In the last few years, particle-based object representations have proven to be a flexible and efficient alternative to mesh-based surface representations. In fact, particles are more suited to imitate real-world phenomena, as real-world matter is composed of extremely small particles called atoms and not of mesh-based surfaces.
We present a novel method (a set of sub-methods) to the quasi-real-time synthesis, compression, simulation, and visualization of virtual matter, and of virtualized environments in high-resolution with the living cell being the smallest visible element.
Fields of Application: Entertainment, Medicine, Prediction & early warning, Industrial material development & testing, Astrophysics.
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,
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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).
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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,
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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
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