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Recreating Our Galaxy in a Supercomputer

caltech.edu

21–30 of 70 posts

Re: Recreating Our Galaxy in a Supercomputer

#21
post #9

Earlier quoted context omitted.

I'm curious. What do you mean by "Human vision is completely overlooked"? Are you talking about color perception? 3d rendering? Thanks :)

There's pretty much no way to avoid writing a large comment in response to this. So, with apologies... It was my focus for a long time to achieve perfectly photorealistic rendering. I come from a gamedev background, and I've been fascinated since around age ten about how to get a computer to paint pictures. By 17 I was writing game engines mostly equivalent to quake, and used this portfolio to get into the industry.…

I appreciate you probably put a lot of effort out but your post largely sums up to "They are wrong, I've done extra curricular research to prove it, I have no alternative"

While noble, I cant help but wanting to understand what alternatives you were leading yourself done. As an example, light can arguably simplified to intersecting cylinders and spheres that bounce off surfaces to create new 3d shapes. Each shape also would have an origin 2d shape based upon whats reflecting it. an "eye" reads shape intersections with self and also can filter those intersections in respect to origin shape. After each bounce, the new shape takes form as the bouncing lights color multiplied by the color of the bounced object In low light situations, subtle luminosity differences can be enhanced.

What I did was offer an example. Perhaps youll one day be successful but I got the impression you are some kind of renegade with a mission. While I can certainly relate to that, I view science and building the future quite far from renegade status. And in the mean time, you gave me a sob story with no algorithms/solutions except for "take real pictures and compare them". As a lazy programmer, walking outside and discoveringvthe world doesnt interest me too much.

Re: Recreating Our Galaxy in a Supercomputer

#22
post #3

Can somebody who knows about this tell me how much of the novelty in this is CS and how much physics? For example in graphics all the physics of light is well understood - it's just infeasible to compute - so all advances are in CS and how to sample better. Is this the case here? Or is it adding new models?

For example in graphics all the physics of light is well understood - it's just infeasible to compute - so all advances are in CS and how to sample better. Nitpick: The physics of light is understood. Human vision is also understood. But critically, human vision is completely overlooked in most graphical applications. It's not accurate to say that "the path toward making a computer-generated video indistinguishable f…

There are scenes in Pixar's movies, rendered entirely by Renderman, that are effectively indistinguishable from a high resolution recording of a real instance of the subject.

That really was all about algorithms and sampling.

Re: Recreating Our Galaxy in a Supercomputer

#23
post #4

Nice, you can't model a worm, but you can model a galaxy.

Molecules are tricky. They're obviously machines, but you're dealing with Quantum Mechanics if you go to first principles.

Which is why, for nearly all simulations, you use Born-Oppenheimer approximation and molecular dynamics using force fields derived from QM, but without the full explicit QM treatment.

This is fine because with only rare examples (as far as modern science knows), QM treatment is not necessary for most molecular machines.

Re: Recreating Our Galaxy in a Supercomputer

#24

Earlier quoted context omitted.

There's pretty much no way to avoid writing a large comment in response to this. So, with apologies... It was my focus for a long time to achieve perfectly photorealistic rendering. I come from a gamedev background, and I've been fascinated since around age ten about how to get a computer to paint pictures. By 17 I was writing game engines mostly equivalent to quake, and used this portfolio to get into the industry.…

I appreciate you probably put a lot of effort out but your post largely sums up to "They are wrong, I've done extra curricular research to prove it, I have no alternative" While noble, I cant help but wanting to understand what alternatives you were leading yourself done. As an example, light can arguably simplified to intersecting cylinders and spheres that bounce off surfaces to create new 3d shapes. Each shape als…

We can come up with hundreds of simplified lighting models. Have you tried the one you mentioned? Does it correspond to photographs, video? That's the hard work, and it's why I listed none.

Here's something specific: What did you mean by "multiply"? You cannot "multiply" colors. Not unless you concede that your model has nothing whatsoever to do with physical reality. And at that point, why not use a photo of nature (or your eyes' perception of nature) as a baseline comparison?

From http://www.feynmanlectures.caltech.edu/I_35.html:

"The phenomenon of colors depends partly on the physical world. We discuss the colors of soap films and so on as being produced by interference. But also, of course, it depends on the eye, or what happens behind the eye, in the brain. Physics characterizes the light that enters the eye, but after that, our sensations are the result of photochemical-neural processes and psychological responses.

There are many interesting phenomena associated with vision which involve a mixture of physical phenomena and physiological processes, and the full appreciation of natural phenomena, as we see them, must go beyond physics in the usual sense. We make no apologies for making these excursions into other fields, because the separation of fields, as we have emphasized, is merely a human convenience, and an unnatural thing. Nature is not interested in our separations, and many of the interesting phenomena bridge the gaps between fields."

Walking outside and discovering how the world looks is exactly how to improve your techniques as a graphics programmer.

Re: Recreating Our Galaxy in a Supercomputer

#25
post #14
post #3

Can somebody who knows about this tell me how much of the novelty in this is CS and how much physics? For example in graphics all the physics of light is well understood - it's just infeasible to compute - so all advances are in CS and how to sample better. Is this the case here? Or is it adding new models?

> Can somebody who knows about this tell me how much of the novelty in this is CS and how much physics? It's not so much a novelty as it is pushing the envelope. The main problem with these kind of simulations is that they're O(N^2). You can't get away with modelling each star, you have to model the interaction of each star with every other star. And then add in interstellar dust, which has non-neglible mass. And the…

> The main problem with these kind of simulations is that they're O(N^2). You can't get away with modelling each star, you have to model the interaction of each star with every other star.

Summary of what's below: The type of simulations described in the article do not scale like O(N^2) but more like O(N log N).

A small correction here.. The gravitational force calculation for N-body simulations are only O(N^2) if they're done using direct summation and force calculation. That's only necessary if you care about the motions of individual stars. The largest simulations I'm aware of that do that use a few 10s or 100s of millions of stars. They're typically used for studying individual star clusters, the regions around supermassive black holes, and perhaps dwarf galaxies. But the simulation in this article/press release has a few 10s of billions of particles, I believe. And those particles are all much more massive than individual stars. So while there are "star particles" in the simulations, it's more accurate to think of them as a set of particles which constitute a monte carlo sampling of the stellar mass distribution.

One aspect of that is you now no longer care about the detailed trajectories of individual particles[0], instead caring about the overall representation of the mass distribution. So you don't need as high of accuracy in the force calculation. Going back to the 1980's, people have been using numerical tricks to reduce the scaling of the simulations with the particle number. This includes algorithms such as treecodes, particle-mesh codes, etc., which reduce the scaling to O(N log N) or even O(N). These are sufficient to run simulations of describing the overall gravitational field.

The scaling for hydro codes is probably more complicated, particularly for simulations which use a moving mesh.

There's a nice summary of numerical techniques for this type of work here: http://arxiv.org/abs/1412.5187

[0] One can determine if interactions between individual stars is important to a system's evolution by comparing the 2-body relaxation time to the age of the system. This is discussed on pages 8–9 of the preprint linked above.

Re: Recreating Our Galaxy in a Supercomputer

#29
post #9

Earlier quoted context omitted.

I'm curious. What do you mean by "Human vision is completely overlooked"? Are you talking about color perception? 3d rendering? Thanks :)

There's pretty much no way to avoid writing a large comment in response to this. So, with apologies... It was my focus for a long time to achieve perfectly photorealistic rendering. I come from a gamedev background, and I've been fascinated since around age ten about how to get a computer to paint pictures. By 17 I was writing game engines mostly equivalent to quake, and used this portfolio to get into the industry.…

> "We use X technique because it looks good."

Replaces "looks good" with a more generic "gets the right answer" and you'll notice that phrase repeated on any simulation context where computers are not powerful yet to work from first principles.

If you want a safe place to look, look at chemistry. They have simulations that vary in complexity by a huge number of orders of magnitude. You'll see those non-natural techniques that "look good" get progressively applied as the simulation gets slower and slower. It works really well, but once computers are fast enough, everybody just throws them by the window.

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