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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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A PC cluster system for simultaneous interactive volumetric modeling and visualization 一个PC集群系统,用于同时交互体建模和可视化
S. Muraki, E. Lum, K. Ma, M. Ogata, Xuezhen Liu
A number of problems are well suited for volumetric representation for both simulation and storage, however, the large amount of data that needs to be processed and rendered with these volumes makes interactive manipulation extremely challenging. We present a scalable PC cluster system (VG cluster) designed specifically to enable simultaneous volumetric computation and visualization, using compositing hardware devices and the latest PC graphics accelerators. We demonstrate the flexibility and performance of this system with several different applications that include reaction-diffusion simulation, volumetric image processing, and vector field visualization. We also discuss how to improve the visual computing performance of this system with some load balancing techniques.
许多问题都非常适合用于模拟和存储的体积表示,然而,需要处理和渲染这些体积的大量数据使得交互式操作极具挑战性。我们提出了一个可扩展的PC集群系统(VG集群),专门设计用于同时进行体积计算和可视化,使用合成硬件设备和最新的PC图形加速器。我们通过几个不同的应用演示了该系统的灵活性和性能,包括反应扩散模拟,体积图像处理和矢量场可视化。我们还讨论了如何利用负载均衡技术来提高系统的视觉计算性能。
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引用次数: 40
Distributed interactive ray tracing of dynamic scenes 动态场景的分布式交互光线追踪
I. Wald, Carsten Benthin, P. Slusallek
Recently developed interactive ray tracing systems combine the high performance of todays CPUs with new algorithms and implementations to achieve a flexible and high-performance rendering system offering high-quality, but nonetheless interactive 3D graphics. However, due to its history in offline rendering, interactive ray tracing is usually limited to static scenes and simple walkthroughs. In order to become truly interactive ray tracing must efficiently support dynamic scenes. We present a simple and practical method that allows to interactively ray trace dynamic scenes in a distributed PC cluster environment. Our method separates the scene into independent objects with common properties concerning dynamic updates - similar to OpenGL display lists and scene graph libraries. Three classes of objects are distinguished: static objects are treated as before, objects undergoing affine transformations are handled by transforming rays, and objects with unstructured motion are rebuilt whenever necessary. We present performance and scalability results of our system using a variety of test scenes stressing a wide range of dynamic behaviour.
最近开发的交互式光线追踪系统将当今cpu的高性能与新算法和实现相结合,以实现灵活和高性能的渲染系统,提供高质量,但仍然是交互式3D图形。然而,由于其在离线渲染中的历史,交互式光线追踪通常仅限于静态场景和简单的演练。为了实现真正的交互式光线追踪,必须有效地支持动态场景。我们提出了一种简单实用的方法,允许在分布式PC集群环境中交互式光线跟踪动态场景。我们的方法将场景分离为具有动态更新相关的公共属性的独立对象——类似于OpenGL显示列表和场景图库。将对象分为三类:静态对象和以前一样处理,经过仿射变换的对象通过变换射线处理,非结构化运动的对象在必要时进行重建。我们使用各种测试场景,强调广泛的动态行为,展示我们系统的性能和可扩展性结果。
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引用次数: 114
Sort-first, distributed memory parallel visualization and rendering 排序优先,分布式内存并行可视化和渲染
E. W. Bethel, G. Humphreys, Brian E. Paul, J. D. Brederson
While commodity computing and graphics hardware has increased in capacity and dropped in cost, it is still quite difficult to make effective use of such systems for general-purpose parallel visualization and graphics. We describe the results of a recent project that provides a software infrastructure suitable for general-purpose use by parallel visualization and graphics applications. Our work combines and extends two technologies: chromium, a stream-oriented framework that implements the OpenGL programming interface; and OpenRM scene graph, a pipelined-parallel scene graph interface for graphics data management. Using this combination, we implement a sort-first, distributed memory, parallel volume rendering application. We describe the performance characteristics in terms of bandwidth requirements and highlight key algorithmic considerations needed to implement the sort-first system. We characterize system performance using a distributed memory parallel volume rendering application, and present performance gains realized by using scene specific knowledge to accelerate rendering by reducing network traffic. The contribution of this work is an exploration of general-purpose, sort-first architecture performance characteristics as applied to distributed memory, commodity hardware, along with a description of the algorithmic support needed to realize parallel, sort-first implementations.
虽然商品计算和图形硬件的容量增加了,成本下降了,但是要有效地利用这些系统进行通用的并行可视化和图形化仍然相当困难。我们描述了最近一个项目的结果,该项目提供了一个软件基础设施,适合并行可视化和图形应用程序的通用用途。我们的工作结合并扩展了两种技术:chromium,一个实现OpenGL编程接口的面向流的框架;OpenRM场景图,一个用于图形数据管理的流水线并行场景图接口。使用这种组合,我们实现了一个排序优先、分布式内存、并行体渲染应用程序。我们描述了带宽需求方面的性能特征,并强调了实现排序优先系统所需的关键算法考虑因素。我们使用分布式内存并行体渲染应用程序来表征系统性能,并通过使用场景特定知识通过减少网络流量来加速渲染来实现性能提升。这项工作的贡献是对应用于分布式内存、商用硬件的通用、排序优先架构性能特征的探索,以及对实现并行、排序优先实现所需的算法支持的描述。
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引用次数: 42
IEEE Symposium on Parallel and Large-Data Visualization and Graphics 2003 (IEEE Cat. No.3EX736) IEEE并行和大数据可视化与图形研讨会2003 (IEEE Cat)。No.3EX736)
The following topics are dealt with: interative rendering; data visualisation; computational geometry; solid modelling; isosurface extraction; parallel processing; load balancing; workstation cluster; image resolution; distributed memory system; image cache; multiprocessing system; image texture; ray tracing; natural scene; interactive system; feature extraction; hidden feature removal; image retrieval.
处理以下主题:交互呈现;数据可视化;计算几何;固体造型;等值面提取;并行处理;负载平衡;工作站集群;图像分辨率;分布式存储系统;图像缓存;多处理系统;图像纹理;射线追踪;自然场景;互动系统;特征提取;隐特征去除;图像检索。
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引用次数: 2
期刊
IEEE Symposium on Parallel and Large-Data Visualization and Graphics, 2003. PVG 2003.
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