Method for constructing data structure used for proximate particle search, program for the same, and storage medium for storing program
AssigneePrometech Software, Inc.
InventorTakahiro Harada
Life of this patent
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Abstract
A method for constructing a data structure of a proximate particle search is executed by a GPU, and computes a simulation of a physical object by converting three-dimensional digital image data to two-dimensional digital image data. The memory for a bucket is composed of buckets for dividing a memory space that is created in accordance with a space in which the physical object occurs. A writing step is provided in which a scattering function (GPU: vertex shader) is used by the GPU to read a particle coordinate and the particle number of a particle stored in the bucket and write the particle coordinate and the particle number to a two-dimensional image space.
Claims13
A method for constructing a data structure used in a proximate particle search that is used by a method executed by a stream processor (GPU:
- a graphics computation processor such as a graphics processing unit) for computing a simulation of a physical object by converting three-dimensional digital image data constructed from data arrays (GPU:
- image data) created in memory used by the processor (GPU:
- video memory) to two-dimensional digital image data, wherein:
- a technique is used for indicating the physical object as numerous particles and determining an existence state of the physical object on the basis of a storage positional relationship between the numerous particles in a three-dimensional image data structure in the memory (GPU:
- video memory);
- a bucket array (GPU:
- texture) included in the three-dimensional image data structure is composed of a bucket in which a memory space created in accordance with a space in which in the physical object occurs is divided, and a particle number assigned to the numerous particles is stored in each of numerous buckets;
- a writing step is provided in which a particle coordinate and the particle number of the particle stored in the bucket are read and written to an array in the memory using scattering operation of the stream processor (GPU:
- a two-dimensional image space using a vertex shader by the graphics computation processor);
- and
- the particle number and particle coordinate of each of the plurality of particles are written one at a time in a kernel (GPU:
- a rendering) for a plurality of cycles of processing in a single time step of a simulation when a plurality of the particles is present in the bucket in the writing step.
A program for constructing a data structure used in a proximate particle search that is used by a program executed by a stream processor for computing a simulation of a physical object by converting three-dimensional digital image data constructed from an array (GPU:
- image data) created in (GPU:
- video) memory to two-dimensional digital image data, wherein the program causes the graphics computation processor to execute routines comprising:
- indicating the physical object as numerous particles, and determining an existence state of the physical object on the basis of a storage positional relationship between the numerous particles in a three-dimensional image data structure in the (GPU:
- video) memory;
- causing a bucket texture included in the three-dimensional image data structure to be composed of a bucket in which a memory space created in accordance with a space in which the physical object occurs is divided, and a particle number assigned to the numerous particles to be stored in each of numerous buckets;
- performing a writing routine of using a scattering function (GPU:
- vertex shader) to read a particle coordinate and a particle number of the particle stored in the bucket and write the particle coordinate and the particle number to a two-dimensional image space;
- wherein
- writing the particle number and particle coordinate of each of the plurality of particles one at a time in a processing (GPU:
- rendering) for a plurality of cycles of processing in a single time step of a simulation when a plurality of the particles is present in the bucket in the writing step in the writing routine.
Dependencies are inferred from the claim text.