Dinesh Manocha
University of North Carolina at Chapel Hill
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Featured researches published by Dinesh Manocha.
international conference on computer graphics and interactive techniques | 1996
Stefan Gottschalk; Ming C. Lin; Dinesh Manocha
We present a data structure and an algorithm for efficient and exact interference detection amongst complex models undergoing rigid motion. The algorithm is applicable to all general polygonal models. It pre-computes a hierarchical representation of models using tight-fitting oriented bounding box trees (OBBTrees). At runtime, the algorithm traverses two such trees and tests for overlaps between oriented bounding boxes based on a separating axis theorem, which takes less than 200 operations in practice. It has been implemented and we compare its performance with other hierarchical data structures. In particular, it can robustly and accurately detect all the contacts between large complex geometries composed of hundreds of thousands of polygons at interactive rates. CR
international conference on computer graphics and interactive techniques | 1999
Kenneth E. Hoff; John Keyser; Ming C. Lin; Dinesh Manocha; Tim Culver
We present a new approach for computing generalized 2D and 3D Voronoi diagrams using interpolation-based polygon rasterization hardware. We compute a discrete Voronoi diagram by rendering a three dimensional distance mesh for each Voronoi site. The polygonal mesh is a bounded-error approximation of a (possibly) non-linear function of the distance between a site and a 2D planar grid of sample points. For each sample point, we compute the closest site and the distance to that site using polygon scan-conversion and the Z-buffer depth comparison. We construct distance meshes for points, line segments, polygons, polyhedra, curves, and curved surfaces in 2D and 3D. We generalize to weighted and farthest-site Voronoi diagrams, and present efficient techniques for computing the Voronoi boundaries, Voronoi neighbors, and the Delaunay triangulation of points. We also show how to adaptively refine the solution through a simple windowing operation. The algorithm has been implemented on SGI workstations and PCs using OpenGL, and applied to complex datasets. We demonstrate the application of our algorithm to fast motion planning in static and dynamic environments, selection in complex user-interfaces, and creation of dynamic mosaic effects. CR Categories: I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling; I.3.3 [Computer Graphics]: Picture/Image Generation. Additional
international conference on computer graphics and interactive techniques | 1996
Jonathan D. Cohen; Amitabh Varshney; Dinesh Manocha; Greg Turk; Hans Weber; Pankaj K. Agarwal; Frederick P. Brooks; William Wright
We propose the idea of simplification envelopes for generating a hierarchy of level-of-detail approximations for a given polygonal model. Our approach guarantees that all points of an approximation are within a user-specifiable distance from the original model and that all points of the original model are within a distance from the approximation. Simplificationenvelopes provide a general framework within which a large collection of existing simplification algorithms can run. We demonstrate this technique in conjunction with two algorithms, one local, the other global. The local algorithm provides a fast method for generating approximations to large input meshes (at least hundreds of thousands of triangles). The global algorithm provides the opportunity to avoid local “minima” and possibly achieve better simplifications as a result. Each approximation attempts to minimize the total number of polygons required to satisfy the above constraint. The key advantages of our approach are: General technique providing guaranteed error bounds for genus-preserving simplification Automation of both the simplification process and the selection of appropriate viewing distances Prevention of self-intersection Preservation of sharp features Allows variation of approximation distance across different portions of a model CR
14th International Symposium of Robotic Research, ISRR 2009 | 2011
Jur van den Berg; Stephen J. Guy; Ming C. Lin; Dinesh Manocha
In this paper, we present a formal approach to reciprocal n-body collision avoidance, where multiple mobile robots need to avoid collisions with each other while moving in a common workspace. In our formulation, each robot acts fully independently, and does not communicate with other robots. Based on the definition of velocity obstacles [5], we derive sufficient conditions for collision-free motion by reducing the problem to solving a low-dimensional linear program. We test our approach on several dense and complex simulation scenarios involving thousands of robots and compute collision-free actions for all of them in only a few milliseconds. To the best of our knowledge, this method is the first that can guarantee local collision-free motion for a large number of robots in a cluttered workspace.
international conference on management of data | 2006
Naga K. Govindaraju; Jim Gray; Ritesh Kumar; Dinesh Manocha
We present a novel external sorting algorithm using graphics processors (GPUs) on large databases composed of billions of records and wide keys. Our algorithm uses the data parallelism within a GPU along with task parallelism by scheduling some of the memory-intensive and compute-intensive threads on the GPU. Our new sorting architecture provides multiple memory interfaces on the same PC -- a fast and dedicated memory interface on the GPU along with the main memory interface for CPU computations. As a result, we achieve higher memory bandwidth as compared to CPU-based algorithms running on commodity PCs. Our approach takes into account the limited communication bandwidth between the CPU and the GPU, and reduces the data communication between the two processors. Our algorithm also improves the performance of disk transfers and achieves close to peak I/O performance. We have tested the performance of our algorithm on the SortBenchmark and applied it to large databases composed of a few hundred Gigabytes of data. Our results on a 3 GHz Pentium IV PC with
international conference on computer graphics and interactive techniques | 1997
Hansong Zhang; Dinesh Manocha; Thomas C. Hudson; Kenneth E. Hoff
300 NVIDIA 7800 GT GPU indicate a significant performance improvement over optimized CPU-based algorithms on high-end PCs with 3.6 GHz Dual Xeon processors. Our implementation is able to outperform the current high-end PennySort benchmark and results in a higher performance to price ratio. Overall, our results indicate that using a GPU as a co-processor can significantly improve the performance of sorting algorithms on large databases.
international conference on computer graphics and interactive techniques | 1998
Jonathan D. Cohen; Marc Olano; Dinesh Manocha
We present hierarchical occlusion maps (HOM) for visibility culling on complex models with high depth complexity. The culling algorithm uses an object space bounding volume hierarchy and a hierarchy of image space occlusion maps. Occlusion maps represent the aggregate of projections of the occluders onto the image plane. For each frame, the algorithm selects a small set of objects from the modelas occludersand renders them to form an initial occlusion map, from which a hierarchy of occlusion maps is built. The occlusion maps are used to cull away a portion of the model not visible from the current viewpoint. The algorithm is applicable to all models and makes no assumptions about the size, shape, or type of occluders. It supports approximate culling in which small holes in or among occluders can be ignored. The algorithm has been implemented on current graphics systems and has been applied to large models composed of hundreds of thousands of polygons. In practice, it achieves significant speedup in interactive walkthroughs of models with high depth complexity. CR
Computer Graphics Forum | 2009
Christian Lauterbach; Michael Garland; Shubhabrata Sengupta; David Luebke; Dinesh Manocha
We present a new algorithm for appearance-preserving simplification. Not only does it generate a low-polygon-count approximation of a model, but it also preserves the appearance. This is accomplished for a particular display resolution in the sense that we properly sample the surface position, curvature, and color attributes of the input surface. We convert the input surface to a representation that decouples the sampling of these three attributes, storing the colors and normals in texture and normal maps, respectively. Our simplification algorithm employs a new texture deviation metric, which guarantees that these maps shift by no more than a user-specified number of pixels on the screen. The simplification process filters the surface position, while the runtime system filters the colors and normals on a per-pixel basis. We have applied our simplification technique to several large models achieving significant amounts of simplification with little or no loss in rendering quality. CR Categories: I.3.5: Object hierarchies, I.3.7: Color, shading, shadowing, and texture Additional
symposium on computer animation | 2009
Stephen J. Guy; Jatin Chhugani; Changkyu Kim; Nadathur Satish; Ming C. Lin; Dinesh Manocha; Pradeep Dubey
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.
international conference on robotics and automation | 2000
Eric Larsen; Stefan Gottschalk; Ming C. Lin; Dinesh Manocha
We present a new local collision avoidance algorithm between multiple agents for real-time simulations. Our approach extends the notion of velocity obstacles from robotics and formulates the conditions for collision free navigation as a quadratic optimization problem. We use a discrete optimization method to efficiently compute the motion of each agent. This resulting algorithm can be parallelized by exploiting data-parallelism and thread-level parallelism. The overall approach, ClearPath, is general and can robustly handle dense scenarios with tens or hundreds of thousands of heterogeneous agents in a few milli-seconds. As compared to prior collision avoidance algorithms, we observe more than an order of magnitude performance improvement.