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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Visualization of Seismic Wave Propagation from Recent Damaging Earthquakes in Japan: Dense Array Observations and Parallel Simulations Using the Earth Simulator 日本近期破坏性地震地震波传播的可视化:密集阵列观测和地球模拟器并行模拟
T. Furumura, Li Chen
{"title":"Visualization of Seismic Wave Propagation from Recent Damaging Earthquakes in Japan: Dense Array Observations and Parallel Simulations Using the Earth Simulator","authors":"T. Furumura, Li Chen","doi":"10.2312/EGPGV/EGPGV04/007-016","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV04/007-016","url":null,"abstract":"This paper presents recent developments of large-scale parallel simulation of seismic wave propagation and concurrent visualization of 3D seismic wavefield using the Earth Simulator supercomputer. \u0000 \u0000The developments of high-performance computing facilities and dense networks of strong ground motion instruments in Japan (K-NET and KiK-net) have now made it possible to directly visualize regional seismic wave propagation during large earthquakes. Our group has developed efficient parallel finite difference method (FDM) code for modeling the seismic wavefield, and a 3D visualization technique, both suitable for implementation on the Earth Simulator. Large-scale 3D simulations of seismic wave propagation have been conducted using these techniques to recast strong ground motions during recent damaging earthquakes such as the 2000 Tottori-ken Seibu (MJ7.3) earthquake, the 1923 great Kanto earthquake (MJ 7.9), and the 1855 Ansei Edo (M7) earthquake. \u0000 \u0000Comparison of the simulation results with the dense array observations provides insights into the nature of complex seismic wave propagation through the heterogeneous subsurface structure in Japan. The simulation results are in very good agreement with the observations in terms of the features of the waveform and the regional intensity pattern, indicating that the simulation is already at a suitable level for use in investigating the expected pattern of ground motions for future earthquake scenarios.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"50 1","pages":"7-16"},"PeriodicalIF":0.0,"publicationDate":"2004-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86620949","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
Case Study of Multithreaded In-core Isosurface Extraction Algorithms 多线程核内等值面提取算法的实例研究
Huijuan Zhang, Timothy S Newman, Xiang Zhang
{"title":"Case Study of Multithreaded In-core Isosurface Extraction Algorithms","authors":"Huijuan Zhang, Timothy S Newman, Xiang Zhang","doi":"10.2312/EGPGV/EGPGV04/083-092","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV04/083-092","url":null,"abstract":"A comparative, empirical study of the computational performance of multithreading strategies for Marching Cubes isosurface extraction is presented. Several representative data-centric strategies are considered. Focus is on in-core computation that can be performed on desktop (single- or dual-CPU) computers. The study's empirical results are analyzed on the metrics of initialization overhead, individual surface extraction time, and total run time. In addition, an analysis of cache behavior and memory storage requirements is presented.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"45 1","pages":"83-92"},"PeriodicalIF":0.0,"publicationDate":"2004-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88948921","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: 8
A Hierarchical and View Dependent Visualisation Algorithm for Tree Based AMR Data in 2D or 3D 基于树的二维或三维AMR数据的分层和视图相关可视化算法
S. D. Pino
{"title":"A Hierarchical and View Dependent Visualisation Algorithm for Tree Based AMR Data in 2D or 3D","authors":"S. D. Pino","doi":"10.2312/EGPGV/EGPGV04/049-058","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV04/049-058","url":null,"abstract":"In this paper, a solution to the visualization of huge amount of data provided by solvers using tree based AMR method is proposed. This approach strongly relies on the hierarchical structure of data and view dependent arguments: only the visible cells will be drawn, reducing consequently the amount of rendered data, selecting only the cells that intersect the screen and whose size is bigger than one pixel. \u0000 \u0000After a brief statement of the problem, we recall the main principles of AMR methods.We then proceed to the data analysis which shows notable differences related to the dimension (2 or 3). A natural view dependent decimation algorithm is derived in the 2D case (only visible cells are plotted), while in 3D the treatment is not straightforward. The proposed solution relies then on the use of perspective in order to keep the same guidelines that were used in 2D. We then give a few hints about implementation and perform numerical experiments which confirm the efficiency of the proposed algorithms.We finally discuss this approach and give the sketch for future improvements.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"22 1","pages":"49-57"},"PeriodicalIF":0.0,"publicationDate":"2004-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82609181","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
Through the Concurrency Gateway: a Challenge from the Near Future of Graphics Hardware 通过并发网关:来自近期图形硬件的挑战
P. Welch
{"title":"Through the Concurrency Gateway: a Challenge from the Near Future of Graphics Hardware","authors":"P. Welch","doi":"10.2312/EGPGV/EGPGV04/017-022","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV04/017-022","url":null,"abstract":"The computer graphics industry, and in particular those involved with films, games and virtual reality, continue to demand more and more realistic computer generated images. The complexity of the scenes being modelled and the high fidelity required of the images means that rendering is simply not possible in a reasonable time (let alone real-time) on a single computer[BrW03]. Interactive ray tracing exists today[WSB*01], but real-time global illumination remains a major challenge. Fortunately, \"computer graphics cards are developing at Moore's law cubed\" [David Kirk, Chief Scientist, nVIDIA]. Such performance increases are directly due to the inherent parallel nature of modern graphics cards. If this trend continues, they will be 100 times faster in a mere 3.5 years time, 1000 times faster in 5 years and they will be massively parallel. Unfortunately, past experiences in designing systems that can exploit parallel processors in anything beyond embarrassingly trivial ways are not encouraging. For real-time interaction with high fidelity images, the parallel processing requirements will not be embarrassingly trivial! Regular and irregular patterns of synchronisation and communication will have to be managed over networks of fine-grained (for accuracy) model components whose scale, topology and physical distribution are dynamically evolving. This paper reviews weaknesses in our standard approaches to the design and implementation of concurrent systems and describes ways forward that are mature and practical - both for the programmer to program and the hardware to execute. They are built on decades of research into process algebrae (CSP and the p-calculus), but are able to preserve and exploit traditional skills and capabilities of serial software engineering and von Neumann architecture (components of which will still form the processor base of parallel systems for at least the next decade). The changes are, therefore, evolutionary rather than revolutionary - but are nevertheless essential both in the field of graphics and for the wider Grand Challenges of computer science.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"15 1","pages":"17-22"},"PeriodicalIF":0.0,"publicationDate":"2004-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79956371","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
Massive Data Pre-Processing with a Cluster Based Approach 基于聚类方法的海量数据预处理
R. Borgo, Valerio Pascucci, Roberto Scopigno
{"title":"Massive Data Pre-Processing with a Cluster Based Approach","authors":"R. Borgo, Valerio Pascucci, Roberto Scopigno","doi":"10.5555/2386103.2386114","DOIUrl":"https://doi.org/10.5555/2386103.2386114","url":null,"abstract":"Data coming from complex simulation models reach easily dimensions much greater than available computational resources. Visualization of such data still represents the most intuitive and effective tool for scientific inspection of simulated phenomena. To ease this process several techniques have been adopted mainly concerning the use of hierarchical multi-resolution representations. In this paper we present the implementation of a hierarchical indexing schema for multiresolution data tailored to overwork the computational power of distributed environments.","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":"66-73"},"PeriodicalIF":0.0,"publicationDate":"2004-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88899633","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: 2
A Scalable Cluster-based Parallel Simplifi cation Framework for Height Fields 一种基于集群的高度场并行简化框架
V. Gouranton, Sébastien Limet, S. Madougou, Emmanuel Melin
{"title":"A Scalable Cluster-based Parallel Simplifi cation Framework for Height Fields","authors":"V. Gouranton, Sébastien Limet, S. Madougou, Emmanuel Melin","doi":"10.2312/EGPGV/EGPGV04/059-066","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV04/059-066","url":null,"abstract":"In this paper, we present a method to interactively render 3D large datasets on a PC Cluster. Classical methods use simplification to fill up the gap between such models and graphics card capabilities. Unfortunatelly, simplification algorithms are time and memory consuming and they allow real-time interaction only for a restricted size of models. This work focuses on parallelizing Rottger's simplification algorithm for height fields but the main ideas can be generalized to other scientific areas. The method benefits from the scalable computating power of clusters. As our results show it, this permits us to achieve a data scaling while maintaining an acceptable frame rate with real-time interaction. Moreover, the scheme can take avantage of tiled-display environments.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"59 1","pages":"59-65"},"PeriodicalIF":0.0,"publicationDate":"2004-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80459281","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: 2
Efficient parallel implementations for surface subdivision 曲面细分的高效并行实现
Emilio J. Padrón, M. Amor, M. Bóo, R. Doallo
{"title":"Efficient parallel implementations for surface subdivision","authors":"Emilio J. Padrón, M. Amor, M. Bóo, R. Doallo","doi":"10.2312/EGPGV/EGPGV02/113-122","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV02/113-122","url":null,"abstract":"Achieving an efficient surface subdivision is an important issue today in computer graphics, geometric modeling, and scientific visualization. In this paper we present two parallel versions of the Modified Butterfly algorithm. Both versions are based on a coarse-grain approach, that is, the original mesh is subdivided into small groups and each processor performs the triangles subdivision for a set of groups of the mesh. First approach sorts the groups in decreasing order of number of triangles per group, and then the sorted groups are cyclically distributed on the processors in order to achieve a good load distribution. In the second parallel version the processors can dynamically balance the work load by passing groups from heavier loaded processors to lighter ones, achieving in that way a better load balance. Finally, we evaluate the algorithms on two different systems: a SGI Origin 2000 and a Sun cluster. Good performances in terms of speedup have been obtained using both static and dynamic parallel implementations.","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":"113-121"},"PeriodicalIF":0.0,"publicationDate":"2002-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84962370","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: 9
The parallelization of the perspective shear-warp volume rendering algorithm 透视剪切-翘曲体绘制算法的并行化
J. Schulze, U. Lang
{"title":"The parallelization of the perspective shear-warp volume rendering algorithm","authors":"J. Schulze, U. Lang","doi":"10.2312/EGPGV/EGPGV02/061-070","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV02/061-070","url":null,"abstract":"The shear-warp algorithm for volume rendering is among the fastest volume rendering algorithms. It is an object-order algorithm, based on the idea of the factorization of the view matrix into a 3D shear and a 2D warp component. Thus, the compositing can be done in sheared object space, which allows the algorithm to take advantage of data locality. Although the idea of a perspective projection shear-warp algorithm is not new, it is not widely used. That may be because it is slower than the parallel projection algorithm and often slower than hardware supported approaches.In this paper, we present a new parallelized version of the perspective shear-warp algorithm. The parallelized algorithm was designed for distributed memory machines using MPI. The new algorithm takes advantage of the idea that the warp can be done in most computers' graphics hardware very fast, so that the remote parallel computer only needs to do the compositing. Our algorithm uses this idea to do the compositing on the remote machine, which transfers the resulting 2D intermediate image to the actual display machine. Even though the display machine could be a moderately equipped PC or laptop computer, it can be used to display complex volumetric data, provided there is a network connection to a high performance parallel computer. Furthermore, remote rendering could be used to drive virtual environments, which typically require perspective projection and high frame rates for stereo projection and multiple screens.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"9 1","pages":"61-69"},"PeriodicalIF":0.0,"publicationDate":"2002-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89387804","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: 23
A multi-thread safe foundation for scene graphs and its extension to clusters 场景图的多线程安全基础及其对集群的扩展
G. Voss, J. Behr, D. Reiners, M. Roth
{"title":"A multi-thread safe foundation for scene graphs and its extension to clusters","authors":"G. Voss, J. Behr, D. Reiners, M. Roth","doi":"10.2312/EGPGV/EGPGV02/033-038","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV02/033-038","url":null,"abstract":"One of the main shortcomings of current scene graphs is their inability to support multi-thread safe data structures. This work describes the general framework used by the OpenSG scene graph system to enable multiple concurrent threads to independently manipulate the scene graph without interfering with each other. Furthermore the extensions of the presented mechanisms needed to support cluster systems are discussed.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"172 1","pages":"33-37"},"PeriodicalIF":0.0,"publicationDate":"2002-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80246811","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: 84
Approach for software development of parallel real-time VE systems on heterogenous clusters 异构集群上并行实时VE系统的软件开发方法
C. Winkelholz, T. Alexander
{"title":"Approach for software development of parallel real-time VE systems on heterogenous clusters","authors":"C. Winkelholz, T. Alexander","doi":"10.2312/EGPGV/EGPGV02/023-032","DOIUrl":"https://doi.org/10.2312/EGPGV/EGPGV02/023-032","url":null,"abstract":"This paper presents our approach for the development of software for parallel real-time virtual environment systems (VE) running on heterogenous clusters of computers. This approach is based on a framework we have developed to facilitate the set-up of immersive virtual environment systems using single components coupled by an isolated local network. The framework provides parallel rendering of multiple projection screens and parallel execution of application and interaction tasks on components spread across a cluster. Main concept of the approach discussed in this paper is to use the virtual reality modeling language (VRML) as an interface definition language (IDL) for the parallel and distributed virtual environment system. An IDL-compiler generates skeleton-code for the implementations of the script nodes specified in a VRML-file. Components created this way can be reused in any VE by declaring the same interfaces. Instances of the implemented interfaces can reside in any application. By this approach commercial-of-the-shelf software can easily be integrated into a VE application. In this connection we discuss the underlying framework and software development process. Furthermore, the implementation of a VE system for a geographic information system (GIS) based on this approach is shown. It is emphasized that the components are used in various different applications.","PeriodicalId":90824,"journal":{"name":"Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization","volume":"51 1","pages":"23-32"},"PeriodicalIF":0.0,"publicationDate":"2002-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91331160","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: 5
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