The proceedings contain 31 papers. The topics discussed include: parallel and out-of-core view-dependent isocontour visualization using random data distribution;statistical computation of salient ISO-VALUES;interactiv...
ISBN:
(纸本)158113536X
The proceedings contain 31 papers. The topics discussed include: parallel and out-of-core view-dependent isocontour visualization using random data distribution;statistical computation of salient ISO-VALUES;interactive visualization and steering of CFD simulations;adding a scalar value to texture-based vector field representations by local contrast analysis;AUFLIC: an accelerated algorithm for unsteady flow line integral convolution;octreemizer: a hierarchical approach for interactive roaming through very large volumes;comparison of morphological pyramids for multiresolution MIP volume rendering;interactive previewing for transfer function specification in volume rendering;and cell-based first-hit ray casting.
Ocean dynamics modeling is essential for predicting the impact of climatic change on human activities. The need of large time series (e. g., paleoclimatic data) has been exposed as one of the challenges to embark on d...
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ISBN:
(纸本)078037536X
Ocean dynamics modeling is essential for predicting the impact of climatic change on human activities. The need of large time series (e. g., paleoclimatic data) has been exposed as one of the challenges to embark on decadal climate predictability. The goal of this study was to reconstruct the surface water dynamics in the China sea during the last 130,000 years. In order to do that it was necessary the assembly of integrated comprehensive datasets obtained from a gravity core recovered in the Sunda Slope (South China Sea) using different techniques such as quantitative analyses from coccolithophores, stable isotopes and biomarkers. Thanks to data mining, through a variety of data analysis tools, from Silicon graphics' Mineset, such as Decision trees and Clustering we have established the variations in the water column stratification (relative position of nutricline/thermocline). This study is a good example of combining data mining and paleoceartography to explain some general paleodynamics, including short-time events, showing the potential to monitor and predict in the context of decadal time-series.
This paper describes how the web-based visualization can be greatly improved using the function-based shape modeling technique. The improvement is possible because the proposed function-defined VRML shape node allows ...
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In this paper we describe a parallel and out-of-core view-dependent isocontour visualization algorithm that efficiently extracts and renders the visible portions of an isosurface from largedatasets. The algorithm fir...
We present the OpenGL Volumizer API for interactive, high-quality, scalable visualization of large volumetric data sets. Volumizer provides a high-level interface to OpenGL hardware to allow application writers and re...
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We present the OpenGL Volumizer API for interactive, high-quality, scalable visualization of large volumetric data sets. Volumizer provides a high-level interface to OpenGL hardware to allow application writers and researchers to visualize multiple gigabytes of volumetric data. Use of multiple graphics pipes scales rendering performance and system resources including pixel-fill rate and texture memory size. Volume roaming and multi-resolution volume rendering provide alternatives for interactive visualization of volume data. We combine the concepts of roaming and multi-resolution to introduce 3D Clip-Textures, an efficient technique to visualize arbitrarily large volume data by judiciously organizing and paging them to local graphics resources from storage peripherals. Volumetric shaders provide an interface for high quality volume rendering along with implementing new visualization techniques. This paper gives an overview of the API along with a discussion of largedatavisualization techniques used by Volumizer.
Projective methods for volume rendering currently represent the best approach for interactive visualization of unstructured data sets. We present a technique for tetrahedral projection using the programmable vertex sh...
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Projective methods for volume rendering currently represent the best approach for interactive visualization of unstructured data sets. We present a technique for tetrahedral projection using the programmable vertex shaders on current generation commodity graphics cards. The technique is based on Shirley and Tuchman's Projected Tetrahedra (PT) algorithm and allows tetrahedral elements to be volume scan converted within the graphics processing unit. Our technique requires no pre-processing of the data and no additional data structures. Our initial implementation allows interactive viewing of large unstructured datasets on a desktop personal computer.
The scientific simulation and three-dimensional imaging systems in use today are producing large quantities of data that range from gigabytes to petabytes in size. Direct volume rendering, using hardware-based three-d...
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The scientific simulation and three-dimensional imaging systems in use today are producing large quantities of data that range from gigabytes to petabytes in size. Direct volume rendering, using hardware-based three-dimensional textures, is a common technique for interactively exploring these data sets. The most serious drawback of this approach is the finite amount of available texture memory. In this paper we introduce a hybrid volume rendering technique based on the use of hardware texture mapping and point-based rendering. This approach allows us to leverage the performance of hardware-based volume rendering and the flexibility of a point-based rendering to generate a more efficient representation that makes possible interactive exploration of large-scale data using a single PC.
The proceedings contain 326 papers. The topics discussed include: incorporating quality-of-service in the virtual interface architecture;model-based fault detection in powerline networking;a metric and mixed-integer-p...
ISBN:
(纸本)0769515738
The proceedings contain 326 papers. The topics discussed include: incorporating quality-of-service in the virtual interface architecture;model-based fault detection in powerline networking;a metric and mixed-integer-programming-based approach for resource allocation in dynamic real-time systems;scheduling multiple datavisualization query workloads on a shared memory machine;a single phase distributed commit protocol for main memory database systems;compiling several classes of communication patterns on a multithreaded architecture;compiler and runtime support for irregular reductions on a multithreaded architecture;fine-grain access control for securing shared resources in computational grids;on reliable and scalable peer-to-peer web document sharing;communication characteristics of large-scale scientific applications for contemporary cluster architectures;comparing the memory system performance of DSS workloads on the HP V-class and SGI origin 2000;design and implementation of a pluggable fault tolerant CORBA infrastructure;and a performance model for k-Ary n-cube networks with self-similar traffic.
Recent advances in parallel computing have made it possible for scientists to perform atomistic simulations of materials involving billions of atoms. An immersive and interactive virtual environment such as ImmersaDes...
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ISBN:
(纸本)0769514928
Recent advances in parallel computing have made it possible for scientists to perform atomistic simulations of materials involving billions of atoms. An immersive and interactive virtual environment such as ImmersaDesk is an ideal platform for exploring complex material processes in these simulations. However rendering such largedatasets at an interactive speed is a major challenge. To solve this problem we have developed a visualization system by incorporating parallel and distributed computing paradigms. The system uses a parallelized fast visibility-culling algorithm based on the octree data structure to reduce the number of atoms sent to the graphics pipeline. An adaptive multiresolution algorithm based on atomic density is employed to further reduce the load on the graphics pipeline. The resulting system renders a billion-atom system at nearly interactive frame rates on a dual processor SGI Onyx2 with an InfiniteReality2 graphics pipeline connected to a 4-node PC cluster.
We present a system for interactively rendering large, unstructured grids. Our approach is to voxelize the grid into a 3D voxel octree, and then to render the data using hierarchical, 3D texture mapping. This approach...
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We present a system for interactively rendering large, unstructured grids. Our approach is to voxelize the grid into a 3D voxel octree, and then to render the data using hierarchical, 3D texture mapping. This approach leverages the Current 3D texture mapping PC hardware for the problem of unstructured grid rendering. We specialize the 3D texture octree to the task of rendering unstructured grids through a novel pad and stencil algorithm, which distinguishes between data and non-data voxels. Both the voxelization and rendering processes efficiently manage large, out-of-core datasets. The system manages cache usage in main memory and texture memory, as well as bandwidths among disk, main memory, and texture memory. It also manages rendering load to achieve interactivity at all times. It maximizes a quality metric for a desired level of interactivity. It has been applied to a number of largedata and produces high quality images at interactive, user-selectable frame rates using standard PC hardware.
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