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IEEE Symposium on Parallel and Large-Data Visualization and Graphics, 2003. PVG 2003.最新文献

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Efficient parallel out-of-core isosurface extraction 高效平行岩心外等值面提取
Huijuan Zhang, Timothy S Newman
A new approach for large dataset isosurface extraction is presented. The approach's aim is efficient parallel isosurfacing when the dataset cannot be processed entirely in-core. The approach focuses on reducing the memory requirement and optimizing disk I/O while achieving a balanced load. In particular, an accurate model of isosurface extraction time is exploited to evenly distribute work across processors. The approach achieves processing efficiency by also avoiding unnecessary processing for portions of the dataset that are not intersected by the isosurface. To reduce the redundant computations and the storage requirements, a flexible, variably-granular data structure is utilized, thereby achieving excellent time and space performance.
提出了一种新的大型数据集等值面提取方法。当数据集不能完全在核心内处理时,该方法的目标是实现有效的并行等面处理。该方法侧重于减少内存需求和优化磁盘I/O,同时实现均衡负载。特别是,利用精确的等面提取时间模型在处理器之间均匀地分配工作。该方法还避免了对未被等值面相交的数据集部分进行不必要的处理,从而提高了处理效率。为了减少冗余计算和存储需求,采用了灵活的变粒度数据结构,从而获得了优异的时间和空间性能。
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引用次数: 21
A multilayered image cache for scientific visualization 用于科学可视化的多层图像缓存
E. LaMar, Valerio Pascucci
We introduce a multilayered image cache system that is designed to work with a pool of rendering engines to facilitate a frame-less, asynchronous rendering environment for scientific visualization. Our system decouples the rendering from the display of imagery at many levels; it decouples render frequency and resolution from display frequency and resolution; allows asynchronous transmission of imagery instead of the compute-send cycle of standard parallel systems; and allows local, incremental refinement of imagery without requiring all imagery to be rerendered. Interactivity is accomplished by maintaining a set of image tiles for display while the production of imagery is performed by a pool of processors. The image tiles are placed in fixed places in camera (vs. world) space to eliminate occlusion artifacts. Display quality is improved by increasing the number of image tiles and imagery is refreshed more frequently by decreasing the number of image tiles.
我们介绍了一个多层图像缓存系统,该系统旨在与渲染引擎池一起工作,以促进科学可视化的无帧,异步渲染环境。我们的系统在许多层面上解耦了图像的呈现和显示;它将渲染频率和分辨率与显示频率和分辨率解耦;允许异步传输图像,而不是标准并行系统的计算发送周期;并且允许在不需要重新渲染所有图像的情况下对图像进行局部、增量的细化。交互性是通过维护一组用于显示的图像块来实现的,而图像的生成则由一组处理器执行。图像块被放置在相机(相对于世界)空间的固定位置,以消除遮挡伪影。通过增加图像块的数量可以提高显示质量,通过减少图像块的数量可以更频繁地刷新图像。
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引用次数: 17
From cluster to wall with VTK 从集群到墙壁与VTK
K. Moreland, D. Thompson
We describe a new set of parallel rendering components for VTK, the visualization toolkit. The parallel rendering units allow for the rendering of vast quantities of geometry with a focus on cluster computers. Furthermore, the geometry may be displayed on tiled displays at full or reduced resolution. We demonstrate an interactive VTK application processing an isosurface consisting of nearly half a billion triangles and displaying on a power wall with a total resolution of 63 million pixels. We also demonstrate an interactive VTK application displaying the same geometry on a desktop connected to the cluster via a TCP/IP socket over 100BASE-T Ethernet.
我们为可视化工具包VTK描述了一组新的并行渲染组件。并行渲染单元允许在集群计算机上渲染大量的几何图形。此外,几何图形可以以全分辨率或降低分辨率显示在平铺显示器上。我们演示了一个交互式VTK应用程序,处理由近5亿个三角形组成的等值面,并在总分辨率为6300万像素的电源墙上显示。我们还演示了一个交互式VTK应用程序,在通过TCP/IP套接字通过100BASE-T以太网连接到集群的桌面上显示相同的几何图形。
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引用次数: 25
The feature tree: visualizing feature tracking in distributed AMR datasets 特征树:在分布式AMR数据集中可视化特征跟踪
Jing Chen, D. Silver, Lian Jiang
We describe a feature extraction and tracking algorithm for AMR (adaptive mesh refinement) datasets that operates within a distributed computing environment. Because features can span multiple refinement levels and multiple processors, tracking must be performed across time, across levels, and across processors. The resulting visualization is represented as a "feature tree". A feature contains multiple parts corresponding to different levels of refinements. The feature tree allows a viewer to determine that a feature splits or merges at the next refinement level, and allows a viewer to extract and isolate a multilevel isosurface and watch how that surface changes over both time and space. The algorithm is implemented within a computational steering environment, which enables the visualization routines to operate on the data in-situ (while the simulation is ongoing).
我们描述了一种在分布式计算环境中运行的AMR(自适应网格细化)数据集的特征提取和跟踪算法。因为特性可以跨越多个细化级别和多个处理器,所以必须跨时间、跨级别和跨处理器执行跟踪。结果可视化表示为“特征树”。一个特性包含多个部分,对应于不同层次的细化。特征树允许查看器确定特征在下一个细化级别拆分或合并,并允许查看器提取和隔离多层等值面,并观察该表面如何随时间和空间变化。该算法是在计算导向环境中实现的,这使得可视化例程能够对现场数据进行操作(当模拟正在进行时)。
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引用次数: 37
A parallel framework for simplification of massive meshes 一种用于大规模网格简化的并行框架
D. Brodsky, J. Pedersen
As polygonal models rapidly grow to sizes orders of magnitudes bigger than the memory of commodity workstations, a viable approach to simplifying such models is parallel mesh simplification algorithms. A naive approach that divides the model into a number of equally sized chunks and distributes them to a number of potentially heterogeneous workstations is bound to fail. In severe cases the computation becomes virtually impossible due to significant slow downs because of memory thrashing. We present a general parallel framework for simplification of very large meshes. This framework ensures a near optimal utilization of the computational resources in a cluster of workstations by providing an intelligent partitioning of the model. This partitioning ensures a high quality output, low runtime due to intelligent load balancing, and high parallel efficiency by providing total memory utilization of each machine, thus guaranteeing not to trash the virtual memory system. To test the usability of our framework we have implemented a parallel version of R-Simp [Brodsky and Watson 2000].
随着多边形模型迅速增长到比商用工作站的内存大几个数量级,一种可行的简化这种模型的方法是并行网格简化算法。将模型划分为许多大小相等的块并将它们分发到许多可能异构的工作站的幼稚方法注定会失败。在严重的情况下,由于内存抖动导致的显著慢速,计算几乎变得不可能。我们提出了一个通用的并行框架来简化非常大的网格。该框架通过提供模型的智能分区,确保了工作站集群中计算资源的近乎最佳利用。这种分区保证了高质量的输出,由于智能负载平衡而降低了运行时间,并且通过提供每台机器的总内存利用率而提高了并行效率,从而保证了不破坏虚拟内存系统。为了测试我们框架的可用性,我们实现了R-Simp的并行版本[Brodsky和Watson 2000]。
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引用次数: 8
Distributed interactive ray tracing for large volume visualization 面向大体积可视化的分布式交互光线追踪
David E. DeMarle, S. Parker, M. Hartner, C. Gribble, C. Hansen
We have constructed a distributed parallel ray tracing system that interactively produces isosurface renderings from large data sets on a cluster of commodity PCs. The program was derived from the SCI Institute's interactive ray tracer (*-Ray), which utilizes small to large shared memory platforms, such as the SGI Origin series, to interact with very large-scale data sets. Making this approach work efficiently on a cluster requires attention to numerous system-level issues, especially when rendering data sets larger than the address space of each cluster node. The rendering engine is an image parallel ray tracer with a supervisor/workers organization. Each node in the cluster runs a multithreaded application. A minimal abstraction layer on top of TCP links the nodes, and enables asynchronous message handling. For large volumes, render threads obtain data bricks on demand from an object-based software distributed shared memory. Caching improves performance by reducing the amount of data transfers for a reasonable working set size. For large data sets, the cluster-based interactive ray tracer performs comparably with an SGI Origin system. We examine the parameter space of the renderer and provide experimental results for interactive rendering of large (7.5 GB) data sets.
我们已经构建了一个分布式并行光线追踪系统,该系统可以在商用pc集群上交互式地从大型数据集生成等值面渲染。该程序源自SCI研究所的交互式射线追踪器(*-Ray),它利用大小不等的共享内存平台,如SGI Origin系列,与非常大规模的数据集进行交互。要使这种方法在集群上有效地工作,需要注意许多系统级问题,特别是在呈现大于每个集群节点地址空间的数据集时。渲染引擎是一个具有主管/工人组织的图像并行光线跟踪器。集群中的每个节点都运行一个多线程应用程序。TCP之上的最小抽象层连接节点,并支持异步消息处理。对于大容量,呈现线程根据需要从基于对象的软件分布式共享内存中获取数据块。缓存通过在合理的工作集大小下减少数据传输量来提高性能。对于大型数据集,基于集群的交互式光线追踪器的性能与SGI Origin系统相当。我们检查了渲染器的参数空间,并提供了大型(7.5 GB)数据集的交互式渲染的实验结果。
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引用次数: 86
SLIC: scheduled linear image compositing for parallel volume rendering SLIC:用于并行体绘制的预定线性图像合成
Aleksander Stompel, K. Ma, E. Lum, J. Ahrens, J. Patchett
Parallel volume rendering offers a feasible solution to the large data visualization problem by distributing both the data and rendering calculations among multiple computers connected by a network. In sort-last parallel volume rendering, each processor generates an image of its assigned subvolume, which is blended together with other images to derive the final image. Improving the efficiency of this compositing step, which requires interprocesssor communication, is the key to scalable, interactive rendering. The recent trend of using hardware-accelerated volume rendering demands further acceleration of the image compositing step. We present a new optimized parallel image compositing algorithm and its performance on a PC cluster. Our test results show that this new algorithm offers significant savings over previous algorithms in both communication and compositing costs. On a 64-node PC cluster with a 100BaseT network interconnect, we can achieve interactive rendering rates for images at resolutions up to 1024x1024 pixels at several frames per second.
并行体绘制通过将数据和绘制计算分布在通过网络连接的多台计算机之间,为解决大数据可视化问题提供了可行的解决方案。在排序-最后并行体绘制中,每个处理器生成其分配的子体的图像,该图像与其他图像混合在一起,得到最终图像。提高这个需要处理器间通信的合成步骤的效率,是可扩展的交互式呈现的关键。最近使用硬件加速体绘制的趋势要求进一步加速图像合成步骤。提出了一种新的优化并行图像合成算法及其在PC集群上的性能。我们的测试结果表明,与以前的算法相比,这种新算法在通信和合成成本方面都有显著的节省。在具有100BaseT网络互连的64节点PC集群上,我们可以以每秒几帧的速度实现分辨率高达1024 × 1024像素的图像的交互渲染率。
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引用次数: 86
Parallel cell projection rendering of adaptive mesh refinement data 自适应网格细化数据的并行单元投影绘制
G. Weber, Martin Öhler, O. Kreylos, J. Shalf, E. W. Bethel, B. Hamann, G. Scheuermann
Adaptive mesh refinement (AMR) is a technique used in numerical simulations to automatically refine (or de-refine) certain regions of the physical domain in a finite difference calculation. AMR data consists of nested hierarchies of data grids. As AMR visualization is still a relatively unexplored topic, our work is motivated by the need to perform efficient visualization of large AMR data sets. We present a software algorithm for parallel direct volume rendering of AMR data using a cell-projection technique on several different parallel platforms. Our algorithm can use one of several different distribution methods, and we present performance results for each of these alternative approaches. By partitioning an AMR data set into blocks of constant resolution and estimating rendering costs of individual blocks using an application specific benchmark, it is possible to achieve even load balancing.
自适应网格细化(AMR)是一种用于数值模拟的技术,用于在有限差分计算中自动细化(或去细化)物理域的某些区域。AMR数据由数据网格的嵌套层次结构组成。由于AMR可视化仍然是一个相对未被探索的主题,我们的工作的动机是需要对大型AMR数据集执行有效的可视化。我们提出了一种软件算法,用于在几个不同的并行平台上使用细胞投影技术对AMR数据进行并行直接体绘制。我们的算法可以使用几种不同的分布方法中的一种,我们给出了每种替代方法的性能结果。通过将AMR数据集划分为具有恒定分辨率的块,并使用特定于应用程序的基准评估单个块的呈现成本,可以实现均匀的负载平衡。
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引用次数: 11
Improving occlusion query efficiency with occupancy maps 提高占用地图遮挡查询效率
Dirk Staneker, D. Bartz, M. Meissner
Image space occlusion culling is an useful approach to reduce the rendering load of large polygonal models. Like most large model techniques, it trades overhead costs with the rendering costs of the possibly occluded geometry. Meanwhile, modern graphics hardware supports occlusion culling, whereas they associate a significant query overhead, which hurts in particular, if the occlusion culling query itself was unsuccessful. We propose the occupancy map - a compact, cache-optimized representation of coverage information - to reduce the number of costly but unsuccessful occlusion culling queries and to arrange multiple occlusion queries. The information of the occupancy map is used to skip an occlusion query, if the respective map area is not yet set $the respective area has not yet received rendered pixels -, hence an occlusion query would always return not occluded. The remaining occlusion information is efficiently determined by asynchronous multiple occlusion queries with hardware-supported query functionality. To avoid redundant results, we arrange these multiple occlusion queries according to the information of several occupancy maps. Our presented technique is conservative and benefits from a partial depth order of the geometry.
图像空间遮挡剔除是减少大型多边形模型渲染负荷的一种有效方法。像大多数大型模型技术一样,它用可能遮挡的几何图形的渲染成本来交换开销成本。与此同时,现代图形硬件支持遮挡剔除,但它们会带来显著的查询开销,特别是当遮挡剔除查询本身不成功时。我们提出了占用图——一种紧凑的、缓存优化的覆盖信息表示——来减少代价高昂但不成功的遮挡剔除查询的数量,并安排多个遮挡查询。占用地图的信息用于跳过遮挡查询,如果各自的地图区域尚未设置$各自的区域尚未接收渲染像素-,因此遮挡查询将始终返回未遮挡。剩余的遮挡信息通过具有硬件支持的查询功能的异步多遮挡查询有效地确定。为了避免结果冗余,我们根据多个占用图的信息来排列这些多个遮挡查询。我们提出的技术是保守的,并受益于几何的部分深度顺序。
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引用次数: 29
Real-time volume rendering of time-varying data using a fragment-shader compression approach 使用碎片着色器压缩方法对时变数据进行实时体渲染
A. Binotto, J. Comba, C. Freitas
The recent advance of graphics hardware allowed real-time volume rendering of structured grids using a 3D texturing approach. The next challenging problem is to extend the algorithms to time-varying volumetric data (4D functions), which consume more storage and are not directly supported in current graphics hardware. Here we present a new visualization technique that includes (1) a compression scheme of sparse 4D functions into 3D textures, and (2) a visualization algorithm that decompress the stored data from the 3D textures using the programmability of fragment shaders, allowing real-time visualization of such data. We illustrate the system in action with datasets resulting from computational fluid dynamics simulations.
图形硬件的最新进展允许使用3D纹理方法对结构化网格进行实时体渲染。下一个具有挑战性的问题是将算法扩展到时变体积数据(4D函数),这需要消耗更多的存储空间,并且当前的图形硬件不直接支持。在这里,我们提出了一种新的可视化技术,包括(1)将稀疏的4D函数压缩成3D纹理的方案,以及(2)使用片段着色器的可编程性从3D纹理中解压存储数据的可视化算法,从而实现这些数据的实时可视化。我们用计算流体动力学模拟产生的数据集来说明系统的作用。
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引用次数: 37
期刊
IEEE Symposium on Parallel and Large-Data Visualization and Graphics, 2003. PVG 2003.
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