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Crocotta Research & Development Ltd
                                    Suite 5, 39 Irish Town, Gibraltar




“Be ambitious of climbing up to the difficult, in a manner inaccessible...”
We are a small team of international researchers with the aim of conducting technology leaps in exciting
     fields of exploration like visualization, virtual reality, virtual synthesis of matter, perception &
                              recognition, artificial intelligence, and robotics.



                                     www.crocotta.co.uk
                                       crocotta@crocotta.co.uk
                                          +44 20 3239 7007
Crocotta Research & Development Ltd
                                                                                                Suite 5, 39 Irish Town, Gibraltar
                                                                                                     Registered number 107957
                                                                                                            www.crocotta.co.uk




                                        “ALTERNATE REALITY”
                              A VIRTUAL WORLD MADE OF PURE PARTICLES
                                                       By Crocotta R&D

                                           1
                            Robert Sugar               Zsolt Peter                Velitchko Filipov


             ABSTRACT

             3D visualization today has ever-expanding applications in science, education, engineering, medicine,
             interactive multimedia like games, etc. Producers of graphics processing units (GPU) – are specialized
             electronic circuits designed to rapidly manipulate and alter computer memory in such a way so as to
             massively accelerate the visualization of 3D environments – bring ever faster products to the market
             every six months which is rapidly increasing the possibilities of near future visualization/simulation
             methods.

             In this paper we discuss the short/medium term possibilities of a large scale, accurate, and quasi-
             real-time virtualization method of real-world complex material structures and their interactions,
             which would be a groundbreaking tool for making better predictions in various research/industrial
             fields as well as for running more simulation tests in fully virtual environments without the use of
             expensive testing facilities.


INTRODUCTION                                                         simple light scattering simulation inside such virtual
                                                                     environments (via progressive photon mapping or
In the last few years, particle-based object
                                                                     similar technic) requires hundreds of millions of
representations have proven to be a flexible and
                                                                     lightray calculations.
efficient alternative to mesh-based surface
representations. In fact, particles are more suited to
                                                                     #2 Enormous amounts of data
imitate real-world phenomena, as real-world matter is
composed of extremely small particles called atoms                   Virtual representation of the uncompressed virtual
and not of mesh-based surfaces.                                      matter of one cubic meter of volume in high-
                                                                     resolution (provided that a living cell is the smallest
However a quasi-real-time virtualization method of
                                                                     element) requires approximately 109 cells (per cubic
real-world complex material structures in large scale
                                                                     centimetre) x 106 cubic centimetres x 100 bytes
and with high accuracy has to face two major
                                                                     (provided minimal cellular info fits to 100 bytes) =
technical difficulties, namely:
                                                                     about 89 petabytes of data. No known compression
                                                                     method exists to reduce these enormous numbers to
#1 Large amounts of computation
                                                                     processable levels, especially not without sacrificing
Though today’s microprocessors are getting amazingly                 efficient read-/write-ability.
fast as GPUs’ parallel computational performance is
beyond teraflop level, the complex physical simulation
                                                                     PROPOSAL
of large scale virtual environments filled of virtual
matter copied from real-life will definitely remain an               We present a novel method (a set of sub-methods) to
enormous job over the next few years, as even a                      the   quasi-real-time   synthesis,     compression,


Crocotta Research & Development Ltd | Suite 5, 39 Irish Town, Gibraltar | registered no 107957 | www.crocotta.co.uk       Page 2
Crocotta Research & Development Ltd
                                                                                              Suite 5, 39 Irish Town, Gibraltar
                                                                                                   Registered number 107957
                                                                                                          www.crocotta.co.uk




simulation, and visualization of virtual matter, and of           Comparison with Nvidia demos
virtualized environments in high-resolution with the
                                                                  The fact that Nvidia is a well-known brand, and we
living cell being the smallest visible element.
                                                                  have been using their hardware as base-platform for
                                                                  running our simulations, makes them an ideal
                                                                  candidate we can compare with.
                                                                  Nvidia is usually presenting static particle spaces (no
                                                                  physics or any kind of interaction involved) which are
                                                                  just primarily ray-casted at about 200 fps (frames per
                                                                  second) on a Geforce GTX 460 with 384 parallel
                                                                  working cores = 0.52 frames per second per core,
                                                                  while we are capable of the same at over 8 fps per
                                                                  core, which is approximately 15 times faster.
                                                                  It is also worth to mention that our systems are
                                                                  capable of fluid dynamics simulation, iso-gradient
                                                                  extraction, primary ray-casting, and multi-light-source
                                                                  photon tracing (a single light-source with 16,384
                                                                  emitted photons per frame was used in the
Figure 1:                                                         comparison scenario) the same time at over 3 fps per
Simulation of embryonic stem cell structures (actual              core which is a significant breakthrough. In all
screenshots from our recent test scenarios).                      comparison scenarios a cubic particle space of 32
                                                                  particles side length was used.
By the time our technologies go live in large scale
scenarios we expect GPUs to have crossed the level of
100,000 parallel cores, and data storage devices to
have crossed the petabyte level. Our expectations are
easy to prognosticate, even in short term, if we check
all the significant growth of computation power which
happened in the last 4-5 years.


STATUS
                                                                  Figure 2:
We have successfully achieved good results in the
fields of photon traced visualization, gradient field             Comparison screenshots (left: Nvidia volume renderer
reconstruction, particle interactions (including fluid            demo, right: ours).

dynamics), and smart interpolation throughout
medium scale scenarios, and we have promising first               Nvidia is usually dealing with cubic particle spaces
results with massive data compression related to                  with side length up to 256 (made of approximately 16
natural patterns in large scale scenarios.                        million particles), we are dealing with particle spaces
                                                                  with side length up to 100,000 (made of
                                                                  approximately 1 quadrillion particles).

Crocotta Research & Development Ltd | Suite 5, 39 Irish Town, Gibraltar | registered no 107957 | www.crocotta.co.uk     Page 3
Crocotta Research & Development Ltd
                                                                                              Suite 5, 39 Irish Town, Gibraltar
                                                                                                   Registered number 107957
                                                                                                          www.crocotta.co.uk




FIELDS OF APPLICATION                                             foreign body obstruction, etc. within the virtual
                                                                  human body could be possible on medium term.
Entertainment
                                                                  Prediction & early warning
Combining with augmented reality the “holodeck”
dream of the science fiction movies can be brought to             Current predictions of weather phenomena like super
reality on longer term.                                           cell formation, earthquakes, and volcanic activity can
                                                                  be dramatically enhanced.

                                                                  Industrial material development & testing
                                                                  We will be able to replace expensive stress testing
                                                                  procedures, like fatigue testing for materials, with
                                                                  pure virtual methods on short/medium term.

                                                                  Astrophysics
                                                                  Our simulation environments may open up extra
                                                                  perspectives concerning the studying of star birth,
                                                                  black holes, as well as the behaviour of star and galaxy
                                                                  clusters in large scale.


                                                                  FUTURE
                                                                  In the next period we aim to fully develop our
                                                                  compression and pattern reconstruction methods,
                                                                  nevertheless further improve our fluid dynamic and
Figure 3:
                                                                  other force field like technics to be able to fully realize
Fictitious showcase scenarios for environmental possibilities     our goals.
in movies/games.

                                                                  MAJOR FEATURES
Concerning the movie production of large scale liquid
scenes (underwater scene), gaseous environments                   Flexibility
(cloudy atmosphere, space nebula, and turbulent
                                                                  We have been paying special attention to keep the
weather phenomena) the editing time can be
                                                                  flexibility of our algorithms in relation to speed and
dramatically cut, as well as the final rendering time.
                                                                  accuracy throughout our systems which allows:
Application for games is also in view, game concepts              (a)       the quick, quasi-real-time running of
to be published in our next paper soon.                           simulations by deploying massive series of
                                                                  reconstruction and data recovery technics in small
Medicine
                                                                  scales while maintaining higher accuracy in large
Combined with biological properties the simulating of             scales; such simulation mode is suited for applications
tumour growth, the observation of tissue changes,                 where speed and/or interactivity is more a relevant
                                                                  factor, like in the entertainment industry for instance,


Crocotta Research & Development Ltd | Suite 5, 39 Irish Town, Gibraltar | registered no 107957 | www.crocotta.co.uk     Page 4
Crocotta Research & Development Ltd
                                                                                              Suite 5, 39 Irish Town, Gibraltar
                                                                                                   Registered number 107957
                                                                                                          www.crocotta.co.uk




and,                                                              REFERENCES
(b)     the accurate running of simulations where we              Robert Sugar1 is a scientist, researcher and IT
also maintain accuracy in small scales by sacrificing             entrepreneur the same time. He has been starting
part of the physics/rendering acceleration and data               companies since 1996, ranging from software
compression benefits; such simulation mode is                     companies, media companies, computer game
required for scientific, engineering, and industrial              developer companies and internet companies.
applications where accuracy has the absolute priority.
                                                                                           He was born in 1978, and grew
Structure synthesis                                                                        up in Hungary. He graduated in
                                                                                           physics at the Lorand Eotvos
We      developed     new     methods       for   the                                      University (Budapest). First
synthesis/reconstruction of 3d natural patterns in                                         software engineering was just
local neighbourhoods purely from 2d exemplars. The                                         his hobby and later it has
exemplars can be electron microscope images                                                become      his    full   time
(however not restricted to) in order to closely mimic             profession. His first development project was about
real-world organic/inorganic material structures.                 artificial intelligence and graphical visualization for
                                                                  computer games back in 1996. He founded his own
Extreme detail
                                                                  game developing studio in 2001 - called Mithis
We developed special algorithms for the                           Entertainment - in the heart of Budapest for the
compression/decompression of the large amount of                  purposes of "AAA" game development. From a small
data generated by our virtual cell-sized particles on a           group of enthusiastic people, Mithis Entertainment
multi-trillion level.                                             has become the biggest developer studio in Hungary
                                                                  by 2005 and completed four big game titles which
Simulation & visualization                                        were distributed world-wide by well-known multi-
Our virtual cell-sized particles can have tailor made             national publishers.
physical as well as biological properties which enables           Since his departure from the gaming industry in 2006
the simulations of complex scenarios throughout                   he has been focusing on the researching of cutting
possible. We developed ultra-fast acceleration                    edge technologies.
algorithms for speeding up the physical simulating as
well as rendering processes.
                                                                  By Crocotta R&D, July 2012




Crocotta Research & Development Ltd | Suite 5, 39 Irish Town, Gibraltar | registered no 107957 | www.crocotta.co.uk     Page 5

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Crocotta R&D - Alternate Reality - a Virtual World made of Particles

  • 1. Crocotta Research & Development Ltd Suite 5, 39 Irish Town, Gibraltar “Be ambitious of climbing up to the difficult, in a manner inaccessible...” We are a small team of international researchers with the aim of conducting technology leaps in exciting fields of exploration like visualization, virtual reality, virtual synthesis of matter, perception & recognition, artificial intelligence, and robotics. www.crocotta.co.uk crocotta@crocotta.co.uk +44 20 3239 7007
  • 2. Crocotta Research & Development Ltd Suite 5, 39 Irish Town, Gibraltar Registered number 107957 www.crocotta.co.uk “ALTERNATE REALITY” A VIRTUAL WORLD MADE OF PURE PARTICLES By Crocotta R&D 1 Robert Sugar Zsolt Peter Velitchko Filipov ABSTRACT 3D visualization today has ever-expanding applications in science, education, engineering, medicine, interactive multimedia like games, etc. Producers of graphics processing units (GPU) – are specialized electronic circuits designed to rapidly manipulate and alter computer memory in such a way so as to massively accelerate the visualization of 3D environments – bring ever faster products to the market every six months which is rapidly increasing the possibilities of near future visualization/simulation methods. In this paper we discuss the short/medium term possibilities of a large scale, accurate, and quasi- real-time virtualization method of real-world complex material structures and their interactions, which would be a groundbreaking tool for making better predictions in various research/industrial fields as well as for running more simulation tests in fully virtual environments without the use of expensive testing facilities. INTRODUCTION simple light scattering simulation inside such virtual environments (via progressive photon mapping or In the last few years, particle-based object similar technic) requires hundreds of millions of representations have proven to be a flexible and lightray calculations. efficient alternative to mesh-based surface representations. In fact, particles are more suited to #2 Enormous amounts of data imitate real-world phenomena, as real-world matter is composed of extremely small particles called atoms Virtual representation of the uncompressed virtual and not of mesh-based surfaces. matter of one cubic meter of volume in high- resolution (provided that a living cell is the smallest However a quasi-real-time virtualization method of element) requires approximately 109 cells (per cubic real-world complex material structures in large scale centimetre) x 106 cubic centimetres x 100 bytes and with high accuracy has to face two major (provided minimal cellular info fits to 100 bytes) = technical difficulties, namely: about 89 petabytes of data. No known compression method exists to reduce these enormous numbers to #1 Large amounts of computation processable levels, especially not without sacrificing Though today’s microprocessors are getting amazingly efficient read-/write-ability. fast as GPUs’ parallel computational performance is beyond teraflop level, the complex physical simulation PROPOSAL of large scale virtual environments filled of virtual matter copied from real-life will definitely remain an We present a novel method (a set of sub-methods) to enormous job over the next few years, as even a the quasi-real-time synthesis, compression, Crocotta Research & Development Ltd | Suite 5, 39 Irish Town, Gibraltar | registered no 107957 | www.crocotta.co.uk Page 2
  • 3. Crocotta Research & Development Ltd Suite 5, 39 Irish Town, Gibraltar Registered number 107957 www.crocotta.co.uk simulation, and visualization of virtual matter, and of Comparison with Nvidia demos virtualized environments in high-resolution with the The fact that Nvidia is a well-known brand, and we living cell being the smallest visible element. have been using their hardware as base-platform for running our simulations, makes them an ideal candidate we can compare with. Nvidia is usually presenting static particle spaces (no physics or any kind of interaction involved) which are just primarily ray-casted at about 200 fps (frames per second) on a Geforce GTX 460 with 384 parallel working cores = 0.52 frames per second per core, while we are capable of the same at over 8 fps per core, which is approximately 15 times faster. It is also worth to mention that our systems are capable of fluid dynamics simulation, iso-gradient extraction, primary ray-casting, and multi-light-source photon tracing (a single light-source with 16,384 emitted photons per frame was used in the Figure 1: comparison scenario) the same time at over 3 fps per Simulation of embryonic stem cell structures (actual core which is a significant breakthrough. In all screenshots from our recent test scenarios). comparison scenarios a cubic particle space of 32 particles side length was used. By the time our technologies go live in large scale scenarios we expect GPUs to have crossed the level of 100,000 parallel cores, and data storage devices to have crossed the petabyte level. Our expectations are easy to prognosticate, even in short term, if we check all the significant growth of computation power which happened in the last 4-5 years. STATUS Figure 2: We have successfully achieved good results in the fields of photon traced visualization, gradient field Comparison screenshots (left: Nvidia volume renderer reconstruction, particle interactions (including fluid demo, right: ours). dynamics), and smart interpolation throughout medium scale scenarios, and we have promising first Nvidia is usually dealing with cubic particle spaces results with massive data compression related to with side length up to 256 (made of approximately 16 natural patterns in large scale scenarios. million particles), we are dealing with particle spaces with side length up to 100,000 (made of approximately 1 quadrillion particles). Crocotta Research & Development Ltd | Suite 5, 39 Irish Town, Gibraltar | registered no 107957 | www.crocotta.co.uk Page 3
  • 4. Crocotta Research & Development Ltd Suite 5, 39 Irish Town, Gibraltar Registered number 107957 www.crocotta.co.uk FIELDS OF APPLICATION foreign body obstruction, etc. within the virtual human body could be possible on medium term. Entertainment Prediction & early warning Combining with augmented reality the “holodeck” dream of the science fiction movies can be brought to Current predictions of weather phenomena like super reality on longer term. cell formation, earthquakes, and volcanic activity can be dramatically enhanced. Industrial material development & testing We will be able to replace expensive stress testing procedures, like fatigue testing for materials, with pure virtual methods on short/medium term. Astrophysics Our simulation environments may open up extra perspectives concerning the studying of star birth, black holes, as well as the behaviour of star and galaxy clusters in large scale. FUTURE In the next period we aim to fully develop our compression and pattern reconstruction methods, nevertheless further improve our fluid dynamic and Figure 3: other force field like technics to be able to fully realize Fictitious showcase scenarios for environmental possibilities our goals. in movies/games. MAJOR FEATURES Concerning the movie production of large scale liquid scenes (underwater scene), gaseous environments Flexibility (cloudy atmosphere, space nebula, and turbulent We have been paying special attention to keep the weather phenomena) the editing time can be flexibility of our algorithms in relation to speed and dramatically cut, as well as the final rendering time. accuracy throughout our systems which allows: Application for games is also in view, game concepts (a) the quick, quasi-real-time running of to be published in our next paper soon. simulations by deploying massive series of reconstruction and data recovery technics in small Medicine scales while maintaining higher accuracy in large Combined with biological properties the simulating of scales; such simulation mode is suited for applications tumour growth, the observation of tissue changes, where speed and/or interactivity is more a relevant factor, like in the entertainment industry for instance, Crocotta Research & Development Ltd | Suite 5, 39 Irish Town, Gibraltar | registered no 107957 | www.crocotta.co.uk Page 4
  • 5. Crocotta Research & Development Ltd Suite 5, 39 Irish Town, Gibraltar Registered number 107957 www.crocotta.co.uk and, REFERENCES (b) the accurate running of simulations where we Robert Sugar1 is a scientist, researcher and IT also maintain accuracy in small scales by sacrificing entrepreneur the same time. He has been starting part of the physics/rendering acceleration and data companies since 1996, ranging from software compression benefits; such simulation mode is companies, media companies, computer game required for scientific, engineering, and industrial developer companies and internet companies. applications where accuracy has the absolute priority. He was born in 1978, and grew Structure synthesis up in Hungary. He graduated in physics at the Lorand Eotvos We developed new methods for the University (Budapest). First synthesis/reconstruction of 3d natural patterns in software engineering was just local neighbourhoods purely from 2d exemplars. The his hobby and later it has exemplars can be electron microscope images become his full time (however not restricted to) in order to closely mimic profession. His first development project was about real-world organic/inorganic material structures. artificial intelligence and graphical visualization for computer games back in 1996. He founded his own Extreme detail game developing studio in 2001 - called Mithis We developed special algorithms for the Entertainment - in the heart of Budapest for the compression/decompression of the large amount of purposes of "AAA" game development. From a small data generated by our virtual cell-sized particles on a group of enthusiastic people, Mithis Entertainment multi-trillion level. has become the biggest developer studio in Hungary by 2005 and completed four big game titles which Simulation & visualization were distributed world-wide by well-known multi- Our virtual cell-sized particles can have tailor made national publishers. physical as well as biological properties which enables Since his departure from the gaming industry in 2006 the simulations of complex scenarios throughout he has been focusing on the researching of cutting possible. We developed ultra-fast acceleration edge technologies. algorithms for speeding up the physical simulating as well as rendering processes. By Crocotta R&D, July 2012 Crocotta Research & Development Ltd | Suite 5, 39 Irish Town, Gibraltar | registered no 107957 | www.crocotta.co.uk Page 5