Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization最新文献

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Interactive particle visualization with advanced shading models using lazy evaluation 交互式粒子可视化与先进的着色模型使用延迟评估
C. Gribble, S. Parker
{"title":"Interactive particle visualization with advanced shading models using lazy evaluation","authors":"C. Gribble, S. Parker","doi":"10.2312/EGPGV/EGPGV07/037-044","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV07/037-044","url":null,"abstract":"Particle-based simulation methods are used to model a wide range of complex phenomena and to solve timedependent problems of various scales. Effective visualizations of the resulting state will communicate subtle changes in the three-dimensional structure, spatial organization, and qualitative trends within a simulation as it evolves. We describe a visualization process targeting upcoming, highly parallel multicore desktop systems that enables interactive navigation and exploration of large particle datasets rendered with illumination effects from advanced shading models. These expensive illumination effects are evaluated lazily by decoupling interactive display and high quality rendering. We explore the performance characteristics of this approach and demonstrate its effectiveness using several large particle datasets.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"14 1","pages":"37-44"},"PeriodicalIF":0.0,"publicationDate":"2007-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74749736","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Interactive iso-surface ray tracing of massive volumetric data sets 海量体积数据集的交互式等面射线追踪
Heiko Friedrich, I. Wald, Johannes Günther, Gerd Marmitt, P. Slusallek
{"title":"Interactive iso-surface ray tracing of massive volumetric data sets","authors":"Heiko Friedrich, I. Wald, Johannes Günther, Gerd Marmitt, P. Slusallek","doi":"10.2312/EGPGV/EGPGV07/109-116","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV07/109-116","url":null,"abstract":"The visualization of iso-surfaces from gridded volume data is an important tool in many scientific applications. Today, it is possible to ray trace high-quality iso-surfaces at interactive frame rates even on commodity PCs. However, current algorithms fail if the data set exceeds a certain size either because they are not designed for outof- core data sets or the loading times are too high because there is too much overhead involved in the out-of-core (OOC) techniques. We propose a kD-tree based OOC data structure that allows to ray trace iso-surfaces of large volumetric data sets of many giga bytes at interactive frame rates on a single PC. A LOD technique is used to bridge loading times of data that is fetched asynchronously in the background. Using this framework we are able to ray trace iso-surfaces between 2 and 4 fps on a single dual-core Opteron PC at 640×480 resolution and an in-core memory footprint that is only a fraction of the entire data size.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"44 1","pages":"109-116"},"PeriodicalIF":0.0,"publicationDate":"2007-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87532834","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
Hybrid CPU-GPU unstructured meshes parallel volume rendering on PC clusters 混合CPU-GPU非结构化网格并行体渲染PC集群
Manuel Juliachs, T. Carrard, J. Nominé
{"title":"Hybrid CPU-GPU unstructured meshes parallel volume rendering on PC clusters","authors":"Manuel Juliachs, T. Carrard, J. Nominé","doi":"10.2312/EGPGV/EGPGV07/085-092","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV07/085-092","url":null,"abstract":"Large-scale numerical simulation produces datasets with ever-growing size and complexity. In particular, unstructured meshes are encountered in many applications. Volume rendering provides a way to efficiently analyze such datasets. Recent advances in graphics hardware have enabled the implementation of efficient unstructured volume rendering algorithms on the GPU. However, GPU architecture limitations make these methods difficultly amenable to a parallel implementation, which is necessary to render very large datasets at interactive speeds and high resolutions. Many previous parallel approaches have focused on softwarebased algorithms. In this paper, we present a hybrid object-space/image-space CPU-GPU distributed parallel volume rendering method, taking advantage of the flexibility afforded by the CPU, including SIMD processing capabilities, and using GPUs to perform repetitive tasks like depth-sorting and compositing. We present the impact of the different phases on the overall rendering time as a function of node number.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"33 1","pages":"85-92"},"PeriodicalIF":0.0,"publicationDate":"2007-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76294939","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Parallelization of inverse design of luminaire reflectors 灯具反射器反设计的并行化
J. Magallón, G. Patow, F. Serón, X. Pueyo
{"title":"Parallelization of inverse design of luminaire reflectors","authors":"J. Magallón, G. Patow, F. Serón, X. Pueyo","doi":"10.2312/EGPGV/EGPGV06/099-107","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV06/099-107","url":null,"abstract":"This paper presents the parallelization of techniques for the design of reflector shapes from prescribed optical properties (far-field radiance distribution), geometrical constraints and, if available, a user-given initial guess. This is a problem of high importance in the field of Lighting Engineering, more specifically for Luminaire Design. Light propagation inside and outside the optical set must be computed and the resulting radiance distribution compared to the desired one in an iterative process. Constraints on the shape imposed by industry needs must be taken into account, bounding the set of possible shape definitions. A general approach is based on a minimization procedure on the space of possible reflector shapes, starting from a generic or a user-provided shape.\u0000 This minimization techniques are usually known also as inverse problems, and are very expensive in computational power, requiring a long time to reach a good solution. To reduce this high resource needs we propose a parallel approach, based on SMP and clustering, that can bring the simulation times to a more feasible level.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"79 1","pages":"99-107"},"PeriodicalIF":0.0,"publicationDate":"2006-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86204442","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Piggybacking for more efficient parallel out-of-core isosurfacing 承载更有效的并行堆芯外等表面
Timothy S Newman, Wenjun Ma
{"title":"Piggybacking for more efficient parallel out-of-core isosurfacing","authors":"Timothy S Newman, Wenjun Ma","doi":"10.2312/EGPGV/EGPGV06/145-152","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV06/145-152","url":null,"abstract":"A scheme for improving the efficiency of parallel isosurfacing for very large datasets is presented. The scheme is aimed at improving performance in multi-processor environments, especially for environments in which interprocessor communication limitations become a bottleneck, such as when the number of processors can scale up without commensurate scale up in inter-processor communication bandwidth. The scheme enables load-balanced computation while also limiting unnecessary communication between processors through the use of communication piggybacking and interleaving. Empirical results are also presented and suggest that the scheme reduces communication by about 15% and overall isosurfacing time by about 13% over a highly efficient non-piggybacked parallel isosurfacing approach.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"3 1","pages":"145-152"},"PeriodicalIF":0.0,"publicationDate":"2006-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74698990","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Optimized visualization for tiled displays 优化了平铺显示的可视化
Mario Lorenz, G. Brunnett
{"title":"Optimized visualization for tiled displays","authors":"Mario Lorenz, G. Brunnett","doi":"10.2312/EGPGV/EGPGV06/127-135","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV06/127-135","url":null,"abstract":"In this paper we present new functionality we added to the Chromium framework. When driving tiled displays using a sort-first configuration based on the Tilesort stream procession unit (SPU) the performance bottlenecks are the high utilization of the client host caused by the expensive sorting and bucketing of geometry and the high bandwidth consumption caused by a significant amount of redundant unicast transmissions. We addressed these problems with an implementation of a true point-to-multipoint connection type using UDP multicast. Based on this functionality we developed the so called OPT-SPU. This SPU replaces the widely used Tilesort-SPU in typical Sort-First environments. Tile-sorting and state differencing is not necessary because Multicasting allows us to send the geometry to all server nodes at once. Instead of tile-sorting a conventional frustum culling method is used to avoid needless server utilization caused by rendering of geometry outside their viewports. This approach leads to significant lower processor and memory load on the client and a very effective utilization of available network bandwidth. To avoid redundant transmissions of identical command sequences that are generated by the application several times we put a transparent stream cache into the multicast communication channel. In addition, frustum and hardware accelerated occlusion culling methods may be used to eliminate unnecessary transfer of invisible geometry. Finally, a software based method for synchronization of buffer swap operations at all servers was implemented. In a nutshell, for the first time an appropriate combination of our optimizations makes it possible to render large scenes synchronously on an arbitary number of tiles at nearly constant performance.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"27 1","pages":"127-135"},"PeriodicalIF":0.0,"publicationDate":"2006-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74227706","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
Accelerated volume rendering with homogeneous region encoding using extended anisotropic chessboard distance on GPU 基于扩展各向异性棋盘距离的均匀区域编码加速体绘制
A. Es, H. Keles, Veysi Isler
{"title":"Accelerated volume rendering with homogeneous region encoding using extended anisotropic chessboard distance on GPU","authors":"A. Es, H. Keles, Veysi Isler","doi":"10.2312/EGPGV/EGPGV06/067-073","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV06/067-073","url":null,"abstract":"Ray traversal is the most time consuming part in volume ray casting. In this paper, an acceleration technique for direct volume rendering is introduced, which uses a GPU friendly data structure to reduce traversal time. Empty regions and homogeneous regions in the volume is encoded using extended anisotropic chessboard distance (EACD) transformation. By means of EACD encoding, both the empty spaces and samples belonging to the homogeneous regions are processed efficiently on GPU with minimum branching. In addition to skipping empty spaces, this method reduces the sampling operation inside a homegeneous region using ray integral factorization. The proposed algorithm integrates the optical properties in the homogeneous regions in one step and leaps directly to the next region. We show that our method can work more than 6 times faster than primitive ray caster without any visible loss in image quality.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"57 1","pages":"67-73"},"PeriodicalIF":0.0,"publicationDate":"2006-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72694189","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Time step prioritising in parallel feature extraction on unsteady simulation data 非定常仿真数据并行特征提取中的时间步长优先算法
M. Wolter, B. Hentschel, M. Schirski, A. Gerndt, T. Kuhlen
{"title":"Time step prioritising in parallel feature extraction on unsteady simulation data","authors":"M. Wolter, B. Hentschel, M. Schirski, A. Gerndt, T. Kuhlen","doi":"10.2312/EGPGV/EGPGV06/091-098","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV06/091-098","url":null,"abstract":"Explorative analysis of unsteady computational fluid dynamics (CFD) simulations requires a fast extraction of flow features. For time-varying data, the extraction algorithm has to be executed for each time step in the period under observation. Even when parallelised on a remote high performance computer, the user's waiting time still exceeds interactivity criteria for large data sets. Moreover, computations are generally performed in a fixed order, not taking into account the importance of partial results for the user's investigation.\u0000 In this paper we propose a general method to guide parallel feature extraction on unsteady data sets in order to assist the user during the explorative analysis even though interactive response times might not be available. By re-ordering of single time step computations, the order in which features are provided is arranged according to the user's exploration process. We describe three different concepts based on typical user behaviours. Using this approach, parallel extraction of unsteady features is enhanced for arbitrary extraction methods.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"1939 1","pages":"91-98"},"PeriodicalIF":0.0,"publicationDate":"2006-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91095439","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Sorted pipeline image composition 分类管道图像合成
M. Roth, D. Reiners
{"title":"Sorted pipeline image composition","authors":"M. Roth, D. Reiners","doi":"10.2312/EGPGV/EGPGV06/119-126","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV06/119-126","url":null,"abstract":"The core advantage of sort last rendering is the theoretical nearly linear scalability in the number of rendering nodes, which makes it very attractive for very large polygonal and volumetric models. The disadvantage of sort last rendering is that a final image composition step is necessary in which a huge amount of data has to be transferred between the rendering nodes. Even with gigabit or faster networks the image composition introduces an overhead that makes it impractical to use sort last parallel rendering for interactive applications on large clusters. This paper describes the Sorted Pipeline Composition algorithm that reduces the amount of data that needs to be transferred by an order of magnitude and results in a frame rate that is at least twice as high as the widely used binary swap image composition algorithm.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"457 1","pages":"119-126"},"PeriodicalIF":0.0,"publicationDate":"2006-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79781234","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
The challenges of commodity-based visualization clusters 基于商品的可视化集群的挑战
James T. Klosowski
{"title":"The challenges of commodity-based visualization clusters","authors":"James T. Klosowski","doi":"10.2312/EGPGV/EGPGV06/109-110","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV06/109-110","url":null,"abstract":"The performance of commodity computer components continues to increase dramatically. Processors, internal I/O buses, graphics cards, and network adapters have all exhibited significant improvements without significant increases in cost. Due to the increase in the price/performance ratio of computers utilizing such components, clusters of commodity machines have become commonplace in today's computing world and are steadily displacing specialized, high-end, shared-memory machines for many graphics and visualization workloads. Acceptance, and more importantly utilization, of commodity clusters has been hampered, however, due to the significant challenges introduced when switching from a shared-memory architecture to a distributed memory one. Such challenges range from having to redesign applications for distributed computing to gathering pixels from multiple sources and finally synchronizing multiple video outputs when driving large displays. In addition to these impediments for the application developer, there are also many mundane problems which arise when working with clusters, including their installation and general system administration.\u0000 This paper details these challenges and the many solutions that have been developed in recent years. As the nature of commodity hardware components suggests, the solutions to these research challenges are largely softwarebased, and include middleware layers for distributing the graphics workload across the cluster as well as for aggregating the final results to display for the user. At the forefront of this discussion will be IBM's Deep View project, whose goal has been the design and implementation of a scalable, affordable, high-performance visualization system for parallel rendering. In the past six years, Deep View has undergone numerous redesigns to make it as efficient as possible. We highlight the issues involved in this process, up to and including the current incarnation of Deep View, as well as what's on the horizon for cluster-based rendering.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"32 4 1","pages":"109-110"},"PeriodicalIF":0.0,"publicationDate":"2006-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82763967","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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