Transcript PowerPoint
Interactive Simulation of Fire in Virtual
Building Environments
Richard Bukowski and Carlo Séquin
Walkthru Project
University of California, Berkeley
Presentation ©2001
Brenden Schubert
Recap: Simulating Gasses
• Warped Blobbies
•
u/ t= v
• (
u) – (u••
)u – p•
• 'dis-kre^-tizd
The Walkthru System
• Virtual environment exploration system using
Cells and Portals
• Targeted for several million polygon models, but
actual number doesn’t really matter
• Cell/Portal visibility is precalculated
The CFAST System
• Consolidated model of Fire And Smoke Transport
• Developed at the National Institute of Standards
and Technology
• Cells and Portals (Volumes and Vents)
• Attributes are tracked within each volume
– Temperatures, ignition times, gas concentrations
• At the core: just another Differential Equation
Solver
How they store environments
• Walkthru:
– Major occluders (cell boundaries)
– Detail objects (furniture, etc.) associated with cell(s)
they are in
– Precise geometry (3d polygonal model)
• CFAST:
–
–
–
–
Volumes: floor/ceiling height, area of floor
Vents: orientation, area, height above floor
Chemical data for objects
Position information for ducts, sprinklers, etc.
How they store environments
Walkthru:
CFAST:
That’s all the graphics –
It’s just a system architecture/integration
project from here
• Simulator (CFAST) & Visualizer (Walkthru)
– Decide on the features of the combined system
– Design a data format conversion
– Develop a communications protocol
• Allow for as low as 3KB/s communication between
the visualizer and simulator
The Simulation Data Set
• Three level hierarchical structure:
– Time ‘slice’ – seconds elapsed
– Cell or Volume – identifier (pointer, maybe?)
– Subvolumes (“chunks”) – integer-indexed
chunks
• Discretized piece of simulation data reflecting a
given volume of space at a given time
• Basic unit of data transmission between simulator
and visualizer
– Ideally, CFAST would be able to simulate per chunk each
timeslice, but I don’t think it did (at least not in 1997)
• Fire chunk contains info about each fire
• Cell chunk contains info about entire cell
• User definable – other types and attributes can be
added
Real-time Channels
(or, to those who know them best, RTCs)
• 2-way asynchronous data channel
• Two bit streams in each direction
– Data stream
– Command stream
• Implemented on top of sockets
System Architecture Diagram
Visualization
• Time controlled by VCR controls or slider
– Disabling slider increases performance (why?)
• Position controlled by walking around
• Autopause:
– Mechanism to prevent jerkiness by pausing
visualization for a moment (while buffer is
refilled)
– Activated at beginning and whenever view-time
catches up to simulation time
Simulation
• The Simulation Manager:
– Organizes simulation data output by CFAST
– For “overlapping” data, most recent supersedes
older data
• Allows correction + approximation
– Some degree of caching (depending on CPU
and memory available)
Just-In-Time Data Transmission
• Physical simulators tend to be bursty
– Such as sets of solutions for volumes in a given
timeslice (rather then each volume’s data sequentially)
• If we use large buffers…
• If we use a single bypass channel…
• Key: The more buffering, the larger the potential
packet latency
• So, use as little buffer as possible: near-starvation
Dealing with Bursty Data
• The Bandwidth Manager
– Available (average) bandwidth: b KB/s
– Wakeup frequency: f
– Sends the highest priority b/f KB of data at
each wakeup
Choosing Chunks
• The Ideal
– Chunk Importance Function
• Visible chunks are most important
• After that, a chunk’s importance is higher the shorter the time
until it could potentially be visible
• The Hack (or, if you prefer, “approximation”)
– Visibility Set
• Currently visible or visible in the next few frames (i.e. positive
time velocity) are highest priority
• Currently visible or visible in the last few frames (i.e. negative
time velocity) are next highest priority (why?)
• All other chunks are of tertiary importance
Results
• Naïve implementation (oldest-data-first) for
choosing chunks results in many autopauses
• Visibility-guided strategy (prioritize chunks in the
direction of movement higher) does better
• Bandwidth-managed-importance case (very small
buffer, fraction-of-a-second wakeups) produces
almost no autopauses
– The autopauses it does produce are short (1-2 seconds
max) compared to the previous two approaches
(autopauses up to 90 and up to 30 seconds, respectively)
Conclusions
• Cell-and-portal subdivision pays off
– Size of entire model doesn’t really matter anymore
– Permits subdivision into chunks and efficient grouping and
prioritization of chunks
• Just-in-time, near-starvation data transmission is good
• Allows use of low bandwidth links (28.8 kbps modem)
• Minimizes simulation delay at sudden changes in view
• Walkthru/CFAST integration is a really cool idea
– Leisurely walk through a burning building sounds fun
– Visualization of heat or toxins in the environment
– Simulation is fairly accurate (despite graphic quality)