106 research outputs found

    Real-time GPU-accelerated Out-of-Core Rendering and Light-field Display Visualization for Improved Massive Volume Understanding

    Get PDF
    Nowadays huge digital models are becoming increasingly available for a number of different applications ranging from CAD, industrial design to medicine and natural sciences. Particularly, in the field of medicine, data acquisition devices such as MRI or CT scanners routinely produce huge volumetric datasets. Currently, these datasets can easily reach dimensions of 1024^3 voxels and datasets larger than that are not uncommon. This thesis focuses on efficient methods for the interactive exploration of such large volumes using direct volume visualization techniques on commodity platforms. To reach this goal specialized multi-resolution structures and algorithms, which are able to directly render volumes of potentially unlimited size are introduced. The developed techniques are output sensitive and their rendering costs depend only on the complexity of the generated images and not on the complexity of the input datasets. The advanced characteristics of modern GPGPU architectures are exploited and combined with an out-of-core framework in order to provide a more flexible, scalable and efficient implementation of these algorithms and data structures on single GPUs and GPU clusters. To improve visual perception and understanding, the use of novel 3D display technology based on a light-field approach is introduced. This kind of device allows multiple naked-eye users to perceive virtual objects floating inside the display workspace, exploiting the stereo and horizontal parallax. A set of specialized and interactive illustrative techniques capable of providing different contextual information in different areas of the display, as well as an out-of-core CUDA based ray-casting engine with a number of improvements over current GPU volume ray-casters are both reported. The possibilities of the system are demonstrated by the multi-user interactive exploration of 64-GVoxel datasets on a 35-MPixel light-field display driven by a cluster of PCs. ------------------------------------------------------------------------------------------------------ Negli ultimi anni si sta verificando una proliferazione sempre più consistente di modelli digitali di notevoli dimensioni in campi applicativi che variano dal CAD e la progettazione industriale alla medicina e le scienze naturali. In modo particolare, nel settore della medicina, le apparecchiature di acquisizione dei dati come RM o TAC producono comunemente dei dataset volumetrici di grosse dimensioni. Questi dataset possono facilmente raggiungere taglie dell’ordine di 10243 voxels e dataset di dimensioni maggiori possono essere frequenti. Questa tesi si focalizza su metodi efficienti per l’esplorazione di tali grossi volumi utilizzando tecniche di visualizzazione diretta su piattaforme HW di diffusione di massa. Per raggiungere tale obiettivo si introducono strutture specializzate multi-risoluzione e algoritmi in grado di visualizzare volumi di dimensioni potenzialmente infinite. Le tecniche sviluppate sono “ouput sensitive” e la loro complessità di rendering dipende soltanto dalle dimensioni delle immagini generate e non dalle dimensioni dei dataset di input. Le caratteristiche avanzate delle architetture moderne GPGPU vengono inoltre sfruttate e combinate con un framework “out-of-core” in modo da offrire una implementazione di questi algoritmi e strutture dati più flessibile, scalabile ed efficiente su singole GPU o cluster di GPU. Per migliorare la percezione visiva e la comprensione dei dati, viene introdotto inoltre l’uso di tecnologie di display 3D di nuova generazione basate su un approccio di tipo light-field. Questi tipi di dispositivi consentono a diversi utenti di percepire ad occhio nudo oggetti che galleggiano all’interno dello spazio di lavoro del display, sfruttando lo stereo e la parallasse orizzontale. Si descrivono infine un insieme di tecniche illustrative interattive in grado di fornire diverse informazioni contestuali in diverse zone del display, così come un motore di “ray-casting out-of-core” basato su CUDA e contenente una serie di miglioramenti rispetto agli attuali metodi GPU di “ray-casting” di volumi. Le possibilità del sistema sono dimostrate attraverso l’esplorazione interattiva di dataset di 64-GVoxel su un display di tipo light-field da 35-MPixel pilotato da un cluster di PC

    **FULL TITLE** ASP Conference Series, Vol. **VOLUME**, **YEAR OF PUBLICATION** **NAMES OF EDITORS** Visualization of Scalar Adaptive Mesh Refinement Data

    Get PDF
    Abstract. Adaptive Mesh Refinement (AMR) is a highly effective computation method for simulations that span a large range of spatiotemporal scales, such as astrophysical simulations, which must accommodate ranges from interstellar to sub-planetary. Most mainstream visualization tools still lack support for AMR grids as a first class data type and AMR code teams use custom built applications for AMR visualization. The Department of Energy's (DOE's) Science Discovery through Advanced Computing (SciDAC) Visualization and Analytics Center for Enabling Technologies (VACET) is currently working on extending VisIt, which is an open source visualization tool that accommodates AMR as a first-class data type. These efforts will bridge the gap between generalpurpose visualization applications and highly specialized AMR visual analysis applications. Here, we give an overview of the state of the art in AMR scalar data visualization research

    Ray tracing techniques for computer games and isosurface visualization

    Get PDF
    Ray tracing is a powerful image synthesis technique, that has been used for high-quality offline rendering since decades. In recent years, this technique has become more important for realtime applications, but still plays only a minor role in many areas. Some of the reasons are that ray tracing is compute intensive and has to rely on preprocessed data structures to achieve fast performance. This dissertation investigates methods to broaden the applicability of ray tracing and is divided into two parts. The first part explores the opportunities offered by ray tracing based game technology in the context of current and expected future performance levels. In this regard, novel methods are developed to efficiently support certain kinds of dynamic scenes, while avoiding the burden to fully recompute the required data structures. Furthermore, todays ray tracing performance levels are below what is needed for 3D games. Therefore, the multi-core CPU of the Playstation 3 is investigated, and an optimized ray tracing architecture presented to take steps towards the required performance. In part two, the focus shifts to isosurface raytracing. Isosurfaces are particularly important to understand the distribution of certain values in volumetric data. Since the structure of volumetric data sets is diverse, op- timized algorithms and data structures are developed for rectilinear as well as unstructured data sets which allow for realtime rendering of isosurfaces including advanced shading and visualization effects. This also includes tech- niques for out-of-core and time-varying data sets.Ray-tracing ist ein flexibles Bildgebungsverfahren, das schon seit Jahrzehnten für hoch qualitative, aber langsame Bilderzeugung genutzt wird. In den letzten Jahren wurde Ray-tracing auch für Echtzeitanwendungen immer interessanter, spielt aber in vielen Anwendungsbereichen noch immer eine untergeordnete Rolle. Einige der Gründe sind die Rechenintensität von Ray-tracing sowie die Abhängigkeit von vorberechneten Datenstrukturen um hohe Geschwindigkeiten zu erreichen. Diese Dissertation untersucht Methoden um die Anwendbarkeit von Ray-tracing in zwei verschiedenen Bereichen zu erhöhen. Im ersten Teil dieser Dissertation werden die Möglichkeiten, die Ray- tracing basierte Spieletechnologie bietet, im Kontext mit aktueller sowie zukünftig erwarteten Geschwindigkeiten untersucht. Darüber hinaus werden in diesem Zusammenhang Methoden entwickelt um bestimmte zeitveränderliche Szenen darstellen zu können ohne die dafür benötigen Datenstrukturen von Grund auf neu erstellen zu müssen. Da die Geschwindigkeit von Ray-tracing für Spiele bisher nicht ausreichend ist, wird die Mehrkern- CPU der Playstation 3 untersucht, und ein optimiertes Ray-tracing System beschrieben, das Ray-tracing näher an die benötigte Geschwindigkeit heranbringt. Der zweite Teil beschäftigt sich mit der Darstellung von Isoflächen mittels Ray-tracing. Isoflächen sind insbesonders wichtig um die Verteilung einzelner Werte in volumetrischen Datensätzen zu verstehen. Da diese Datensätze verschieden strukturiert sein können, werden für gitterförmige und unstrukturierte Datensätze optimierte Algorithmen und Datenstrukturen entwickelt, die die Echtzeitdarstellung von Isoflächen erlauben. Dies beinhaltet auch Erweiterungen für extrem große und zeitveränderliche Datensätze

    Interactive volume ray tracing

    Get PDF
    Die Visualisierung von volumetrischen Daten ist eine der interessantesten, aber sicherlich auch schwierigsten Anwendungsgebiete innerhalb der wissenschaftlichen Visualisierung. Im Gegensatz zu Oberflächenmodellen, repräsentieren solche Daten ein semi-transparentes Medium in einem 3D-Feld. Anwendungen reichen von medizinischen Untersuchungen, Simulation physikalischer Prozesse bis hin zur visuellen Kunst. Viele dieser Anwendungen verlangen Interaktivität hinsichtlich Darstellungs- und Visualisierungsparameter. Der Ray-Tracing- (Stahlverfolgungs-) Algorithmus wurde dabei, obwohl er inhärent die Interaktion mit einem solchen Medium simulieren kann, immer als zu langsam angesehen. Die meisten Forscher konzentrierten sich vielmehr auf Rasterisierungsansätze, da diese besser für Grafikkarten geeignet sind. Dabei leiden diese Ansätze entweder unter einer ungenügenden Qualität respektive Flexibilität. Die andere Alternative besteht darin, den Ray-Tracing-Algorithmus so zu beschleunigen, dass er sinnvoll für Visualisierungsanwendungen benutzt werden kann. Seit der Verfügbarkeit moderner Grafikkarten hat die Forschung auf diesem Gebiet nachgelassen, obwohl selbst moderne GPUs immer noch Limitierungen, wie beispielsweise der begrenzte Grafikkartenspeicher oder das umständliche Programmiermodell, enthalten. Die beiden in dieser Arbeit vorgestellten Methoden sind deshalb vollständig softwarebasiert, da es sinnvoller erscheint, möglichst viele Optimierungen in Software zu realisieren, bevor eine Portierung auf Hardware erfolgt. Die erste Methode wird impliziter Kd-Baum genannt, eine hierarchische und räumliche Beschleunigungstruktur, die ursprünglich für die Generierung von Isoflächen reguläre Gitterdatensätze entwickelt wurde. In der Zwischenzeit unterstützt sie auch die semi-transparente Darstellung, die Darstellung von zeitabhängigen Datensätzen und wurde erfolgreich für andere Anwendungen eingesetzt. Der zweite Algorithmus benutzt so genannte Plücker-Koordinaten, welche die Implementierung eines schnellen inkrementellen Traversierers für Datensätze erlauben, deren Primitive Tetraeder beziehungsweise Hexaeder sind. Beide Algorithmen wurden wesentlich optimiert, um eine interaktive Bildgenerierung volumetrischer Daten zu ermöglichen und stellen deshalb einen wichtigen Beitrag hin zu einem flexiblen und interaktiven Volumen-Ray-Tracing-System dar.Volume rendering is one of the most demanding and interesting topics among scientific visualization. Applications include medical examinations, simulation of physical processes, and visual art. Most of these applications demand interactivity with respect to the viewing and visualization parameters. The ray tracing algorithm, although inherently simulating light interaction with participating media, was always considered too slow. Instead, most researchers followed object-order algorithms better suited for graphics adapters, although such approaches often suffer either from low quality or lack of flexibility. Another alternative is to speed up the ray tracing algorithm to make it competitive for volumetric visualization tasks. Since the advent of modern graphic adapters, research in this area had somehow ceased, although some limitations of GPUs, e.g. limited graphics board memory and tedious programming model, are still a problem. The two methods discussed in this thesis are therefore purely software-based since it is believed that software implementations allow for a far better optimization process before porting algorithms to hardware. The first method is called implicit kd-tree, which is a hierarchical spatial acceleration structure originally developed for iso-surface rendering of regular data sets that now supports semi-transparent rendering, time-dependent data visualization, and is even used in non volume-rendering applications. The second algorithm uses so-called Plücker coordinates, providing a fast incremental traversal for data sets consisting of tetrahedral or hexahedral primitives. Both algorithms are highly optimized to support interactive rendering of volumetric data sets and are therefore major contributions towards a flexible and interactive volume ray tracing framework

    Concept-driven visualization for terascale data analytics

    Get PDF
    Over the past couple of decades the amount of scientific data sets has exploded. The science community has since been facing the common problem of being drowned in data, and yet starved of information. Identification and extraction of meaningful features from large data sets has become one of the central problems of scientific research, for both simulation as well as sensory data sets. The problems at hand are multifold and need to be addressed concurrently to provide scientists with the necessary tools, methods, and systems. Firstly, the underlying data structures and management need to be optimized for the kind of data most commonly used in scientific research, i.e. terascale time-varying, multi-dimensional, multi-variate, and potentially non-uniform grids. This implies avoidance of data duplication, utilization of a transparent query structure, and use of sophisticated underlying data structures and algorithms.Secondly, in the case of scientific data sets, simplistic queries are not a sufficient method to describe subsets or features. For time-varying data sets, many features can generally be described as local events, i.e. spatially and temporally limited regions with characteristic properties in value space. While most often scientists know quite well what they are looking for in a data set, at times they cannot formally or definitively describe their concept well to computer science experts, especially when based on partially substantiated knowledge. Scientists need to be enabled to query and extract such features or events directly and without having to rewrite their hypothesis into an inadequately simple query language. Thirdly, tools to analyze the quality and sensitivity of these event queries itself are required. Understanding local data sensitivity is a necessity for enabling scientists to refine query parameters as needed to produce more meaningful findings.Query sensitivity analysis can also be utilized to establish trends for event-driven queries, i.e. how does the query sensitivity differ between locations and over a series of data sets. In this dissertation, we present an approach to apply these interdependent measures to aid scientists in better understanding their data sets. An integrated system containing all of the above tools and system parts is presented
    • …
    corecore