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Interactive particle visualization with advanced shading models using lazy evaluation 交互式粒子可视化与先进的着色模型使用延迟评估
C. Gribble, S. Parker
Particle-based simulation methods are used to model a wide range of complex phenomena and to solve timedependent problems of various scales. Effective visualizations of the resulting state will communicate subtle changes in the three-dimensional structure, spatial organization, and qualitative trends within a simulation as it evolves. We describe a visualization process targeting upcoming, highly parallel multicore desktop systems that enables interactive navigation and exploration of large particle datasets rendered with illumination effects from advanced shading models. These expensive illumination effects are evaluated lazily by decoupling interactive display and high quality rendering. We explore the performance characteristics of this approach and demonstrate its effectiveness using several large particle datasets.
基于粒子的模拟方法用于模拟各种复杂现象和解决各种尺度的时间相关问题。结果状态的有效可视化将在模拟过程中传达三维结构、空间组织和定性趋势的细微变化。我们描述了一个针对即将到来的,高度并行的多核桌面系统的可视化过程,该系统能够交互式导航和探索由高级阴影模型的照明效果渲染的大型粒子数据集。通过将交互显示和高质量渲染分离,对这些昂贵的照明效果进行惰性评估。我们探索了这种方法的性能特征,并使用几个大粒子数据集证明了它的有效性。
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引用次数: 1
Interactive iso-surface ray tracing of massive volumetric data sets 海量体积数据集的交互式等面射线追踪
Heiko Friedrich, I. Wald, Johannes Günther, Gerd Marmitt, P. Slusallek
The visualization of iso-surfaces from gridded volume data is an important tool in many scientific applications. Today, it is possible to ray trace high-quality iso-surfaces at interactive frame rates even on commodity PCs. However, current algorithms fail if the data set exceeds a certain size either because they are not designed for outof- core data sets or the loading times are too high because there is too much overhead involved in the out-of-core (OOC) techniques. We propose a kD-tree based OOC data structure that allows to ray trace iso-surfaces of large volumetric data sets of many giga bytes at interactive frame rates on a single PC. A LOD technique is used to bridge loading times of data that is fetched asynchronously in the background. Using this framework we are able to ray trace iso-surfaces between 2 and 4 fps on a single dual-core Opteron PC at 640×480 resolution and an in-core memory footprint that is only a fraction of the entire data size.
从网格体数据中获取等值面是许多科学应用中的重要工具。今天,即使在普通pc上,也可以以交互帧率对高质量的等值面进行光线追踪。然而,如果数据集超过一定的大小,当前的算法就会失败,要么是因为它们不是为外核数据集设计的,要么是因为加载时间太高,因为外核(OOC)技术涉及的开销太大。我们提出了一种基于kd树的OOC数据结构,它允许在单个PC上以交互帧速率对许多千兆字节的大体积数据集的等值面进行光线跟踪。LOD技术用于桥接在后台异步获取的数据的加载时间。使用这个框架,我们能够在单个双核Opteron PC上以640×480分辨率和核心内存占用仅占整个数据大小的一小部分,以2到4 fps的速度跟踪等面。
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引用次数: 12
Hybrid CPU-GPU unstructured meshes parallel volume rendering on PC clusters 混合CPU-GPU非结构化网格并行体渲染PC集群
Manuel Juliachs, T. Carrard, J. Nominé
Large-scale numerical simulation produces datasets with ever-growing size and complexity. In particular, unstructured meshes are encountered in many applications. Volume rendering provides a way to efficiently analyze such datasets. Recent advances in graphics hardware have enabled the implementation of efficient unstructured volume rendering algorithms on the GPU. However, GPU architecture limitations make these methods difficultly amenable to a parallel implementation, which is necessary to render very large datasets at interactive speeds and high resolutions. Many previous parallel approaches have focused on softwarebased algorithms. In this paper, we present a hybrid object-space/image-space CPU-GPU distributed parallel volume rendering method, taking advantage of the flexibility afforded by the CPU, including SIMD processing capabilities, and using GPUs to perform repetitive tasks like depth-sorting and compositing. We present the impact of the different phases on the overall rendering time as a function of node number.
大规模数值模拟产生的数据集具有不断增长的规模和复杂性。特别是,在许多应用中会遇到非结构化网格。体绘制提供了一种有效分析此类数据集的方法。图形硬件的最新进展使得在GPU上实现高效的非结构化体绘制算法成为可能。然而,GPU架构的限制使得这些方法很难适用于并行实现,这对于以交互速度和高分辨率呈现非常大的数据集是必要的。许多以前的并行方法都集中在基于软件的算法上。在本文中,我们提出了一种混合对象空间/图像空间CPU- gpu分布式并行体绘制方法,利用CPU提供的灵活性,包括SIMD处理能力,并使用gpu执行深度排序和合成等重复任务。我们将不同阶段对整体渲染时间的影响作为节点数的函数。
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引用次数: 1
Parallelization of inverse design of luminaire reflectors 灯具反射器反设计的并行化
J. Magallón, G. Patow, F. Serón, X. Pueyo
This paper presents the parallelization of techniques for the design of reflector shapes from prescribed optical properties (far-field radiance distribution), geometrical constraints and, if available, a user-given initial guess. This is a problem of high importance in the field of Lighting Engineering, more specifically for Luminaire Design. Light propagation inside and outside the optical set must be computed and the resulting radiance distribution compared to the desired one in an iterative process. Constraints on the shape imposed by industry needs must be taken into account, bounding the set of possible shape definitions. A general approach is based on a minimization procedure on the space of possible reflector shapes, starting from a generic or a user-provided shape. This minimization techniques are usually known also as inverse problems, and are very expensive in computational power, requiring a long time to reach a good solution. To reduce this high resource needs we propose a parallel approach, based on SMP and clustering, that can bring the simulation times to a more feasible level.
本文提出了从规定的光学性质(远场辐射分布)、几何约束和(如果可用的话)用户给出的初始猜测来设计反射器形状的并行化技术。这是照明工程领域的一个非常重要的问题,特别是灯具设计。必须计算光学装置内外的光传播,并在迭代过程中将所得的辐射分布与期望的辐射分布进行比较。必须考虑行业需求对形状施加的约束,限定可能的形状定义集。一般的方法是基于对可能的反射器形状空间的最小化过程,从通用形状或用户提供的形状开始。这种最小化技术通常也被称为逆问题,并且在计算能力上非常昂贵,需要很长时间才能得到一个好的解决方案。为了减少这种高资源需求,我们提出了一种基于SMP和聚类的并行方法,可以将模拟时间降低到更可行的水平。
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引用次数: 1
Piggybacking for more efficient parallel out-of-core isosurfacing 承载更有效的并行堆芯外等表面
Timothy S Newman, Wenjun Ma
A scheme for improving the efficiency of parallel isosurfacing for very large datasets is presented. The scheme is aimed at improving performance in multi-processor environments, especially for environments in which interprocessor communication limitations become a bottleneck, such as when the number of processors can scale up without commensurate scale up in inter-processor communication bandwidth. The scheme enables load-balanced computation while also limiting unnecessary communication between processors through the use of communication piggybacking and interleaving. Empirical results are also presented and suggest that the scheme reduces communication by about 15% and overall isosurfacing time by about 13% over a highly efficient non-piggybacked parallel isosurfacing approach.
提出了一种提高超大数据集并行等面处理效率的方案。该方案旨在提高多处理器环境下的性能,特别是在处理器间通信限制成为瓶颈的环境中,例如处理器数量可以增加而处理器间通信带宽却没有相应的增加。该方案支持负载平衡计算,同时还通过使用通信承载和交错限制处理器之间不必要的通信。实验结果也表明,该方案比高效的非背载并行等表面处理方法减少了约15%的通信和约13%的总等表面处理时间。
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引用次数: 0
Optimized visualization for tiled displays 优化了平铺显示的可视化
Mario Lorenz, G. Brunnett
In this paper we present new functionality we added to the Chromium framework. When driving tiled displays using a sort-first configuration based on the Tilesort stream procession unit (SPU) the performance bottlenecks are the high utilization of the client host caused by the expensive sorting and bucketing of geometry and the high bandwidth consumption caused by a significant amount of redundant unicast transmissions. We addressed these problems with an implementation of a true point-to-multipoint connection type using UDP multicast. Based on this functionality we developed the so called OPT-SPU. This SPU replaces the widely used Tilesort-SPU in typical Sort-First environments. Tile-sorting and state differencing is not necessary because Multicasting allows us to send the geometry to all server nodes at once. Instead of tile-sorting a conventional frustum culling method is used to avoid needless server utilization caused by rendering of geometry outside their viewports. This approach leads to significant lower processor and memory load on the client and a very effective utilization of available network bandwidth. To avoid redundant transmissions of identical command sequences that are generated by the application several times we put a transparent stream cache into the multicast communication channel. In addition, frustum and hardware accelerated occlusion culling methods may be used to eliminate unnecessary transfer of invisible geometry. Finally, a software based method for synchronization of buffer swap operations at all servers was implemented. In a nutshell, for the first time an appropriate combination of our optimizations makes it possible to render large scenes synchronously on an arbitary number of tiles at nearly constant performance.
在本文中,我们将介绍我们添加到Chromium框架中的新功能。当使用基于平铺排序流处理单元(SPU)的排序优先配置驱动平铺显示时,性能瓶颈是由昂贵的几何排序和桶形引起的客户端主机的高利用率以及由大量冗余单播传输引起的高带宽消耗。我们通过使用UDP多播实现真正的点对多点连接类型来解决这些问题。基于这个功能,我们开发了所谓的OPT-SPU。该SPU取代了在典型排序优先环境中广泛使用的tile - sort-SPU。瓦片排序和状态差异不是必需的,因为多播允许我们一次将几何图形发送到所有服务器节点。而不是瓷砖排序,传统的截锥体剔除方法被用来避免不必要的服务器占用,因为渲染几何图形在他们的视口之外。这种方法显著降低了客户机上的处理器和内存负载,并非常有效地利用了可用的网络带宽。为了避免应用程序多次生成的相同命令序列的冗余传输,我们将透明流缓存放入多播通信通道中。此外,可以使用截锥体和硬件加速遮挡剔除方法来消除不必要的不可见几何的转移。最后,实现了一种在所有服务器上同步缓冲区交换操作的软件方法。简而言之,这是我们的优化第一次让我们能够在任意数量的贴图上以几乎恒定的性能同步渲染大型场景。
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引用次数: 12
Accelerated volume rendering with homogeneous region encoding using extended anisotropic chessboard distance on GPU 基于扩展各向异性棋盘距离的均匀区域编码加速体绘制
A. Es, H. Keles, Veysi Isler
Ray traversal is the most time consuming part in volume ray casting. In this paper, an acceleration technique for direct volume rendering is introduced, which uses a GPU friendly data structure to reduce traversal time. Empty regions and homogeneous regions in the volume is encoded using extended anisotropic chessboard distance (EACD) transformation. By means of EACD encoding, both the empty spaces and samples belonging to the homogeneous regions are processed efficiently on GPU with minimum branching. In addition to skipping empty spaces, this method reduces the sampling operation inside a homegeneous region using ray integral factorization. The proposed algorithm integrates the optical properties in the homogeneous regions in one step and leaps directly to the next region. We show that our method can work more than 6 times faster than primitive ray caster without any visible loss in image quality.
射线遍历是体射线投射中最耗时的部分。本文介绍了一种用于直接体绘制的加速技术,该技术使用GPU友好的数据结构来减少遍历时间。利用扩展各向异性棋盘距离(EACD)变换对体积中的空区域和均匀区域进行编码。通过EACD编码,在GPU上以最小分支的方式有效地处理了空白区域和属于同质区域的样本。除了跳过空白空间外,该方法还使用射线积分分解减少了齐次区域内的采样操作。该算法一步综合均匀区域的光学特性,然后直接跳到下一个区域。我们表明,我们的方法可以比原始光线投射器快6倍以上,而不会造成任何可见的图像质量损失。
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引用次数: 3
Time step prioritising in parallel feature extraction on unsteady simulation data 非定常仿真数据并行特征提取中的时间步长优先算法
M. Wolter, B. Hentschel, M. Schirski, A. Gerndt, T. Kuhlen
Explorative analysis of unsteady computational fluid dynamics (CFD) simulations requires a fast extraction of flow features. For time-varying data, the extraction algorithm has to be executed for each time step in the period under observation. Even when parallelised on a remote high performance computer, the user's waiting time still exceeds interactivity criteria for large data sets. Moreover, computations are generally performed in a fixed order, not taking into account the importance of partial results for the user's investigation. In this paper we propose a general method to guide parallel feature extraction on unsteady data sets in order to assist the user during the explorative analysis even though interactive response times might not be available. By re-ordering of single time step computations, the order in which features are provided is arranged according to the user's exploration process. We describe three different concepts based on typical user behaviours. Using this approach, parallel extraction of unsteady features is enhanced for arbitrary extraction methods.
非定常计算流体动力学(CFD)模拟的探索性分析需要快速提取流动特征。对于时变数据,需要对观测周期内的每个时间步执行提取算法。即使在远程高性能计算机上并行处理,用户的等待时间仍然超过大型数据集的交互性标准。此外,计算通常以固定的顺序执行,而不考虑部分结果对用户调查的重要性。在本文中,我们提出了一种通用的方法来指导非稳态数据集的并行特征提取,以便在探索性分析中帮助用户,即使交互响应时间可能不可用。通过对单时间步计算重新排序,根据用户的探索过程安排特征提供的顺序。我们根据典型的用户行为描述了三个不同的概念。利用该方法,增强了任意提取方法对非定常特征的并行提取。
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引用次数: 7
Sorted pipeline image composition 分类管道图像合成
M. Roth, D. Reiners
The core advantage of sort last rendering is the theoretical nearly linear scalability in the number of rendering nodes, which makes it very attractive for very large polygonal and volumetric models. The disadvantage of sort last rendering is that a final image composition step is necessary in which a huge amount of data has to be transferred between the rendering nodes. Even with gigabit or faster networks the image composition introduces an overhead that makes it impractical to use sort last parallel rendering for interactive applications on large clusters. This paper describes the Sorted Pipeline Composition algorithm that reduces the amount of data that needs to be transferred by an order of magnitude and results in a frame rate that is at least twice as high as the widely used binary swap image composition algorithm.
最后排序渲染的核心优势是渲染节点数量理论上接近线性的可扩展性,这使得它对非常大的多边形和体积模型非常有吸引力。排序最后渲染的缺点是最后的图像合成步骤是必要的,其中大量的数据必须在渲染节点之间传输。即使使用千兆或更快的网络,图像合成也会带来开销,这使得在大型集群上对交互式应用程序使用sort last并行渲染变得不切实际。本文描述了排序管道合成算法,该算法将需要传输的数据量减少了一个数量级,其帧速率至少是广泛使用的二进制交换图像合成算法的两倍。
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引用次数: 4
The challenges of commodity-based visualization clusters 基于商品的可视化集群的挑战
James T. Klosowski
The performance of commodity computer components continues to increase dramatically. Processors, internal I/O buses, graphics cards, and network adapters have all exhibited significant improvements without significant increases in cost. Due to the increase in the price/performance ratio of computers utilizing such components, clusters of commodity machines have become commonplace in today's computing world and are steadily displacing specialized, high-end, shared-memory machines for many graphics and visualization workloads. Acceptance, and more importantly utilization, of commodity clusters has been hampered, however, due to the significant challenges introduced when switching from a shared-memory architecture to a distributed memory one. Such challenges range from having to redesign applications for distributed computing to gathering pixels from multiple sources and finally synchronizing multiple video outputs when driving large displays. In addition to these impediments for the application developer, there are also many mundane problems which arise when working with clusters, including their installation and general system administration. This paper details these challenges and the many solutions that have been developed in recent years. As the nature of commodity hardware components suggests, the solutions to these research challenges are largely softwarebased, and include middleware layers for distributing the graphics workload across the cluster as well as for aggregating the final results to display for the user. At the forefront of this discussion will be IBM's Deep View project, whose goal has been the design and implementation of a scalable, affordable, high-performance visualization system for parallel rendering. In the past six years, Deep View has undergone numerous redesigns to make it as efficient as possible. We highlight the issues involved in this process, up to and including the current incarnation of Deep View, as well as what's on the horizon for cluster-based rendering.
商品计算机部件的性能继续显著提高。处理器、内部I/O总线、图形卡和网络适配器都有了显著的改进,而成本却没有显著增加。由于使用这些组件的计算机的性价比的提高,商品机器集群在今天的计算世界中已经变得司空见惯,并且正在稳步取代专门的、高端的、共享内存的机器来处理许多图形和可视化工作负载。然而,由于从共享内存架构切换到分布式内存架构时引入的重大挑战,商品集群的接受(更重要的是利用)受到了阻碍。这些挑战包括必须重新设计用于分布式计算的应用程序,从多个来源收集像素,最后在驱动大型显示器时同步多个视频输出。除了应用程序开发人员面临的这些障碍之外,在使用集群时还会出现许多常见问题,包括它们的安装和一般系统管理。本文详细介绍了这些挑战以及近年来开发的许多解决方案。正如商品硬件组件的本质所表明的那样,这些研究挑战的解决方案主要是基于软件的,并包括中间件层,用于跨集群分发图形工作负载,以及用于聚合最终结果以显示给用户。这个讨论的前沿将是IBM的Deep View项目,其目标是设计和实现一个可伸缩的、可负担得起的、用于并行呈现的高性能可视化系统。在过去的六年里,深度视图经历了多次重新设计,以使其尽可能高效。我们强调了这个过程中涉及的问题,包括当前的深度视图,以及即将出现的基于集群的渲染。
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引用次数: 0
期刊
Eurographics Symposium on Parallel Graphics and Visualization : EG PGV : [proceedings]. Eurographics Symposium on Parallel Graphics and Visualization
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