Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 5 de 5
Filter
Add more filters










Database
Language
Publication year range
1.
Article in English | MEDLINE | ID: mdl-39008394

ABSTRACT

Interactively visualizing large finite element simulation data on High-Performance Computing (HPC) systems poses several difficulties. Some of these relate to unstructured data, which, even on a single node, is much more expensive to render compared to structured volume data. Worse yet, in the data parallel rendering context, such data with highly non-convex spatial domain boundaries will cause rays along its silhouette to enter and leave a given rank's domains at different distances. This straddling, in turn, poses challenges for both ray marching, which usually assumes successive elements to share a face, and compositing, which usually assumes a single fragment per pixel per rank. We holistically address these issues using a combination of three inter-operating techniques: first, we use a highly optimized GPU ray marching technique that, given an entry point, can march a ray to its exit point with highperformance by exploiting an exclusive-or (XOR) based compaction scheme. Second, we use hardware-accelerated ray tracing to efficiently find the proper entry points for these marching operations. Third, we use a "deep" compositing scheme to properly handle cases where different ranks' ray segments interleave in depth. We use GPU-to-GPU remote direct memory access (RDMA) to achieve interactive frame rates of 10-15 frames per second and higher for our motivating use case, the Fun3D NASA Mars Lander.

2.
IEEE Trans Vis Comput Graph ; 30(1): 1150-1160, 2024 Jan.
Article in English | MEDLINE | ID: mdl-37878450

ABSTRACT

Smoothed-particle hydrodynamics (SPH) is a mesh-free method used to simulate volumetric media in fluids, astrophysics, and solid mechanics. Visualizing these simulations is problematic because these datasets often contain millions, if not billions of particles carrying physical attributes and moving over time. Radial basis functions (RBFs) are used to model particles, and overlapping particles are interpolated to reconstruct a high-quality volumetric field; however, this interpolation process is expensive and makes interactive visualization difficult. Existing RBF interpolation schemes do not account for color-mapped attributes and are instead constrained to visualizing just the density field. To address these challenges, we exploit ray tracing cores in modern GPU architectures to accelerate scalar field reconstruction. We use a novel RBF interpolation scheme to integrate per-particle colors and densities, and leverage GPU-parallel tree construction and refitting to quickly update the tree as the simulation animates over time or when the user manipulates particle radii. We also propose a Hilbert reordering scheme to cluster particles together at the leaves of the tree to reduce tree memory consumption. Finally, we reduce the noise of volumetric shadows by adopting a spatially temporal blue noise sampling scheme. Our method can provide a more detailed and interactive view of these large, volumetric, time-series particle datasets than traditional methods, leading to new insights into these physics simulations.

3.
IEEE Trans Vis Comput Graph ; 28(1): 583-592, 2022 Jan.
Article in English | MEDLINE | ID: mdl-34587085

ABSTRACT

In theory, efficient and high-quality rendering of unstructured data should greatly benefit from modern GPUs, but in practice, GPUs are often limited by the large amount of memory that large meshes require for element representation and for sample reconstruction acceleration structures. We describe a memory-optimized encoding for large unstructured meshes that efficiently encodes both the unstructured mesh and corresponding sample reconstruction acceleration structure, while still allowing for fast random-access sampling as required for rendering. We demonstrate that for large data our encoding allows for rendering even the 2.9 billion element Mars Lander on a single off-the-shelf GPU-and the largest 6.3 billion version on a pair of such GPUs.

4.
IEEE Trans Vis Comput Graph ; 27(3): 1904-1915, 2021 Mar.
Article in English | MEDLINE | ID: mdl-31494550

ABSTRACT

While k-d trees are known to be effective for spatial indexing of sparse 3-d volume data, full reconstruction, e.g. due to changes to the alpha transfer function during rendering, is usually a costly operation with this hierarchical data structure. In a recent publication we showed how to port a clever state of the art k-d tree construction algorithm to a multi-core CPU architecture and by means of thorough optimization we were able to obtain interactive reconstruction rates for moderately sized to large data sets. The construction scheme is based on maintaining partial summed-volume tables that fit in the L1 cache of the multi-core CPU and that allow for fast occupancy queries. In this work we propose a GPU implementation of the parallel k-d tree construction algorithm and compare it with the original multi-core CPU implementation. We conduct a thorough comparative study that outlines performance and scalability of our implementation.

5.
IEEE Trans Vis Comput Graph ; 27(2): 625-634, 2021 Feb.
Article in English | MEDLINE | ID: mdl-33048750

ABSTRACT

Structured Adaptive Mesh Refinement (Structured AMR) enables simulations to adapt the domain resolution to save computation and storage, and has become one of the dominant data representations used by scientific simulations; however, efficiently rendering such data remains a challenge. We present an efficient approach for volume- and iso-surface ray tracing of Structured AMR data on GPU-equipped workstations, using a combination of two different data structures. Together, these data structures allow a ray tracing based renderer to quickly determine which segments along the ray need to be integrated and at what frequency, while also providing quick access to all data values required for a smooth sample reconstruction kernel. Our method makes use of the RTX ray tracing hardware for surface rendering, ray marching, space skipping, and adaptive sampling; and allows for interactive changes to the transfer function and implicit iso-surfacing thresholds. We demonstrate that our method achieves high performance with little memory overhead, enabling interactive high quality rendering of complex AMR data sets on individual GPU workstations.

SELECTION OF CITATIONS
SEARCH DETAIL
...