a method to detect BVH quality degradation during the simulation in order to determine when the hierarchy needs to be rebuilt. Furthermore, we show that the ray coherence techniques introduced for kd-trees can be naturally extended to BVHs and yield similar improvements. Finally, we compare BVHs to spatial kd-trees, which have been used recently as a replacement for AABB hierarchies. Our algorithm has been applied to different scenarios arising in animation and simulation and consisting of tens of thousands to a million triangles. In practice, our system can ray trace these models at 3-13 frames a second on a desktop PC including secondary rays


Computer Graphics Forum | 2010

gProximity: Hierarchical GPU‐based Operations for Collision and Distance Queries

Christian Lauterbach; Qi Mo; Dinesh Manocha

We present novel parallel algorithms for collision detection and separation distance computation for rigid and deformable models that exploit the computational capabilities of many‐core GPUs. Our approach uses thread and data parallelism to perform fast hierarchy construction, updating, and traversal using tight‐fitting bounding volumes such as oriented bounding boxes (OBB) and rectangular swept spheres (RSS). We also describe efficient algorithms to compute a linear bounding volume hierarchy (LBVH) and update them using refitting methods. Moreover, we show that tight‐fitting bounding volume hierarchies offer improved performance on GPU‐like throughput architectures. We use our algorithms to perform discrete and continuous collision detection including self‐collisions, as well as separation distance computation between non‐overlapping models. In practice, our approach (gProximity) can perform these queries in a few milliseconds on a PC with NVIDIA GTX 285 card on models composed of tens or hundreds of thousands of triangles used in cloth simulation, surgical simulation, virtual prototyping and N‐body simulation. Moreover, we observe more than an order of magnitude performance improvement over prior GPU‐based algorithms.


IEEE Transactions on Visualization and Computer Graphics | 2008

AD-Frustum: Adaptive Frustum Tracing for Interactive Sound Propagation

Anish Chandak; Christian Lauterbach; Micah Taylor; Zhimin Ren; Dinesh Manocha

We present an interactive algorithm to compute sound propagation paths for transmission, specular reflection and edge diffraction in complex scenes. Our formulation uses an adaptive frustum representation that is automatically sub-divided to accurately compute intersections with the scene primitives. We describe a simple and fast algorithm to approximate the visible surface for each frustum and generate new frusta based on specular reflection and edge diffraction. Our approach is applicable to all triangulated models and we demonstrate its performance on architectural and outdoor models with tens or hundreds of thousands of triangles and moving objects. In practice, our algorithm can perform geometric sound propagation in complex scenes at 4-20 frames per second on a multi-core PC.


IEEE Transactions on Visualization and Computer Graphics | 2011

Memory-Scalable GPU Spatial Hierarchy Construction

Qiming Hou; Xin Sun; Kun Zhou; Christian Lauterbach; Dinesh Manocha

Recent GPU algorithms for constructing spatial hierarchies have achieved promising performance for moderately complex models by using the breadth-first search (BFS) construction order. While being able to exploit the massive parallelism on the GPU, the BFS order also consumes excessive GPU memory, which becomes a serious issue for interactive applications involving very complex models with more than a few million triangles. In this paper, we propose to use the partial breadth-first search (PBFS) construction order to control memory consumption while maximizing performance. We apply the PBFS order to two hierarchy construction algorithms. The first algorithm is for kd-trees that automatically balances between the level of parallelism and intermediate memory usage. With PBFS, peak memory consumption during construction can be efficiently controlled without costly CPU-GPU data transfer. We also develop memory allocation strategies to effectively limit memory fragmentation. The resulting algorithm scales well with GPU memory and constructs kd-trees of models with millions of triangles at interactive rates on GPUs with 1 GB memory. Compared with existing algorithms, our algorithm is an order of magnitude more scalable for a given GPU memory bound. The second algorithm is for out-of-core bounding volume hierarchy (BVH) construction for very large scenes based on the PBFS construction order. At each iteration, all constructed nodes are dumped to the CPU memory, and the GPU memory is freed for the next iterations use. In this way, the algorithm is able to build trees that are too large to be stored in the GPU memory. Experiments show that our algorithm can construct BVHs for scenes with up to 20 M triangles, several times larger than previous GPU algorithms.


IEEE Transactions on Visualization and Computer Graphics | 2007

Interactive sound rendering in complex and dynamic scenes using frustum tracing

Christian Lauterbach; Anish Chandak; Dinesh Manocha

We present a new approach for real-time sound rendering in complex, virtual scenes with dynamic sources and objects. Our approach combines the efficiency of interactive ray tracing with the accuracy of tracing a volumetric representation. We use a four-sided convex frustum and perform clipping and intersection tests using ray packet tracing. A simple and efficient formulation is used to compute secondary frusta and perform hierarchical traversal. We demonstrate the performance of our algorithm in an interactive system for complex environments and architectural models with tens or hundreds of thousands of triangles. Our algorithm can perform real-time simulation and rendering on a high-end PC.


eurographics | 2008

ReduceM: interactive and memory efficient ray tracing of large models

Christian Lauterbach; Sung-Eui Yoon; Ming Tang; Dinesh Manocha

We present a novel representation and algorithm, ReduceM, for memory efficient ray tracing of large scenes. ReduceM exploits the connectivity between triangles in a mesh and decomposes the model into triangle strips. We also describe a new stripification algorithm, Strip‐RT, that can generate long strips with high spatial coherence. Our approach uses a two‐level traversal algorithm for ray‐primitive intersection. In practice, ReduceM can significantly reduce the storage overhead and ray trace massive models with hundreds of millions of triangles at interactive rates on desktop PCs with 4‐8GB of main memory.


IEEE Transactions on Visualization and Computer Graphics | 2012

Guided Multiview Ray Tracing for Fast Auralization

Micah Taylor; Anish Chandak; Qi Mo; Christian Lauterbach; Carl Schissler; Dinesh Manocha

We present a novel method for tuning geometric acoustic simulations based on ray tracing. Our formulation computes sound propagation paths from source to receiver and exploits the independence of visibility tests and validation tests to dynamically guide the simulation to high accuracy and performance. Our method makes no assumptions of scene layout and can account for moving sources, receivers, and geometry. We combine our guidance algorithm with a fast GPU sound propagation system for interactive simulation. Our implementation efficiently computes early specular paths and first order diffraction with a multiview tracing algorithm. We couple our propagation simulation with an audio output system supporting a high order interpolation scheme that accounts for attenuation, cross fading, and delay. The resulting system can render acoustic spaces composed of thousands of triangles interactively.


intelligent robots and systems | 2010

Efficient nearest-neighbor computation for GPU-based motion planning

Jia Pan; Christian Lauterbach; Dinesh Manocha

We present a novel k-nearest neighbor search algorithm (KNNS) for proximity computation in motion planning algorithm that exploits the computational capabilities of many-core GPUs. Our approach uses locality sensitive hashing and cuckoo hashing to construct an efficient KNNS algorithm that has linear space and time complexity and exploits the multiple cores and data parallelism effectively. In practice, we see magnitude improvement in speed and scalability over prior GPU-based KNNS algorithm. On some benchmarks, our KNNS algorithm improves the performance of overall planner by 20–40 times for CPU-based planner and up to 2 times for GPU-based planner.


international conference on computer graphics and interactive techniques | 2007

Ray-Strips: A Compact Mesh Representation for Interactive Ray Tracing

Christian Lauterbach; Sung-Eui Yoon; Dinesh Manocha

We present a novel hierarchical representation, ray-strips, for interactive ray tracing of complex triangle meshes. Prior optimized algorithms for ray tracing explicitly store each triangle in the input model. Instead, a ray-strip takes advantage of mesh connectivity for compact storage, efficient traversal and ray intersections. As a result, we considerably reduce the memory overhead of the original model and the hierarchical representation. We also present efficient algorithms for single ray and ray packet traversal using ray-strips. Furthermore, we demonstrate that our representation can utilize the SIMD capabilities of current CPUs for incoherent ray packets and single rays. We show the benefit of ray-strips on models with tens of thousands to tens of millions of triangles. In practice, our approach can reduce the storage overhead of interactive ray tracing algorithms by up to five times compared to standard approaches. Moreover, we improve the runtime performance of ray tracing on large models.

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Dinesh Manocha

University of North Carolina at Chapel Hill

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Anish Chandak

University of North Carolina at Chapel Hill

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Micah Taylor

University of North Carolina at Chapel Hill

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Qi Mo

University of North Carolina at Chapel Hill

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Carl Schissler

University of North Carolina at Chapel Hill

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Ming C. Lin

University of North Carolina at Chapel Hill

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Zhimin Ren

University of North Carolina at Chapel Hill

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Jia Pan

City University of Hong Kong

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