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Proceedings of the IEEE symposium on Parallel rendering最新文献

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Remote interactive visualization and analysis (RIVA) using parallel supercomputers 使用并行超级计算机的远程交互式可视化和分析(RIVA)
Pub Date : 1995-12-01 DOI: 10.1145/218327.218340
Peggy Li, W. Duquette, D. Curkendall
JPL's Remote Interactive Visualization and Analysis System (RIVA) is described in detail. RIVA's kernel is a highly scalable perspective renderer tailored especially for the demands of large datasets beyond the sensible reach of workstations. The algorithmic details of this renderer are described, particularly the aspects key to achieving the algorithm's overall scalability. The paper summarizes the performance achieved for machine sizes up to more than 500 nodes and for initial input image/terrain bases of up to a gigabyte. The RIVA system integrates workstation graphics, massively parallel computing technology, and gigabit communication networks to provide a flexible interactive environment for scientific data perusal, analysis and visualization. Early experience with using RIVA to interactively explore multivariate datasets is reported and some example results given.
详细介绍了JPL远程交互可视化分析系统(RIVA)。RIVA的内核是一个高度可扩展的透视图渲染器,专门为工作站无法达到的大型数据集的需求量身定制。描述了该渲染器的算法细节,特别是实现算法整体可扩展性的关键方面。本文总结了机器规模超过500个节点和初始输入图像/地形基础高达1gb时所取得的性能。RIVA系统集成了工作站图形、大规模并行计算技术和千兆通信网络,为科学数据阅读、分析和可视化提供灵活的交互环境。报告了使用RIVA交互式探索多变量数据集的早期经验,并给出了一些示例结果。
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引用次数: 7
Synchronization for a multi-port frame buffer on a mesh-connected multicomputer 网格连接多计算机上多端口帧缓冲区的同步
Pub Date : 1995-12-01 DOI: 10.1145/218327.218341
Bin Wei, Gordon Stoll, D. Clark, E. Felten, Kai Li, P. Hanrahan
Parallel rendering on multicomputers involves the parallelization of geometry processing, rasterization and composition. A known approach to support the back end of parallel rendering on multicomputers is to connect a multiport frame buffer directly to the multicomputer routing network to take advantage of the aggregate bandwidth available on the network. However, a multi-port frame buffer design raises the question of how to synchronize the processors with the frame buffer in order to perform global control operations. The challenge is to provide a simple and efficient synchronization algorithm that requires minimal hardware support. This paper describes a softwarebased solution to the synchronization problem for a multiport frame buffer on the Paragon mesh routing network. Simulations on the Paragon multicomputer show that our algorithm is indeed efficient.
多计算机并行渲染涉及几何处理、光栅化和构图的并行化。支持多计算机上并行呈现后端的一种已知方法是将多端口帧缓冲区直接连接到多计算机路由网络,以利用网络上可用的聚合带宽。然而,多端口帧缓冲区设计提出了如何使处理器与帧缓冲区同步以执行全局控制操作的问题。我们面临的挑战是提供一种简单而有效的同步算法,它只需要最少的硬件支持。针对Paragon网状路由网络中多端口帧缓冲区的同步问题,提出了一种基于软件的解决方案。在Paragon多机上的仿真表明,我们的算法确实是有效的。
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引用次数: 9
A load balanced SIMD polygon renderer 一个负载平衡的SIMD多边形渲染器
Pub Date : 1995-12-01 DOI: 10.1145/218327.218338
S. Whitman
This document describes a parallel polygon rendering algorit.hrn designed for a SIMD supercomputer architecture. The overall algorithm can be implemented on any SIMD machine; in this paper, we expand upon an implementation which is specific to the Princeton Engine, a product of the David Sarnoff Research Center. The algorithm has a number of improvements over previously developed SIMD renderers in that load balancing is considered and designed into the algorithm with minimal overhead.
这个文档描述了一个并行多边形绘制算法。为SIMD超级计算机架构设计的hrn。整个算法可以在任何SIMD机器上实现;在本文中,我们扩展了一个特定于普林斯顿引擎的实现,普林斯顿引擎是David Sarnoff研究中心的一个产品。与以前开发的SIMD渲染器相比,该算法有许多改进,因为它考虑了负载平衡,并以最小的开销将其设计到算法中。
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引用次数: 7
Real-time volume rendering on shared memory multiprocessors using the shear-warp factorization 基于剪切-翘曲分解的共享内存多处理器实时体绘制
Pub Date : 1995-12-01 DOI: 10.1145/218327.218331
P. Lacroute
This paper presents a new parallel volume rendering algorithm that can render 2563 voxel medical data sets at over 10 Hz and 1283 voxel data sets at over 30 Hz on a 16-processor Silicon Graphics Challenge. The algorithm achieves these results by minimizing each of the three components of execution time: computation time, synchronization time, and data communication time. Computation time is low because the parallel algorithm is based on the recentlyreported shear-warp serial volume rendering algorithm which is over five times faster than previous serial algorithms. Synchronization time is minimized by using dynamic load balancing and a task partition that minimizes synchronization events. Data communication costs are low because the algorithm is implemented for sharedmemory multiprocessors, a class of machines with hardware support for low-latency fine-grain communication and hardware caching to hide latency. We draw two conclusions from our implementation. First, we find that on shared-memory architectures data redistribution and communication costs do not dominate rendering time. Second, we find that cache locality requirements impose a limit on parallelism in volume rendering algorithms. Specifically, our results indicate that shared-memory machines with hundreds of processors would be useful only for rendering very large data sets. CR Categories: D.1.3 [Concurrent Programming]: Parallel Programming; 1.3.3 [Computer Graphics]: Picture/Image Generation--Display Algorithms; L3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism. Additional
本文提出了一种新的并行体绘制算法,该算法可以在16处理器Silicon Graphics Challenge上以超过10 Hz的速度渲染2563体素医疗数据集,并以超过30 Hz的速度渲染1283体素数据集。该算法通过最小化执行时间的三个组成部分来实现这些结果:计算时间、同步时间和数据通信时间。由于并行算法基于最近报道的剪切-翘曲串行体绘制算法,计算时间短,比以前的串行算法快5倍以上。通过使用动态负载平衡和最小化同步事件的任务分区,可以最大限度地减少同步时间。数据通信成本很低,因为该算法是为共享内存多处理器实现的,共享内存多处理器是一类具有低延迟细粒度通信和硬件缓存以隐藏延迟的硬件支持的机器。我们从执行中得出两个结论。首先,我们发现在共享内存架构上,数据重新分配和通信成本不会主导渲染时间。其次,我们发现缓存局部性要求限制了体绘制算法的并行性。具体来说,我们的结果表明,具有数百个处理器的共享内存机器只对呈现非常大的数据集有用。CR分类:D.1.3[并发编程]:并行编程;1.3.3【计算机图形学】:图片/图像生成—显示算法;L3.7[计算机图形学]:三维图形和现实主义。额外的
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引用次数: 121
Fast volume rendering using an efficient, scalable parallel formulation of the shear-warp algorithm 快速体渲染使用一个有效的,可扩展的并行公式的剪切-翘曲算法
Pub Date : 1995-12-01 DOI: 10.1145/218327.218330
M. Amin, A. Grama, Vineet Singh
This paper presents a fast and scalable parallel algorithm for volume rendering and its implementation on distributed-memory parallel computers. This parallel algorithm is based on the shear-warp algorithm of Lacroute and Levoy. Coupled with optimizations that exploit coherence in the volume and image space, the shear-warp algorithm is currently acknowledged to be the fastest sequential volume rendering algorithm. We have designed a memory efficient parallel formulation of this algorithm that (1) drastically reduces communication requirements by using a novel data partitioning scheme and (2) improves multi-frame performance with an adaptive load-balancing technique. All the optimizations of the Lacroute-Levoy algorithm are preserved in the parallel formulation. The paper also provides an analytical model of performance for the parallel formulation that shows that it is possible to sustain excellent performance across a wide range of practical problem sizes and number of processors. Our implementation, running on a 128 processor TMC CM-5 distributed-memory parallel computer, renders a 256 voxel medical data set at 12 frames/sec.
本文提出了一种快速、可扩展的体绘制并行算法及其在分布式存储并行计算机上的实现。该并行算法是在Lacroute和Levoy的剪切-翘曲算法的基础上提出的。再加上利用体积和图像空间的一致性进行优化,剪切-翘曲算法目前被公认为是最快的连续体绘制算法。我们设计了该算法的内存高效并行公式:(1)通过使用新颖的数据分区方案大幅降低通信需求;(2)通过自适应负载平衡技术提高多帧性能。并行公式保留了Lacroute-Levoy算法的所有优化。本文还提供了一个并行公式的性能分析模型,该模型表明,在广泛的实际问题大小和处理器数量上,它有可能保持优异的性能。我们的实现在128处理器的TMC CM-5分布式内存并行计算机上运行,以12帧/秒的速度呈现256体素的医疗数据集。
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引用次数: 49
Proceedings of the IEEE symposium on Parallel rendering IEEE并行渲染研讨会论文集
Pub Date : 1995-12-01 DOI: 10.1145/218327
S. Uselton, M. Cox, C. Wittenbrink
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引用次数: 2
Efficient parallel global illumination using density estimation 使用密度估计的高效并行全局照明
Pub Date : 1995-12-01 DOI: 10.1145/218327.218336
David Zareski, B. Wade, Philip M. Hubbard, P. Shirley
This paper presents a multi-computer, parallel version of the recently-proposed "Density Estimation" (DE) global illumination method, designed for computing solutions of environments with high geometric complexity (as many as hundreds of thousands of initial surfaces). In addition to the diffuse inter-reflections commonly handled by conventional radiosity methods, this new method can also handle energy transport involving arbitrary non-diffuse surfaces. Output can either be Gouraud-shaded elements for interactive walkthroughs, or ray-traced images for higher quality still frames. The key difference of the DE algorithm from conventional radiosity, in germs of its ability to parallelize efficiently, is its microscopic wew of energy transport, which avoids the O(n 2) pairwise surface interactions of most previous macroscopic radiosity algorithms (i.e.. those without clustering). Parallel DE is implemented as two separate parallel programs which perform different phases of the DE method. The first program performs the particle-tracing phase, and the second performs the density-estimation and rneshing phases. Each parallel program consists of a single master task and multiple worker tasks executing on separate workstations connected over a local area network. Communication is performed using the PVM software package and a shared file system. The goal of this effort is to provide a near-linear speedup for solutions to existing environment models using tens of processors. The parallel efficiency of the first program has been measured to be above 90% for as many as 16 workers. and the parallel efficiency of the second program has been measured to be above 70% for as many as 12 workers. C R
本文介绍了最近提出的“密度估计”(DE)全局照明方法的多计算机并行版本,该方法设计用于计算具有高几何复杂性的环境(多达数十万个初始表面)的解决方案。除了传统辐射法处理的漫射间反射外,该方法还可以处理涉及任意非漫射表面的能量传输。输出可以是用于交互式演练的gouraud阴影元素,也可以是用于更高质量静止帧的光线跟踪图像。在有效并行化能力方面,DE算法与传统辐射算法的关键区别在于它的微观能量输运,避免了之前大多数宏观辐射算法(即:n / 2)的O(n / 2)成对表面相互作用。那些没有聚类的)。并行DE是作为两个独立的并行程序实现的,它们执行DE方法的不同阶段。第一个程序执行粒子跟踪阶段,第二个程序执行密度估计和刷新阶段。每个并行程序由单个主任务和多个工作任务组成,这些任务在通过局域网连接的独立工作站上执行。通过PVM软件包和共享文件系统进行通信。这项工作的目标是为使用数十个处理器的现有环境模型的解决方案提供近似线性的加速。据测量,第一个程序的并行效率超过90%,最多可容纳16名工人。据测量,第二个程序的并行效率在70%以上,最多可容纳12名工人。C R
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引用次数: 25
Load balancing for a parallel radiosity algorithm 一种并行辐射算法的负载平衡
Pub Date : 1995-12-01 DOI: 10.1145/218327.218335
W. Stürzlinger, G. Schaufler, J. Volkert
The radiosity method models the interaction of light between diffuse surfaces, thereby accurately predicting global illumination effects. Due to the high computational effort to calculate the transfer of light between surfaces and the memory requirements for the scene description, a distributed, paraUelized version of the algorithrn is needed for scenes consisting of thousands of surfaces. We present several load distribution schemes for such a parallel algorithm which includes progressive refinement and adaptive subdivision for fast solutions of high quality. The load is distributed before the calculations in a static way. During the computation the load is redistributed dynamically to make up for individual differences in processor loads. The dynamic load balancing scheme never generates more data packets than the original algorithm and avoids overloading processors through actions taken by the scheme. CR
辐射度法模拟光在漫射表面之间的相互作用,从而准确地预测全局照明效果。由于计算光在表面之间的传递和场景描述的内存要求的高计算量,由数千个表面组成的场景需要分布式、平行化的算法版本。针对这种并行算法,我们提出了几种负载分配方案,其中包括渐进式细化和自适应细分,以获得高质量的快速解。在计算前,荷载以静态方式分布。在计算过程中,负载被动态地重新分配,以弥补处理器负载的个体差异。动态负载均衡方案不会产生比原始算法更多的数据包,并通过方案采取的动作避免处理器过载。CR
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引用次数: 14
Image composition methods for sort-last polygon rendering on 2-D mesh architectures 二维网格结构上排序多边形绘制的图像合成方法
Pub Date : 1995-12-01 DOI: 10.1145/218327.218337
Tong-Yee Lee, C. Raghavendra, J. Nicholas
In this paper, a new sort-last parallel polygon rendering implementation is given for 2-D mesh message-passing architectures such as the Ineel Delta and Paragon. Our implementation provides a very fast rendering rate for extremely large sets of polygons, a requirement of scientific visualization, C A D / C A M , and many other applications. We implement and evaluate our scheme on the Intel Delta parallel computer at Caltech. Using 512 processors to render Eric Haines's SPD s tandard scenes, our scheme achieves a rendering rate of 2.8 4.0 million triangles/second. K e y w o r d s : Polygon Rendering, SPD, Delta, Load Balancing
本文针对二维网格消息传递体系结构(如Ineel Delta和Paragon),给出了一种新的排序-最后并行多边形渲染实现。我们的实现为非常大的多边形集提供了非常快的渲染速度,这是科学可视化、C - a - D / C - a - M和许多其他应用程序的要求。我们在加州理工学院的Intel Delta并行计算机上实现并评估了我们的方案。使用512个处理器来渲染Eric Haines的SPD标准场景,我们的方案实现了280万个三角形/秒的渲染速率。我最喜欢的是:多边形渲染,SPD, Delta,负载平衡
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引用次数: 18
Implementation results and analysis of a parallel progressive radiosity 平行渐进式辐射的实现结果及分析
Pub Date : 1995-12-01 DOI: 10.1145/218327.218334
P. Guitton, J. Roman, Gilles Subrenat
The quality of synthetic images depends, first, on the quality of the modelling of the three-dimensional scenes to visualize; more numerous are the geometrical and optical details, more realistic are the resulting images. Unfortunately, such scene descriptions need a big amount of memory, as well as a long time of computation. In order to deal with these restrictions, we propose a parallel implementation for an extended stochastic progressive radiosity method, where form factors are computed with a ray tracing scheme, on a network of processors with a distributed memory and a message passing mechanism. Our program has already treated very big scenes (more than one million patches for example).
合成图像的质量首先取决于三维场景可视化的建模质量;几何和光学细节越多,生成的图像就越逼真。不幸的是,这样的场景描述需要大量的内存,以及长时间的计算。为了处理这些限制,我们提出了一种扩展的随机渐进辐射方法的并行实现,其中形状因子用光线跟踪方案计算,在具有分布式存储器和消息传递机制的处理器网络上。我们的程序已经处理了非常大的场景(例如超过一百万个补丁)。
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引用次数: 15
期刊
Proceedings of the IEEE symposium on Parallel rendering
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