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S3348 - REAL-TIME VISUAL SIMULATION FOR
CABIN CONFIGURATION AND EXTERIOR MARKING
      AT GULFSTREAM AEROSPACE CORP.


       NVIDIA GPU TECHNOLOGY CONFERENCE 2013
          MARCH 18-21 | SAN JOSE, CALIFORNIA



                   FERNANDO TOLEDO
                FINAL PHASE ENGINEERING
                fernando.toledo@gulfstream.com
GENERAL DYNAMICS – $31.5B IN 2012




2            NVIDIA GPU Technology Conference 2013 - S3348
GULFSTREAM AEROSPACE BUSINESS AND STRATEGY




3                NVIDIA GPU Technology Conference 2013 - S3348
GULFSTREAM AEROSPACE PRODUCT LINE

                                                                                                   3,000 nm (5,556 km) at M0.75
                                                                                                  3,000 nm (5,556 km) at M0.75




                                                                                                   3,600 nm (6,667 km) at M0.80
                                                                                                   3,600 nm (6,667 km) at M0.80




                                                                                                           4,350 nm (8,056 km)
                                                                                                   4,350 nm (8,056 km) at M0.80
                                                                                                                       at M0.80




                                                                                                          6,750 nm (12,501 km)
                                                                                                                       at M0.80
                                                                                                  6,750 nm (12,501 km) at M0.80




                                                                                                          7,000 nm (12,964 km)
                                                                                                                       at M0.85
                                                                                                  7,000 nm (12,964 km) at M0.85




G150, G280 range with 4 passengers / G450 – G650 range with 8 passengers
G150/G280 shown with optional Enhanced Vision System (EVS)




4                                                 NVIDIA GPU Technology Conference 2013 - S3348
GAC LARGE AND ULTRA-LARGE CABIN




       G450 AFT GALLEY                                   G550 FWD GALLEY - TAILORED

                                                  G650 GALLEY           G650 LAVATORY




    G650 FWD GALLEY CREW

5                    NVIDIA GPU Technology Conference 2013 - S3348
SELECT, TAILORED & CUSTOM CABIN INTERIORS
    G650 Example: 12 Select Interiors Options
    Universal, Hallmark, Executive - FWD/AFT Galley – Crew Rest

                                                                              FWD Galley
                                                                                Crew
                                                                               Universal




                                                                              AFT Galley
                                                                                Crew
                                                                               Hallmark




                                                                              FWD Galley
                                                                                 Crew
                                                                               Executive



                                                                              FWD Galley
                                                                                Crew
                                                                               Tailored




6                             NVIDIA GPU Technology Conference 2013 - S3348
REAL-TIME CABIN SIMULATION AT GAC




                                                                                 Eadweard Muybridge’s
    REAL-TIME VS. INTERACTIVE




                                                                                    motion analysis
    WHAT’S REAL-TIME SIMULATION?
    • 60 f/s, 30 f/s, 20 f/s, …
    • For what/where: Flight Simulation, Human Factors, CAD/CAID Design
                          Reviews, Immersive Virtual Reality, Mobile Devices,…
    • Could it be the brain perception of delay? 0.016ms?
    AT GAC WE AIM CABIN CONFIGURATION SIMULATIONS TO RUN AT 20 F/S
    WHERE ARE THE CONSTRAINTS?
    • Hardware: GPU, CPU, RAM, cluster architecture, stereo, etc…
    • Software: implementation of OpenGL, Ray-Tracing, Global Illumination;
      scene graph, multi-GPU; screen decomposition; behavioral & scripting;
      visualization system agnostic; native CAD/CAID conversion, etc…
    • Database: size (memory & polygons), geometric format; face’s normal; ‘A
      side’; lighting (photometric or artistic approach); hierarchical occlusion
      culling tree; LODs, material library; shaders; kinematics, etc…
7                          NVIDIA GPU Technology Conference 2013 - S3348
3D PLM ENVIRONMENT FOR CABIN DEVELOPMENT
     • DS Smarteam                                                           •   DS Smarteam
     • Autodesk Alias                                                        •   DS CATIA V5R22
      Studio & Maya                                                          •   RTT DeltaGen
     • Bunkspeed                                                             •   Autodesk AutoCAD
     • DS CATIA V5R22                                                        •   MSC Nastran/FEMAP
                             Conceptual              Engineering
                               NURBS                   SOLIDs
                              Shape &                Function &
                              Function               Certification


                                Client
                               DESIGN                    Sales
                             REQUEST &                POLYGONs
                             FINISH MAT.              Still Frame
                             SELECTION                Rendering
                               Approval                                      • Autodesk Maya
     • GAC Certified
       Finished Materials                                                    • RTT DeltaGen
       (bitmats samples)
     • 3rd Party Design or
       Sketches



8                            NVIDIA GPU Technology Conference 2013 - S3348
SIMULATION DATABASE CONTRIBUTORS
                                    Conception                                                   Vendor
                                                                     Engineering
                                                                                                   CAD
                                       CAID                             CAD
                                                                                                  SOLID
                                     NURBS G3                        Kinematics



                                                        Engineering
                                                                                   Engineering        Actual
                                                           CAD                        CAD
                                                                                                   Digital Cabin
                                                                                                  Representation
                                                         Clean-Up                    SOLID
                                                         NURBS G1




                                                         Sales
                                                        CAID
    CABIN CONFIGURATION                               Polygonal
    SIMULATION DATABASE
                                                                               Manufacturing
                                     Client
                                   GAC Finish
                                    Material
                                    Library


9                    NVIDIA GPU Technology Conference 2013 - S3348
ENGINEERING DATABASE PREPARATION
     DS Smarteam
         Part
         File
                                                                                        DS CATIA V5
                                                                                        Consolidated
                                                                                          NURBS
     DS Smarteam
      Monument
      Assembly
                                               DS CATIA V5                DS CATIA V5
                      DS CATIA V5
                                             VB Macros &                   NURBS
                     SOLID domain
     DS Smarteam                              Clean-Up                    Extraction
         Top
      Assembly
                                                                                        DS CATIA V5
                                                                                         Dynamic
     DS Smarteam                                                                        Tessellation
      Installation                                                                        3DXML
       Assembly

      Parts &                                 Geometry                                   Whole
     Assemblies                                Process                                   Cabin


10                             NVIDIA GPU Technology Conference 2013 - S3348
ENGINEERING DATA PREPARATION: CLEAN-UP
     Original GAC CAD database is too complex for photo-realistic real-time visual simulations – even for
     NVIDIA Q6000s to handle it. Most parts have unnecessary geometry features and most assemblies
     use standard parts that are invisible from inside perspective in the cabin;
     Removal of features requires to go inside the part specification definition and then to remove holes
     or pockets in most cases. This is the topology clean-up phase.
     Removal of unwanted parts from assemblies can use a combination of GAC Visual Basic macros
     and/or using copy & pasting with the preservation of the part’s matrix transformation (Aircraft XYZ
     coordinates).
     The whole clean-up process can reduce millions of polygons from the view-frustum by improving
     the culling process time and thus speeding-up the rendering.



                  Before Hole(s) Removal                                         After Hole(s) Removal




11                                     NVIDIA GPU Technology Conference 2013 - S3348
ENGINEERING DATA PREPARATION: NURBS EXTRACTION
     After clean-up is completed in the SOLID domain the surface extraction (NURBS) takes place.
     NURBS extraction uses a manual selection of faces with same tangent continuity (G1) on CATIA V5.
     Faces not visible from inside cabin perspective are not extracted.
     Faces are also grouped considering improved UV Mapping for texture and shadow.
     The unnecessary faces can reduce millions of polygons from the simulation’s database thus
     improving the frame-rate.




12                                  NVIDIA GPU Technology Conference 2013 - S3348
ENGINEERING DATA PREPARATION: NURBS EXTRACTION
                                                      MASSIVE POLYGONAL REDUCTION




        FWD GALLEY




13                   NVIDIA GPU Technology Conference 2013 - S3348
ENGINEERING DATA PREPARATION: NURBS EXTRACTION
     Once the full interior, cleaned-up, NURBS based model is completed it then can be used for CAD
     reengineering, fast design reviews (3DXML Player) or for native importation into a Real-Time Photo-
     Realistic Visual Simulation software.
     It’s recommended to use Real-Time Simulation software that can preserve the NURBS entity. This
     allows efficient deployment for several types of image generators with specific graphics & GPU
     capabilities through a combination of tessellation accuracy (polygons count) and proper level-of-
     detail definition.




                                                                                       G650 FWD GALLEY CREW




                                   G650 FWD GALLEY CREW


14                                 NVIDIA GPU Technology Conference 2013 - S3348
RT VISUAL SIMULATION SOFTWARE PLATFORM
     SOME DESIRABLE FEATURES:
        VISUAL CHARACTERISTICS
          • Full OpenGL implementation;
          • Real-Time Ray-tracing with scalable, hybrid use of NVIDIA CUDA
            cores/CPU cores;
          • Global Illumination Solution with scalable, hybrid use of NVIDIA
            CUDA cores/CPU cores;
          • Static and Dynamic Shadows; Depth of Field;
          • Hardware & Software based AA;
          • Advanced UV Mapping for complex texturing and shadow maps;
          • Advanced Material Editor including CgFX Shaders; Real-Time
            Mirror;
          • Native File Importation (NURBS) from major CAD/CAID platforms,
            with control of topology and tessellation
          • Lighting: direct and indirect (including from surround environment)
          • Photometric Approach (for FAA/EASA Certification)
                  Light Source: Flux, Spectrum, Intensity and Emittance
                  Optical Material: Scattering (BRDF) & Luminance, and direct
                  Interface to Reflectmeters;
15                               NVIDIA GPU Technology Conference 2013 - S3348
RT VISUAL SIMULATION SOFTWARE PLATFORM
     SOME DESIRABLE FEATURES:
        PERFORMANCE, BEHAVIORAL AND VR CHARACTERISTICS
          • Scalability and Distributed Rendering (PC clusters, multi-GPU, SLI,
            screen/temporal decomposition, etc…);
          • Scene Graph implementation with hierarchical view-frustum
            occlusion culling, Z-buffer, display list, flatten mechanism for
            transformation, level-of-detail (LOD):
          • Visual system agnostic approach (from CAVE to desktop to mobile)
          • Asymmetric view-frustum; multi screen/walls support (CAVE,
            PowerWall, HMD, etc…);
          • Direct API/drivers/middleware (Mechdyne’s TrackD, UNC’s VRNR)
            for interactive devices (motion trackers, wands, joysticks, etc…);
          • Scripting or coding capability for behavioral simulation (i.e. events
            triggering actions), including SDK for customized behaviors;
          • Kinematics features and direct import from major CAD platforms
          • Collision Detection for objects and user’s camera viewpoint;
          • Frame-rate analysis tools, triangle/fan strip statistic,
          • Overlay for bitmaps and GUI(Flash, etc…);
          • Secure and compressed simulation deployment for free viewer

16                                 NVIDIA GPU Technology Conference 2013 - S3348
3D REAL-TIME CABIN CONFIGURATOR SIMULATION - 1
       GAC LARGE AND ULTRA-LARGE CABIN INTERIORS SCENARIO
        •   Floor Plan Variation (G650/G550: 12; G450:6)
        •   Seat Styles (G650: 5; G450/550 Select: 9, Elite:5)
        •   Seat Leathers, Fabrics, Carpets, Counter Tops: 200+
        •   Veneer Patterns: 400+
        •   Pocket Doors, Bulkhead locations: 4+


UNIVERSAL                            G650 FLOOR PLAN VARIATION                    HALLMARK




  17                              NVIDIA GPU Technology Conference 2013 - S3348
3D REAL-TIME CABIN CONFIGURATOR SIMULATION - 2




                       GEOMETRY VARIATION




                   FINISH MATERIAL VARIATION



18             NVIDIA GPU Technology Conference 2013 - S3348
3D REAL-TIME CABIN CONFIGURATOR SIMULATION - 3




     ACCURATE VIRTUAL PROTOTYPING CABIN DEFINITION




19                NVIDIA GPU Technology Conference 2013 - S3348
3D REAL-TIME CABIN CONFIGURATOR SIMULATION - 4
               GAC RECONFIGURATION CAVE




                           • CAVE 4 –WALL (FRONT, BOTTOM, LEFT AND
                             RIGHT PROJECTION)
                           • DRIVEN BY NVIDIA QUADROPLEX 7000‘S
                           • OPTICAL TRACKING SYSTEM (HEAD AND
                             WAND/JOYSTICK)
                           • MIDDLEWARE MECHDYNE TRACKD



20             NVIDIA GPU Technology Conference 2013 - S3348
3D REAL-TIME COCKPIT VISUAL SIMULATION
                GAC RECONFIGURATION CAVE                        G650 COCKPIT




     GAC CAVE

21              NVIDIA GPU Technology Conference 2013 - S3348
3D REAL-TIME EXTERIOR MARKING SIMULATION
 TWO METHODS, TWO DIFFERENT
 REQUIREMENTS
      B-SPLINE PROJECTION ON NURBS LOFTING
      BEFORE IMPORTATION ON REAL-TIME
      SOFTWARE
       •   Accurate & ready for paint drawing or
           laser-based Projection Painting Shop
       •   Maybe affect Real-Time Simulation by
           addition of polygons and shadow
           Maps

      TEXTURE PROJECTION USING UV MAPPING
      EDITOR INSIDE REAL-TIME SOFTWARE
       •   Low accuracy, exterior marking may
           go over incidentals (Antennas,
           Probes, Hinges, etc.)
       •   No impact on frame-rate
           performance, may require ultra-high
           resolution textures
                                                            G650 EXTERNAL LOFTING



22                             NVIDIA GPU Technology Conference 2013 - S3348
REAL-TIME CABIN CONFIGURATOR FOR MAC OS*
                                                                                G650 COCKPIT
GULFSTREAM INTRODUCED DESIGNBOOK AT NBAA 2012 SHOW
                                                                 Based on RTT DeltaGen’s
                                                                 off-line rendering using
                                                                 mixed database (DS CATIA
                                                                 V5 and AutoDESK Maya).
                                                                 It’s not 3D. It uses 6 images
                                                                 in cubic environment.
                                                                 Configuration option uses
                                                                 RTT Layer’s feature in
                                                                 selected monuments for
                                                                 material and layout
                                                                 variation.




23               NVIDIA GPU Technology Conference 2013 - S3348
SOME IMPORTANT STEPS IN DEFINING SIMULATION - 1
                                     • PROPER SET OF HIERARCHICAL TREE FOR OCCLUSION
         1
             2
                                       CULLING
                 3
                     4
                                     • PROPER SET OF HIERARCHICAL TREE FOR KINEMATICS
                         5
                                     • PROPER SET OF LAYOUT VARIATION
                                     • PROPER SET OF OPENGL LIGHT PLACEMENT
                                       (UNTIL 8 LIGHTS PER TREE’S BRANCH)




                             6
                                 7




24                                       NVIDIA GPU Technology Conference 2013 - S3348
SOME IMPORTANT STEPS IN DEFINING SIMULATION - 2
     •   PROPER UV TEXTURE MAP AND SHADOW MAP DEFINITION FOR ALL PARTS
     •   TEXTURING: VIDEO MEMORY VS. RESOLUTION OR QUALITY VS. PERFORMANCE


           X, Y ARE INTEGERS
               2Y




                                    2X




25                             NVIDIA GPU Technology Conference 2013 - S3348
SOME IMPORTANT STEPS IN DEFINING SIMULATION - 3
•    COMPOSE SIMPLE KINEMATICS TO CREATE COMPLEX ONES
•    IMPORT KINEMATICS FROM CAD/CAID WHENEVER AVAILABLE
•    DO YOU WANT IT FRAME-RATE BASED OR TIME BASED?




    26                      NVIDIA GPU Technology Conference 2013 - S3348
SOME IMPORTANT STEPS IN DEFINING SIMULATION - 4
USE BEHAVIORAL SCRIPTING IF AVAILABLE AND THEN CREATE YOUR OWN CUSTOMIZED LIBRARY




27                        NVIDIA GPU Technology Conference 2013 - S3348
TECHNICAL CHALLENGES AND POTENTIAL R&D
     SURFACE EXTRACTION PROCESS OF ENGINEERING SOLID MODELS
     The current method is highly time consuming. It requires manual selection of
     faces with the same tangency continuity and direction. An off-line, automatic
     selection mechanism for surfaces’ face normal pointing to inside will solve this
     problem.




28                           NVIDIA GPU Technology Conference 2013 - S3348
TECHNICAL CHALLENGES AND POTENTIAL R&D
     BETTER TESSELLATION AND TOPOLOGY CONTROL
     For additional rendering performance the control of triangles strip or fan strip
     for optimal ratio (40 -50) is essential. There is no control on geometry originated
     in CAD/CAID

                                                                             T = N - 2; N: Integer, ൒ ૜


     SURFACE AREA LIGHT
     Corporate Jet cabins rely on LED-based surface for majority of its illumination.
     There is no equivalent method that mimics that in real-time visual simulation.




29                           NVIDIA GPU Technology Conference 2013 - S3348
TECHNICAL CHALLENGES AND POTENTIAL R&D
     PHOTOMETRIC BASED ILLUMINATION AND READABILITY & LEGIBILITY ANALYSIS TOOLS
     IN REAL-TIME
     This is not only about optical, physics-based accurate rendering. This is most
     about real-time engineering analysis, involving Human Factors and Certification.
     Beyond style and visual comfort, this is essential for cabin/cockpit illumination
     analysis of awareness, emergency and evacuation scenarios.




30                              NVIDIA GPU Technology Conference 2013 - S3348
RTT-BASED LIVE CABIN CONFIGURATION DEMO




G450 AFT GALLEY - SELECT
  31                       NVIDIA GPU Technology Conference 2013 - S3348

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S3348 toledo fernando

  • 1. S3348 - REAL-TIME VISUAL SIMULATION FOR CABIN CONFIGURATION AND EXTERIOR MARKING AT GULFSTREAM AEROSPACE CORP. NVIDIA GPU TECHNOLOGY CONFERENCE 2013 MARCH 18-21 | SAN JOSE, CALIFORNIA FERNANDO TOLEDO FINAL PHASE ENGINEERING fernando.toledo@gulfstream.com
  • 2. GENERAL DYNAMICS – $31.5B IN 2012 2 NVIDIA GPU Technology Conference 2013 - S3348
  • 3. GULFSTREAM AEROSPACE BUSINESS AND STRATEGY 3 NVIDIA GPU Technology Conference 2013 - S3348
  • 4. GULFSTREAM AEROSPACE PRODUCT LINE 3,000 nm (5,556 km) at M0.75 3,000 nm (5,556 km) at M0.75 3,600 nm (6,667 km) at M0.80 3,600 nm (6,667 km) at M0.80 4,350 nm (8,056 km) 4,350 nm (8,056 km) at M0.80 at M0.80 6,750 nm (12,501 km) at M0.80 6,750 nm (12,501 km) at M0.80 7,000 nm (12,964 km) at M0.85 7,000 nm (12,964 km) at M0.85 G150, G280 range with 4 passengers / G450 – G650 range with 8 passengers G150/G280 shown with optional Enhanced Vision System (EVS) 4 NVIDIA GPU Technology Conference 2013 - S3348
  • 5. GAC LARGE AND ULTRA-LARGE CABIN G450 AFT GALLEY G550 FWD GALLEY - TAILORED G650 GALLEY G650 LAVATORY G650 FWD GALLEY CREW 5 NVIDIA GPU Technology Conference 2013 - S3348
  • 6. SELECT, TAILORED & CUSTOM CABIN INTERIORS G650 Example: 12 Select Interiors Options Universal, Hallmark, Executive - FWD/AFT Galley – Crew Rest FWD Galley Crew Universal AFT Galley Crew Hallmark FWD Galley Crew Executive FWD Galley Crew Tailored 6 NVIDIA GPU Technology Conference 2013 - S3348
  • 7. REAL-TIME CABIN SIMULATION AT GAC Eadweard Muybridge’s REAL-TIME VS. INTERACTIVE motion analysis WHAT’S REAL-TIME SIMULATION? • 60 f/s, 30 f/s, 20 f/s, … • For what/where: Flight Simulation, Human Factors, CAD/CAID Design Reviews, Immersive Virtual Reality, Mobile Devices,… • Could it be the brain perception of delay? 0.016ms? AT GAC WE AIM CABIN CONFIGURATION SIMULATIONS TO RUN AT 20 F/S WHERE ARE THE CONSTRAINTS? • Hardware: GPU, CPU, RAM, cluster architecture, stereo, etc… • Software: implementation of OpenGL, Ray-Tracing, Global Illumination; scene graph, multi-GPU; screen decomposition; behavioral & scripting; visualization system agnostic; native CAD/CAID conversion, etc… • Database: size (memory & polygons), geometric format; face’s normal; ‘A side’; lighting (photometric or artistic approach); hierarchical occlusion culling tree; LODs, material library; shaders; kinematics, etc… 7 NVIDIA GPU Technology Conference 2013 - S3348
  • 8. 3D PLM ENVIRONMENT FOR CABIN DEVELOPMENT • DS Smarteam • DS Smarteam • Autodesk Alias • DS CATIA V5R22 Studio & Maya • RTT DeltaGen • Bunkspeed • Autodesk AutoCAD • DS CATIA V5R22 • MSC Nastran/FEMAP Conceptual Engineering NURBS SOLIDs Shape & Function & Function Certification Client DESIGN Sales REQUEST & POLYGONs FINISH MAT. Still Frame SELECTION Rendering Approval • Autodesk Maya • GAC Certified Finished Materials • RTT DeltaGen (bitmats samples) • 3rd Party Design or Sketches 8 NVIDIA GPU Technology Conference 2013 - S3348
  • 9. SIMULATION DATABASE CONTRIBUTORS Conception Vendor Engineering CAD CAID CAD SOLID NURBS G3 Kinematics Engineering Engineering Actual CAD CAD Digital Cabin Representation Clean-Up SOLID NURBS G1 Sales CAID CABIN CONFIGURATION Polygonal SIMULATION DATABASE Manufacturing Client GAC Finish Material Library 9 NVIDIA GPU Technology Conference 2013 - S3348
  • 10. ENGINEERING DATABASE PREPARATION DS Smarteam Part File DS CATIA V5 Consolidated NURBS DS Smarteam Monument Assembly DS CATIA V5 DS CATIA V5 DS CATIA V5 VB Macros & NURBS SOLID domain DS Smarteam Clean-Up Extraction Top Assembly DS CATIA V5 Dynamic DS Smarteam Tessellation Installation 3DXML Assembly Parts & Geometry Whole Assemblies Process Cabin 10 NVIDIA GPU Technology Conference 2013 - S3348
  • 11. ENGINEERING DATA PREPARATION: CLEAN-UP Original GAC CAD database is too complex for photo-realistic real-time visual simulations – even for NVIDIA Q6000s to handle it. Most parts have unnecessary geometry features and most assemblies use standard parts that are invisible from inside perspective in the cabin; Removal of features requires to go inside the part specification definition and then to remove holes or pockets in most cases. This is the topology clean-up phase. Removal of unwanted parts from assemblies can use a combination of GAC Visual Basic macros and/or using copy & pasting with the preservation of the part’s matrix transformation (Aircraft XYZ coordinates). The whole clean-up process can reduce millions of polygons from the view-frustum by improving the culling process time and thus speeding-up the rendering. Before Hole(s) Removal After Hole(s) Removal 11 NVIDIA GPU Technology Conference 2013 - S3348
  • 12. ENGINEERING DATA PREPARATION: NURBS EXTRACTION After clean-up is completed in the SOLID domain the surface extraction (NURBS) takes place. NURBS extraction uses a manual selection of faces with same tangent continuity (G1) on CATIA V5. Faces not visible from inside cabin perspective are not extracted. Faces are also grouped considering improved UV Mapping for texture and shadow. The unnecessary faces can reduce millions of polygons from the simulation’s database thus improving the frame-rate. 12 NVIDIA GPU Technology Conference 2013 - S3348
  • 13. ENGINEERING DATA PREPARATION: NURBS EXTRACTION MASSIVE POLYGONAL REDUCTION FWD GALLEY 13 NVIDIA GPU Technology Conference 2013 - S3348
  • 14. ENGINEERING DATA PREPARATION: NURBS EXTRACTION Once the full interior, cleaned-up, NURBS based model is completed it then can be used for CAD reengineering, fast design reviews (3DXML Player) or for native importation into a Real-Time Photo- Realistic Visual Simulation software. It’s recommended to use Real-Time Simulation software that can preserve the NURBS entity. This allows efficient deployment for several types of image generators with specific graphics & GPU capabilities through a combination of tessellation accuracy (polygons count) and proper level-of- detail definition. G650 FWD GALLEY CREW G650 FWD GALLEY CREW 14 NVIDIA GPU Technology Conference 2013 - S3348
  • 15. RT VISUAL SIMULATION SOFTWARE PLATFORM SOME DESIRABLE FEATURES: VISUAL CHARACTERISTICS • Full OpenGL implementation; • Real-Time Ray-tracing with scalable, hybrid use of NVIDIA CUDA cores/CPU cores; • Global Illumination Solution with scalable, hybrid use of NVIDIA CUDA cores/CPU cores; • Static and Dynamic Shadows; Depth of Field; • Hardware & Software based AA; • Advanced UV Mapping for complex texturing and shadow maps; • Advanced Material Editor including CgFX Shaders; Real-Time Mirror; • Native File Importation (NURBS) from major CAD/CAID platforms, with control of topology and tessellation • Lighting: direct and indirect (including from surround environment) • Photometric Approach (for FAA/EASA Certification) Light Source: Flux, Spectrum, Intensity and Emittance Optical Material: Scattering (BRDF) & Luminance, and direct Interface to Reflectmeters; 15 NVIDIA GPU Technology Conference 2013 - S3348
  • 16. RT VISUAL SIMULATION SOFTWARE PLATFORM SOME DESIRABLE FEATURES: PERFORMANCE, BEHAVIORAL AND VR CHARACTERISTICS • Scalability and Distributed Rendering (PC clusters, multi-GPU, SLI, screen/temporal decomposition, etc…); • Scene Graph implementation with hierarchical view-frustum occlusion culling, Z-buffer, display list, flatten mechanism for transformation, level-of-detail (LOD): • Visual system agnostic approach (from CAVE to desktop to mobile) • Asymmetric view-frustum; multi screen/walls support (CAVE, PowerWall, HMD, etc…); • Direct API/drivers/middleware (Mechdyne’s TrackD, UNC’s VRNR) for interactive devices (motion trackers, wands, joysticks, etc…); • Scripting or coding capability for behavioral simulation (i.e. events triggering actions), including SDK for customized behaviors; • Kinematics features and direct import from major CAD platforms • Collision Detection for objects and user’s camera viewpoint; • Frame-rate analysis tools, triangle/fan strip statistic, • Overlay for bitmaps and GUI(Flash, etc…); • Secure and compressed simulation deployment for free viewer 16 NVIDIA GPU Technology Conference 2013 - S3348
  • 17. 3D REAL-TIME CABIN CONFIGURATOR SIMULATION - 1 GAC LARGE AND ULTRA-LARGE CABIN INTERIORS SCENARIO • Floor Plan Variation (G650/G550: 12; G450:6) • Seat Styles (G650: 5; G450/550 Select: 9, Elite:5) • Seat Leathers, Fabrics, Carpets, Counter Tops: 200+ • Veneer Patterns: 400+ • Pocket Doors, Bulkhead locations: 4+ UNIVERSAL G650 FLOOR PLAN VARIATION HALLMARK 17 NVIDIA GPU Technology Conference 2013 - S3348
  • 18. 3D REAL-TIME CABIN CONFIGURATOR SIMULATION - 2 GEOMETRY VARIATION FINISH MATERIAL VARIATION 18 NVIDIA GPU Technology Conference 2013 - S3348
  • 19. 3D REAL-TIME CABIN CONFIGURATOR SIMULATION - 3 ACCURATE VIRTUAL PROTOTYPING CABIN DEFINITION 19 NVIDIA GPU Technology Conference 2013 - S3348
  • 20. 3D REAL-TIME CABIN CONFIGURATOR SIMULATION - 4 GAC RECONFIGURATION CAVE • CAVE 4 –WALL (FRONT, BOTTOM, LEFT AND RIGHT PROJECTION) • DRIVEN BY NVIDIA QUADROPLEX 7000‘S • OPTICAL TRACKING SYSTEM (HEAD AND WAND/JOYSTICK) • MIDDLEWARE MECHDYNE TRACKD 20 NVIDIA GPU Technology Conference 2013 - S3348
  • 21. 3D REAL-TIME COCKPIT VISUAL SIMULATION GAC RECONFIGURATION CAVE G650 COCKPIT GAC CAVE 21 NVIDIA GPU Technology Conference 2013 - S3348
  • 22. 3D REAL-TIME EXTERIOR MARKING SIMULATION TWO METHODS, TWO DIFFERENT REQUIREMENTS B-SPLINE PROJECTION ON NURBS LOFTING BEFORE IMPORTATION ON REAL-TIME SOFTWARE • Accurate & ready for paint drawing or laser-based Projection Painting Shop • Maybe affect Real-Time Simulation by addition of polygons and shadow Maps TEXTURE PROJECTION USING UV MAPPING EDITOR INSIDE REAL-TIME SOFTWARE • Low accuracy, exterior marking may go over incidentals (Antennas, Probes, Hinges, etc.) • No impact on frame-rate performance, may require ultra-high resolution textures G650 EXTERNAL LOFTING 22 NVIDIA GPU Technology Conference 2013 - S3348
  • 23. REAL-TIME CABIN CONFIGURATOR FOR MAC OS* G650 COCKPIT GULFSTREAM INTRODUCED DESIGNBOOK AT NBAA 2012 SHOW Based on RTT DeltaGen’s off-line rendering using mixed database (DS CATIA V5 and AutoDESK Maya). It’s not 3D. It uses 6 images in cubic environment. Configuration option uses RTT Layer’s feature in selected monuments for material and layout variation. 23 NVIDIA GPU Technology Conference 2013 - S3348
  • 24. SOME IMPORTANT STEPS IN DEFINING SIMULATION - 1 • PROPER SET OF HIERARCHICAL TREE FOR OCCLUSION 1 2 CULLING 3 4 • PROPER SET OF HIERARCHICAL TREE FOR KINEMATICS 5 • PROPER SET OF LAYOUT VARIATION • PROPER SET OF OPENGL LIGHT PLACEMENT (UNTIL 8 LIGHTS PER TREE’S BRANCH) 6 7 24 NVIDIA GPU Technology Conference 2013 - S3348
  • 25. SOME IMPORTANT STEPS IN DEFINING SIMULATION - 2 • PROPER UV TEXTURE MAP AND SHADOW MAP DEFINITION FOR ALL PARTS • TEXTURING: VIDEO MEMORY VS. RESOLUTION OR QUALITY VS. PERFORMANCE X, Y ARE INTEGERS 2Y 2X 25 NVIDIA GPU Technology Conference 2013 - S3348
  • 26. SOME IMPORTANT STEPS IN DEFINING SIMULATION - 3 • COMPOSE SIMPLE KINEMATICS TO CREATE COMPLEX ONES • IMPORT KINEMATICS FROM CAD/CAID WHENEVER AVAILABLE • DO YOU WANT IT FRAME-RATE BASED OR TIME BASED? 26 NVIDIA GPU Technology Conference 2013 - S3348
  • 27. SOME IMPORTANT STEPS IN DEFINING SIMULATION - 4 USE BEHAVIORAL SCRIPTING IF AVAILABLE AND THEN CREATE YOUR OWN CUSTOMIZED LIBRARY 27 NVIDIA GPU Technology Conference 2013 - S3348
  • 28. TECHNICAL CHALLENGES AND POTENTIAL R&D SURFACE EXTRACTION PROCESS OF ENGINEERING SOLID MODELS The current method is highly time consuming. It requires manual selection of faces with the same tangency continuity and direction. An off-line, automatic selection mechanism for surfaces’ face normal pointing to inside will solve this problem. 28 NVIDIA GPU Technology Conference 2013 - S3348
  • 29. TECHNICAL CHALLENGES AND POTENTIAL R&D BETTER TESSELLATION AND TOPOLOGY CONTROL For additional rendering performance the control of triangles strip or fan strip for optimal ratio (40 -50) is essential. There is no control on geometry originated in CAD/CAID T = N - 2; N: Integer, ൒ ૜ SURFACE AREA LIGHT Corporate Jet cabins rely on LED-based surface for majority of its illumination. There is no equivalent method that mimics that in real-time visual simulation. 29 NVIDIA GPU Technology Conference 2013 - S3348
  • 30. TECHNICAL CHALLENGES AND POTENTIAL R&D PHOTOMETRIC BASED ILLUMINATION AND READABILITY & LEGIBILITY ANALYSIS TOOLS IN REAL-TIME This is not only about optical, physics-based accurate rendering. This is most about real-time engineering analysis, involving Human Factors and Certification. Beyond style and visual comfort, this is essential for cabin/cockpit illumination analysis of awareness, emergency and evacuation scenarios. 30 NVIDIA GPU Technology Conference 2013 - S3348
  • 31. RTT-BASED LIVE CABIN CONFIGURATION DEMO G450 AFT GALLEY - SELECT 31 NVIDIA GPU Technology Conference 2013 - S3348