As use of earth-orbiting space technology increases, so does the need to understand and forecast the space weather. The University of Alaska Fairbanks Eulerian parallel Polar Ionosphere Model (UAF EPPIM) is a first pr...
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ISBN:
(纸本)3211835156
As use of earth-orbiting space technology increases, so does the need to understand and forecast the space weather. The University of Alaska Fairbanks Eulerian parallel Polar Ionosphere Model (UAF EPPIM) is a first principles three-dimensional time-dependant simulation, applied for real-time ionospheric forecasts. Its network-based continuous run uses on-line remote inputs, including current satellite data. Forecasted conditions are continuously visualized and disseminated via two mirrored WWW-sites ***/SpaceWeather and ***/similar to sergei in various formats such as GIF-files, including their JavaScript animation;NCAR graphics metafiles;and Vis5D databases. This paper describes practical approaches to issues such as synchronizing the model run to the rear-time inputs and achieving the highest possible resolution on a variety of computational platforms. Experience running the model with network inputs continuously for nearly three years is presented and summarized. Examples of remote use of model forecasts are discussed together with new opportunities this real-time approach provides for the U.S. National Space Weather Program.
We present a simple new algorithm that performs fast and memory-efficient cell projection for (exact) rendering of unstructured datasets. The main idea of the "ZSweep" algorithm is very simple; it is based o...
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We present a simple new algorithm that performs fast and memory-efficient cell projection for (exact) rendering of unstructured datasets. The main idea of the "ZSweep" algorithm is very simple; it is based on sweeping the data with a plane parallel to the viewing plane, in order of increasing z, projecting the faces of cells that are incident to vertices as they are encountered by the sweep plane. The efficiency arises from the fact that the algorithm exploits the implicit (approximate) global ordering that the z-ordering of the vertices induces on the cells that are incident on them. The algorithm projects cells by projecting each of their faces, with special care taken to avoid double projection of internal faces and to assure correctness in the projection order. The contribution for each pixel is computed in stages, during the sweep, using a short list of ordered face intersections, which is known to be correct and complete at the instant that each stage of the computation is completed. The ZSweep algorithm is simple enough to be readily adaptable to general (non-tetrahedral) cell formats. It is memory efficient, since its auxiliary data structures have only to store partial information taken from a small number of "slices" of the dataset. We also introduce a simple technique of data sparsification, which may be of interest in its own right. Our implementation is hardware-independent and handles datasets containing tetrahedral and/or hexahedral cells. We give experimental evidence that our method is competitive, up to 5 times faster than the best previously-known exact algorithms that use comparable amounts of memory, while using much less memory than ray-casting.
In this paper we introduce a scheme for static analysis that allows us to partition large geometric datasets at multiple levels of granularity to achieve both load balancing in parallel computations and minimal access...
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ISBN:
(纸本)1581132379
In this paper we introduce a scheme for static analysis that allows us to partition large geometric datasets at multiple levels of granularity to achieve both load balancing in parallel computations and minimal access to secondary memory in out-of-core computations. The idea is illustrated and fully exploited for the case of isosurface extraction, but extendible to a class of algorithms based on a small set of parameters and for which an appropriate static analysis can be performed.
This paper presents an interaction model to support collaborative scientific visualization. Relevant prior work is presented to contextualize the model and its import. An implementation of the model is presented withi...
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ISBN:
(纸本)1581132379
This paper presents an interaction model to support collaborative scientific visualization. Relevant prior work is presented to contextualize the model and its import. An implementation of the model is presented within a collaborative system that supports flexible collaborative coupling of multi-user applications. An example application is presented to demonstrate the capabilities of the model. The implementation is Web based, fully supports multi-user interfaces, uses VRML and compresed VRML for three dimensional graphic display, and is implemented in Java with CORBA support for external server access. An example experiment involving multiple users is described.
This paper describes a visualization architecture for scalable computer systems. The architecture is currently being prototyped for use in Beowulf-class clustered systems. A set of OpenGL frame buffers are driven in p...
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ISBN:
(纸本)1581132379
This paper describes a visualization architecture for scalable computer systems. The architecture is currently being prototyped for use in Beowulf-class clustered systems. A set of OpenGL frame buffers are driven in parallel by a set of CPUs. The visualization architecture merges the contents of these frame buffers by userprogrammable associative and commutative combining operations. The system hardware is built from off-the-shelf components including OpenGL accelerators, Field Programmable Gate Arrays (FPGAs), and gigabit network interfaces and switches. A secondgeneration prototype supports 60 Hz operation at 1024 × 1024 pixel resolution with interactive latency up to 1000 nodes.
作者:
Cavin, XavierAlonso, LaurentPaul, Jean-ClaudeLORIA
615 rue du Jardin Botanique BP 101 Villers-lès-Nancy CedexF-54602 France INRIA Lorraine
LORIA Is UMR 7503 LORIA CNRS Institut National Polytechnique de Lorraine INRIA Université Henri Poincaré Université Nancy 2 France
Recently, multi-processing has been shown to deliver good performance in rendering. However, in some applications, processors spend too much time executing tasks that could be more efficiently done through intensive u...
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ISBN:
(纸本)1581132379
Recently, multi-processing has been shown to deliver good performance in rendering. However, in some applications, processors spend too much time executing tasks that could be more efficiently done through intensive use of new graphics hardware. We present in this paper a novel solution combining multi-processing and advanced graphics hardware, where graphics pipelines are used both for classical visualization tasks and to advantageously perform geometric calculations while remaining computations are handled by multi-processors. The experiment is based on an implementation of a new parallel wavelet radiosity algorithm. The application is executed on the SGI Origin2000 connected to the SGI InfiniteReality2 rendering pipeline. A performance evaluation is presented. Keeping in mind that the approach can benefit all available workstations and super-computers, from small scale (p processors and n graphics pipeline) to large scale (p processors and n graphics pipelines), we highlight some important bottlenecks that impede performance. However, our results show that this approach could be a promising avenue for scientific and engineering simulation and visualization applications that need intensive geometric calculations.
Object-order rendering techniques present an attractive approach to run-time visualization of structured grid data, particularly when combined with a parallel rendering paradigm such as image composition. The ability ...
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ISBN:
(纸本)1581132379
Object-order rendering techniques present an attractive approach to run-time visualization of structured grid data, particularly when combined with a parallel rendering paradigm such as image composition. The ability of this combination to exploit hardware exceeds that of parallel image order methods. However, certain configurations of grid boundaries prevent composition from being performed correctly. In particular, when the boundary between two partitions contains concave sections, the partitions may no longer be depth sorted correctly, a requirement for some visualization techniques such as direct volume rendering. This occurs because the concave boundary prevents even the simple ordering of two adjacent partitions. If the data may be repartitioned such that it can be depth sorted correctly, then an image composition approach is a viable option. To facilitate such an operation, we present an algorithm to analyze the geometric structure of a grid boundary and extract knowledge about how the boundary impacts depth sorting and therefore image composition. We then show through examples how this knowledge may be applied to create a set of partitions that may be properly depth sorted.
Rendering, in particular the computation of global illumination, uses computationally very demanding algorithms. As a consequence many researchers have looked into speeding up the computation by distributing it over a...
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ISBN:
(纸本)1581132379
Rendering, in particular the computation of global illumination, uses computationally very demanding algorithms. As a consequence many researchers have looked into speeding up the computation by distributing it over a number of computational units. However, in almost all cases did they completely redesign the relevant algorithms in order to achieve high efficiency for the particular distributed or parallel environment. At the same time global illumination algorithms have gotten more and more sophisticated and complex. Often several basic algorithms are combined in multi-pass arrangements to achieve the desired lighting effects. As a result, it is becoming increasingly difficult to analyze and adapt the algorithms for optimal parallel execution at the lower levels. Furthermore, these bottom-up approaches destroy the basic design of an algorithm by polluting it with distribution logic and thus easily make it unmaintainable. In this paper we present a top-down approach for designing distributed applications based on their existing object-oriented decomposition. Distribution logic, in our case based on the CORBA middleware standard, is introduced transparently to the existing application logic. The design approach is demonstrated using several examples of multi-pass global illumination computation and raytracing. The results show that a good speedup can usually be obtained even with minimal intervention into existing applications.
This paper presents three techniques for reconstructing Lumigraphs/Lightfields on commercial ccNUMA parallel distributed shared memory computers. The first method is a parallel extension of the software-based method p...
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ISBN:
(纸本)1581132379
This paper presents three techniques for reconstructing Lumigraphs/Lightfields on commercial ccNUMA parallel distributed shared memory computers. The first method is a parallel extension of the software-based method proposed in the Lightfield paper. This expands the ray/two-plane intersection test along the film plane, which effectively becomes scan conversion. The second method extends this idea by using a shear/warp factorization that accelerates rendering. The third technique runs on an SGI Reality Monster using up to eight graphics pipes and texture mapping hardware to reconstruct images. We characterize the memory access patterns exhibited using the hardware-based method and use this information to reconstruct images from a tiled UV plane. We describe a method to use quad-cubic reconstruction kernels. We analyze the memory access patterns that occur when viewing Lumigraphs. This allows us to ascertain the cost/benefit ratio of various tilings of the texture plane.
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