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Proceedings of 1993 IEEE Parallel Rendering Symposium最新文献

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Parallel approximate computation of projections for animated volume rendered displays 动画体渲染显示投影的并行近似计算
Pub Date : 1993-11-01 DOI: 10.1145/166181.166190
Tung-Kuang Wu, M. Brady
We present an approximate volume rendering algorithm that can compute multiple views of a 3D voxel-based data set concurrently. The approach employs a unique new method for combining partial results from neighboring objections to compute a sequence of rotated views, in fewer instructions than would be required for independent computations. For instance, the algorithm can compute a set of N projections through an N/spl times/N/spl times/N data set in only O(log N) parallel steps, using only O(N/sup 3/) total operations (work), matching the bounds for computing a single projection by conventional methods.
我们提出了一种近似体绘制算法,可以同时计算基于三维体素的数据集的多个视图。该方法采用了一种独特的新方法来组合来自相邻异议的部分结果来计算旋转视图序列,比独立计算所需的指令更少。例如,该算法可以通过N/spl次/N/spl次/N个数据集,在O(log N)个并行步骤中计算一组N个投影,只使用O(N/sup 3/)个总操作(功),匹配传统方法计算单个投影的界限。
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引用次数: 7
Segmented ray casting for data parallel volume rendering 用于数据并行体渲染的分段光线投射
Pub Date : 1993-11-01 DOI: 10.1145/166181.166182
William M. Hsu
Interactive volume rendering is important to the timely analysis of three-dimensional data, but workstations take seconds to minutes to render data sets of a few megabytes. We have developed a parallel ray-casting technique, called Segmented Ray Casting, which can render a 128/spl times/128/spl times/128 data set at 2-3 frames per second on a 4K processor DECmpp 1200/Sx Model 100. Pixel values in the image plane are computed by casting rays through the volume data. The rays are segmented based on the intersection with the data sublocks in the processors. Each processor computes the color and opacity of the ray segments which pass through its subblock, which are then sent to the appropriate processor for composition with other segment values. Unlike other data-parallel volume renderers, Segmented Ray Casting does not require the transposition of volume data between processors at any time, nor does it suffer from resampling artifacts due to shearing.
交互式体绘制对于三维数据的及时分析非常重要,但是工作站需要几秒到几分钟才能呈现几兆字节的数据集。我们已经开发了一种并行光线投射技术,称为分段光线投射,它可以在4K处理器DECmpp 1200/Sx Model 100上以每秒2-3帧的速度渲染128/spl次/128/spl次/128数据集。图像平面中的像素值是通过通过体数据投射光线来计算的。射线是根据与处理器中的数据子锁的交集来分割的。每个处理器计算通过其子块的光线段的颜色和不透明度,然后将其发送到适当的处理器与其他段值组合。与其他数据并行体渲染器不同,分段光线投射不需要在任何时候在处理器之间转换体数据,也不会由于剪切而遭受重采样伪影。
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引用次数: 162
Parallel volume rendering and data coherence 并行体绘制和数据一致性
Pub Date : 1993-11-01 DOI: 10.1145/166181.166184
B. Corrie, P. Mackerras
The two key issues in implementing a parallel ray-casting volume renderer are the work distribution and the data distribution. We have implemented such a renderer on the Fujitsu AP1000 using an adaptive image-space subdivision algorithm based on the worker-farm paradigm for the work distribution, and a distributed virtual memory, implemented in software, to provide the data distribution. Measurements show that this scheme works efficiently and effectively utilizes the data coherence that is inherent in volume data.
实现并行光线投射体渲染器的两个关键问题是工作分布和数据分布。我们已经在富士通AP1000上实现了这样一个渲染器,使用基于工作分配的worker-farm范式的自适应图像空间细分算法,以及在软件中实现的分布式虚拟内存来提供数据分布。实验结果表明,该方案有效地利用了体数据固有的相干性。
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引用次数: 55
A pyramid-based approach to interactive terrain visualization 基于金字塔的交互式地形可视化方法
Pub Date : 1993-11-01 DOI: 10.1145/166181.166191
James K. Tam, J. Peters
This paper describes a multiresolution approach to the visualization of surface data. The algorithms discussed allow the generation of arbitrary views of 3-dimensional surfaces. Image processing and texture mapping techniques are combined in a new 3-pass scanline algorithm to achieve smooth and continuous translations, rotations, and scale changes of large data sets. The implementation of the algorithms on a massively parallel SIMD video supercomputer, the Princeton Engine, allows the scenes to be generated interactively at video rates.
本文介绍了一种地表数据可视化的多分辨率方法。所讨论的算法允许生成三维曲面的任意视图。将图像处理和纹理映射技术结合在一个新的3通道扫描线算法中,以实现大型数据集的平滑连续平移,旋转和缩放变化。算法在大规模并行SIMD视频超级计算机普林斯顿引擎上的实现,允许以视频速率交互生成场景。
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引用次数: 19
Permutation warping for data parallel volume rendering 数据并行体渲染的排列翘曲
Pub Date : 1993-11-01 DOI: 10.1145/166181.166189
C. Wittenbrink, Arun Kumar Somani
Volume rendering algorithms visualize sampled three dimensional data. A variety of applications create sampled data, including medical imaging, simulations, animation, and remote sensing. Researchers have sought to speed up volume rendering because of the high run time and wide application. Our algorithm uses permutation warping to achieve linear speedup on data parallel machines. This new algorithm calculates higher quality images than previous distributed approaches, and also provides more view angle freedom. We present permutation warping results on the SIMD MasPar MP-1. The efficiency results from nonconflicting communication. The communication remains efficient with arbitrary view directions, larger data sets, larger parallel machines, and high order filters. We show constant run time versus view angle, tunable filter quality, and efficient memory implementation.
体绘制算法可视化采样的三维数据。各种各样的应用程序创建采样数据,包括医学成像、模拟、动画和遥感。由于体绘制运行时间长、应用广泛,研究人员一直在寻求提高体绘制速度的方法。我们的算法使用置换翘曲来实现数据并行机的线性加速。该算法比以前的分布式算法计算出更高质量的图像,并且提供了更大的视角自由度。我们给出了SIMD MasPar MP-1的排列翘曲结果。效率源于无冲突的通信。在任意视图方向、更大的数据集、更大的并行机器和高阶滤波器的情况下,通信仍然有效。我们展示了恒定的运行时间与视角、可调的过滤器质量和高效的内存实现。
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引用次数: 36
期刊
Proceedings of 1993 IEEE Parallel Rendering Symposium
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