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引用次数: 8
摘要
我们提出了核内和核外并行技术来实现基于跨空间桶概念的等值面渲染。我们的核内技术保守地使用了RAM,并且适合并行化。out-of-core变体将搜索过程中读取的数据量保持在最低限度,只访问与等值面相交的单元格。外核技术还通过顺序查找、交错磁盘上的数据记录以及重叠计算和I/O线程来最小化磁盘I/O时间。使用我们的out-of-core span space bucket获得的整体等面渲染时间与优化良好的in-core技术相当,后者拥有足够的RAM以避免抖动。当RAM大小有限时,我们的外核跨空间桶保持其性能水平,而内核算法要么开始颠簸,要么必须牺牲性能以获得更小的内存占用。
Multithreaded isosurface rendering on SMPs using span-space buckets
We present in-core and out-of-core parallel techniques for implementing isosurface rendering based on the notion of span-space buckets. Our in-core technique makes conservative use of the RAM and is amenable to parallelization. The out-of-core variant keeps the amount of data read in the search process to a minimum, visiting only the cells that intersect the isosurface. The out-of-core technique additionally minimizes disk I/O time through in-order seeking, interleaving data records on the disk and by overlapping computational and I/O threads. The overall isosurface rendering time achieved using our out-of-core span space buckets is comparable to that of well-optimized in-core techniques that have enough RAM at their disposal to avoid thrashing. When the RAM size is limited, our out-of-core span-space buckets maintains its performance level while in-core algorithms either start to thrash or must sacrifice performance for a smaller memory footprint.