When dealing with extremely largedata sets or computationally expensive rendering pipelines, local workstations may not he able to render the full data set or maintain interactive frame rates. In these cases, high-pe...
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ISBN:
(纸本)9781728126050
When dealing with extremely largedata sets or computationally expensive rendering pipelines, local workstations may not he able to render the full data set or maintain interactive frame rates. In these cases, high-performance graphics clusters can he leveraged for distributed rendering. However, this traditionally has removed real-time feedback from the visualization system. In order to harness the power of distributed rendering and the real-time nature of local rendering, we developed PxStream - a streaming framework to transfer dynamically rendered images from high-performance graphics clusters to remote machines in real-time. PxStream clients can range from a standard computer with single monitor to a cluster-driven tiled display wall. Additionally, the PxStream server supports multiple concurrent endpoints to allow collaborators at different physical locations to simultaneously view the image stream. Initial tests demonstrate that PxStream can simultaneously stream 66 megapixel images to two locations at nearly 50 frames per second.
As the resolution of simulation models increases, scientific visualization algorithms which take advantage of the large memory and parallelism of Massively parallel Processors (MPPs) are becoming increasingly importan...
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ISBN:
(纸本)0818678704
As the resolution of simulation models increases, scientific visualization algorithms which take advantage of the large memory and parallelism of Massively parallel Processors (MPPs) are becoming increasingly important. For large applications rendering on the MPP tends to be preferable to rendering on a graphics workstation due to the MPP's abundant resources: memory, disk, and numerous processors. The challenge becomes developing algorithms that carl exploit these resources while minimizing overhead, typically communication costs. This paper will describe recent efforts in parallel rendering for polygonal primitives as well as parallel volumetric techniques. This paper presents rendering algorithms, developed for massively parallel processors (MPPs), for polygonal, spheres, and volumetric data. The polygon algorithm uses a dataparallel approach whereas the sphere and volume render use a MIMD approach. Implementations for these algorithms are presented far the Thinking Machines Corporation CM-5 and the Cray Research Inc T3D.
Ultra-high-resolution visualizations of large-scale data sets are often rendered using a remotely located graphics cluster that does not have a connected display. In such instances, rendered images must either be stre...
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ISBN:
(纸本)9781728126050
Ultra-high-resolution visualizations of large-scale data sets are often rendered using a remotely located graphics cluster that does not have a connected display. In such instances, rendered images must either be streamed over a network for live viewing, or saved to disk for later viewing. This process introduces the additional overhead associated with transferring data off of the GPU device. We present early work on real-time compression of rendered visualizations that aims to reduce both the device-to-host data transfer time and the I/O time for streaming or writing to disk. By using OpenGL / CUDA interop, images are compressed on the GPU prior to transferring the data to main memory. Although there is a computation cost to performing compression, our results show that this overhead is more than offset by the reduced data transfer and I/O times.
This paper presents a tool enabling the visual analysis of multivariate heterogeneous data. large amounts of measured and contextual data are being gathered for a large number of applications, increasing connectivity ...
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ISBN:
(纸本)9798350321241
This paper presents a tool enabling the visual analysis of multivariate heterogeneous data. large amounts of measured and contextual data are being gathered for a large number of applications, increasing connectivity across different data types. While measured data are often quantitative, contextual data tend to be categorical. This results in datasets containing multivariate data with heterogeneous properties. Difference in the natures of these properties raises challenges when combining them for analysis. This paper presents the design of a tool that enables the exploration of multivariate heterogeneous data by combining the strengths of parallel Coordinates and parallel Sets. The design relied on the application domain of real-life mobility monitoring that is particularly affected by the challenge mentioned above. To validate the suggested approach this paper presents the result of a usability evaluation, which confirms that the presented design is as efficient as other exiting tools while providing more features for correlation analysis.
Particle data are commonly visualized by rendering a sphere for each particle. Since interactive rendering usually relies on fast local lighting, the spatial arrangement of the spheres is often very hard to perceive. ...
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ISBN:
(纸本)9781509057382
Particle data are commonly visualized by rendering a sphere for each particle. Since interactive rendering usually relies on fast local lighting, the spatial arrangement of the spheres is often very hard to perceive. That is, larger functional structures formed by the particles are not easily recognizable. Using global effects such as ambient occlusion or shadows adds important depth cues. In this work, we present Implicit Sphere Shadow Maps (ISSM), an application-tailored approach for large, dynamic particle data sets. This approach can be combined with state-of-the-art object-space ambient occlusion to further emphasize the spatial structure of molecules. We compare our technique against state-of-the-art methods for interactive rendering with respect to image quality and performance.
Streamline computation in a very large vector field data set represents a significant challenge due to the nonlocal and data-dependent nature of streamline integration. In this paper, we conduct a study of the perform...
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Streamline computation in a very large vector field data set represents a significant challenge due to the nonlocal and data-dependent nature of streamline integration. In this paper, we conduct a study of the performance characteristics of hybrid parallel programming and execution as applied to streamline integration on a large, multicore platform. With multicore processors now prevalent in clusters and supercomputers, there is a need to understand the impact of these hybrid systems in order to make the best implementation choice. We use two MPI-based distribution approaches based on established parallelization paradigms, parallelize over seeds and parallelize over blocks, and present a novel MPI-hybrid algorithm for each approach to compute streamlines. Our findings indicate that the work sharing between cores in the proposed MPI-hybrid parallel implementation results in much improved performance and consumes less communication and I/O bandwidth than a traditional, nonhybrid distributed implementation.
We propose and discuss a paradigm that allows for expressing data-parallel rendering with the classically non-parallel ANARI API. We propose this as a new standard for data-parallel rendering, describe two different i...
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ISBN:
(纸本)9798331516932;9798331516925
We propose and discuss a paradigm that allows for expressing data-parallel rendering with the classically non-parallel ANARI API. We propose this as a new standard for data-parallel rendering, describe two different implementations of this paradigm, and use multiple sample integrations into existing applications to show how easy it is to adopt, and what can be gained from doing so.
Iterative parallel algorithms can be implemented by synchronizing after each round. This bulk-synchronous parallel (BSP) pattern is inefficient when strict synchronization is not required: global synchronization is co...
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ISBN:
(纸本)9781665432832
Iterative parallel algorithms can be implemented by synchronizing after each round. This bulk-synchronous parallel (BSP) pattern is inefficient when strict synchronization is not required: global synchronization is costly at scale and prohibits amortizing load imbalance over the entire execution, and termination detection is challenging with irregular data-dependent communication. We present an asynchronous communication protocol that efficiently interleaves communication with computation. The protocol includes global termination detection without obstructing computation and communication between nodes. The user's computational primitive only needs to indicate when local work is done;our algorithm detects when all processors reach this state. We do not assume that global work decreases monotonically, allowing processors to create new work. We illustrate the utility of our solution through experiments, including two largedata analysis and visualization codes: parallel particle advection and distributed union-find. Our asynchronous algorithm is several times faster with better strong scaling efficiency than the synchronous approach.
Computational simulations frequently generate solutions defined over very large tetrahedral volume meshes containing many millions of elements. Furthermore, such solutions may often be expressed using non-linear basis...
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Computational simulations frequently generate solutions defined over very large tetrahedral volume meshes containing many millions of elements. Furthermore, such solutions may often be expressed using non-linear basis functions. Certain solution techniques, such as discontinuous Galerkin methods, may even produce non-conforming meshes. Such data is difficult to visualize interactively, as it is far too large to fit in memory and many common data reduction techniques, such as mesh simplification, cannot be applied to non-conforming meshes. We introduce a point-based visualization system for interactive rendering of large, potentially non-conforming, tetrahedral meshes. We propose methods for aclaptively sampling points from non-linear solution data and for decimating points at run time to fit GPU memory limits. Because these are streaming processes, memory consumption is independent of the input size. We also present an order-independent point rendering method that can efficiently render volumes on the order of 20 million tetrahedra at interactive rates.
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