677 research outputs found
Deep Hierarchical Super-Resolution for Scientific Data Reduction and Visualization
We present an approach for hierarchical super resolution (SR) using neural
networks on an octree data representation. We train a hierarchy of neural
networks, each capable of 2x upscaling in each spatial dimension between two
levels of detail, and use these networks in tandem to facilitate large scale
factor super resolution, scaling with the number of trained networks. We
utilize these networks in a hierarchical super resolution algorithm that
upscales multiresolution data to a uniform high resolution without introducing
seam artifacts on octree node boundaries. We evaluate application of this
algorithm in a data reduction framework by dynamically downscaling input data
to an octree-based data structure to represent the multiresolution data before
compressing for additional storage reduction. We demonstrate that our approach
avoids seam artifacts common to multiresolution data formats, and show how
neural network super resolution assisted data reduction can preserve global
features better than compressors alone at the same compression ratios
Data Compression in the Petascale Astronomy Era: a GERLUMPH case study
As the volume of data grows, astronomers are increasingly faced with choices
on what data to keep -- and what to throw away. Recent work evaluating the
JPEG2000 (ISO/IEC 15444) standards as a future data format standard in
astronomy has shown promising results on observational data. However, there is
still a need to evaluate its potential on other type of astronomical data, such
as from numerical simulations. GERLUMPH (the GPU-Enabled High Resolution
cosmological MicroLensing parameter survey) represents an example of a data
intensive project in theoretical astrophysics. In the next phase of processing,
the ~27 terabyte GERLUMPH dataset is set to grow by a factor of 100 -- well
beyond the current storage capabilities of the supercomputing facility on which
it resides. In order to minimise bandwidth usage, file transfer time, and
storage space, this work evaluates several data compression techniques.
Specifically, we investigate off-the-shelf and custom lossless compression
algorithms as well as the lossy JPEG2000 compression format. Results of
lossless compression algorithms on GERLUMPH data products show small
compression ratios (1.35:1 to 4.69:1 of input file size) varying with the
nature of the input data. Our results suggest that JPEG2000 could be suitable
for other numerical datasets stored as gridded data or volumetric data. When
approaching lossy data compression, one should keep in mind the intended
purposes of the data to be compressed, and evaluate the effect of the loss on
future analysis. In our case study, lossy compression and a high compression
ratio do not significantly compromise the intended use of the data for
constraining quasar source profiles from cosmological microlensing.Comment: 15 pages, 9 figures, 5 tables. Published in the Special Issue of
Astronomy & Computing on The future of astronomical data format
Visuelle Analyse groĂźer Partikeldaten
Partikelsimulationen sind eine bewährte und weit verbreitete numerische Methode in der Forschung und Technik. Beispielsweise werden Partikelsimulationen zur Erforschung der Kraftstoffzerstäubung in Flugzeugturbinen eingesetzt. Auch die Entstehung des Universums wird durch die Simulation von dunkler Materiepartikeln untersucht. Die hierbei produzierten Datenmengen sind immens. So enthalten aktuelle Simulationen Billionen von Partikeln, die sich über die Zeit bewegen und miteinander interagieren. Die Visualisierung bietet ein großes Potenzial zur Exploration, Validation und Analyse wissenschaftlicher Datensätze sowie der zugrundeliegenden
Modelle. Allerdings liegt der Fokus meist auf strukturierten Daten mit einer regulären Topologie. Im Gegensatz hierzu bewegen sich Partikel frei durch Raum und Zeit. Diese Betrachtungsweise ist aus der Physik als das lagrange Bezugssystem bekannt. Zwar können Partikel aus dem lagrangen in ein reguläres eulersches Bezugssystem, wie beispielsweise in ein uniformes Gitter, konvertiert werden. Dies ist bei einer großen Menge an Partikeln jedoch mit einem erheblichen Aufwand verbunden. Darüber hinaus führt diese Konversion meist zu einem Verlust der Präzision bei gleichzeitig erhöhtem Speicherverbrauch. Im Rahmen dieser Dissertation werde ich neue Visualisierungstechniken erforschen, welche speziell auf der lagrangen Sichtweise basieren. Diese ermöglichen eine effiziente und effektive visuelle Analyse großer Partikeldaten
Exploiting spatial and temporal coherence in GPU-based volume rendering
Effizienz spielt eine wichtige Rolle bei der Darstellung von Volumendaten, selbst wenn leistungsstarke Grafikhardware zur Verfügung steht, da steigende Datensatzgrößen und höhere Anforderungen an Visualisierungstechniken Fortschritte bei Grafikprozessoren ausgleichen. In dieser Dissertation wird untersucht, wie räumliche und zeitliche Kohärenz in Volumendaten zur Optimierung von Volumenrendering genutzt werden kann. Es werden mehrere neue Ansätze für statische und zeitvariante Daten eingeführt, die verschieden Arten von Kohärenz in verschiedenen Stufen der Volumenrendering-Pipeline ausnutzen. Zu den vorgestellten Beschleunigungstechniken gehört Empty Space Skipping mittels Occlusion Frustums, eine auf Slabs basierende Cachestruktur für Raycasting und ein verlustfreies Kompressionsscheme für zeitvariante Daten. Die Algorithmen wurden zur Verwendung mit GPU-basiertem Volumen-Raycasting entworfen und nutzen die Fähigkeiten moderner Grafikprozessoren, insbesondere Stream Processing. Efficiency is a key aspect in volume rendering, even if powerful
graphics hardware is employed, since increasing data set sizes and
growing demands on visualization techniques outweigh improvements in
graphics processor performance. This dissertation examines how spatial
and temporal coherence in volume data can be used to optimize volume
rendering. Several new approaches for static as well as for time-varying
data sets are introduced, which exploit different types of coherence in
different stages of the volume rendering pipeline. The presented
acceleration algorithms include empty space skipping using occlusion
frustums, a slab-based cache structure for raycasting, and a lossless
compression scheme for time-varying data. The algorithms were designed
for use with GPU-based volume raycasting and to efficiently exploit the
features of modern graphics processors, especially stream processing
Point cloud data compression
The rapid growth in the popularity of Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) experiences have resulted in an exponential surge of three-dimensional data. Point clouds have emerged as a commonly employed representation for capturing and visualizing three-dimensional data in these environments. Consequently, there has been a substantial research effort dedicated to developing efficient compression algorithms for point cloud data. This Master's thesis aims to investigate the current state-of-the-art lossless point cloud geometry compression techniques, explore some of these techniques in more detail and then propose improvements and/or extensions to enhance them and provide directions for future work on this topic
Compressed Animated Light Fields with Real-time View-dependent Reconstruction
We propose an end-to-end solution for presenting movie quality animated graphics to the user while still allowing the sense of presence afforded by free viewpoint head motion. By transforming offline rendered movie content into a novel immersive representation, we display the content in real-time according to the tracked head pose. For each frame, we generate a set of cubemap images per frame (colors and depths) using a sparse set of of cameras placed in the vicinity of the potential viewer locations. The cameras are placed with an optimization process so that the rendered data maximise coverage with minimum redundancy, depending on the lighting environment complexity. We compress the colors and depths separately, introducing an integrated spatial and temporal scheme tailored to high performance on GPUs for Virtual Reality applications. A view-dependent decompression algorithm decodes only the parts of the compressed video streams that are visible to users. We detail a real-time rendering algorithm using multi-view ray casting, with a variant that can handle strong view dependent effects such as mirror surfaces and glass. Compression rates of 150:1 and greater are demonstrated with quantitative analysis of image reconstruction quality and performance
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