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Architectures for Real-Time Volume Rendering
Over the last decade, volume rendering has become an invaluable visualization technique for a wide variety of applications. This paper reviews three special-purpose architectures for interactive volume rendering: texture mapping, VIRIM, and VolumePro. Commercial implementations of these architectures are available or underway. The discussion of each architecture will focus on the algorithm, system architecture, memory system, and volume rendering performance.Engineering and Applied Science
A Distributed GPU-based Framework for real-time 3D Volume Rendering of Large Astronomical Data Cubes
We present a framework to interactively volume-render three-dimensional data
cubes using distributed ray-casting and volume bricking over a cluster of
workstations powered by one or more graphics processing units (GPUs) and a
multi-core CPU. The main design target for this framework is to provide an
in-core visualization solution able to provide three-dimensional interactive
views of terabyte-sized data cubes. We tested the presented framework using a
computing cluster comprising 64 nodes with a total of 128 GPUs. The framework
proved to be scalable to render a 204 GB data cube with an average of 30 frames
per second. Our performance analyses also compare between using NVIDIA Tesla
1060 and 2050 GPU architectures and the effect of increasing the visualization
output resolution on the rendering performance. Although our initial focus, and
the examples presented in this work, is volume rendering of spectral data cubes
from radio astronomy, we contend that our approach has applicability to other
disciplines where close to real-time volume rendering of terabyte-order 3D data
sets is a requirement.Comment: 13 Pages, 7 figures, has been accepted for publication in
Publications of the Astronomical Society of Australi
PVD-AL: Progressive Volume Distillation with Active Learning for Efficient Conversion Between Different NeRF Architectures
Neural Radiance Fields (NeRF) have been widely adopted as practical and
versatile representations for 3D scenes, facilitating various downstream tasks.
However, different architectures, including plain Multi-Layer Perceptron (MLP),
Tensors, low-rank Tensors, Hashtables, and their compositions, have their
trade-offs. For instance, Hashtables-based representations allow for faster
rendering but lack clear geometric meaning, making spatial-relation-aware
editing challenging. To address this limitation and maximize the potential of
each architecture, we propose Progressive Volume Distillation with Active
Learning (PVD-AL), a systematic distillation method that enables any-to-any
conversions between different architectures. PVD-AL decomposes each structure
into two parts and progressively performs distillation from shallower to deeper
volume representation, leveraging effective information retrieved from the
rendering process. Additionally, a Three-Levels of active learning technique
provides continuous feedback during the distillation process, resulting in
high-performance results. Empirical evidence is presented to validate our
method on multiple benchmark datasets. For example, PVD-AL can distill an
MLP-based model from a Hashtables-based model at a 10~20X faster speed and
0.8dB~2dB higher PSNR than training the NeRF model from scratch. Moreover,
PVD-AL permits the fusion of diverse features among distinct structures,
enabling models with multiple editing properties and providing a more efficient
model to meet real-time requirements. Project website:http://sk-fun.fun/PVD-AL.Comment: Project website: http://sk-fun.fun/PVD-AL. arXiv admin note:
substantial text overlap with arXiv:2211.1597
Unleashing the Power of Distributed CPU/GPU Architectures: Massive Astronomical Data Analysis and Visualization case study
Upcoming and future astronomy research facilities will systematically
generate terabyte-sized data sets moving astronomy into the Petascale data era.
While such facilities will provide astronomers with unprecedented levels of
accuracy and coverage, the increases in dataset size and dimensionality will
pose serious computational challenges for many current astronomy data analysis
and visualization tools. With such data sizes, even simple data analysis tasks
(e.g. calculating a histogram or computing data minimum/maximum) may not be
achievable without access to a supercomputing facility.
To effectively handle such dataset sizes, which exceed today's single machine
memory and processing limits, we present a framework that exploits the
distributed power of GPUs and many-core CPUs, with a goal of providing data
analysis and visualizing tasks as a service for astronomers. By mixing shared
and distributed memory architectures, our framework effectively utilizes the
underlying hardware infrastructure handling both batched and real-time data
analysis and visualization tasks. Offering such functionality as a service in a
"software as a service" manner will reduce the total cost of ownership, provide
an easy to use tool to the wider astronomical community, and enable a more
optimized utilization of the underlying hardware infrastructure.Comment: 4 Pages, 1 figures, To appear in the proceedings of ADASS XXI, ed.
P.Ballester and D.Egret, ASP Conf. Serie
Analyzing and Modeling the Performance of the HemeLB Lattice-Boltzmann Simulation Environment
We investigate the performance of the HemeLB lattice-Boltzmann simulator for
cerebrovascular blood flow, aimed at providing timely and clinically relevant
assistance to neurosurgeons. HemeLB is optimised for sparse geometries,
supports interactive use, and scales well to 32,768 cores for problems with ~81
million lattice sites. We obtain a maximum performance of 29.5 billion site
updates per second, with only an 11% slowdown for highly sparse problems (5%
fluid fraction). We present steering and visualisation performance measurements
and provide a model which allows users to predict the performance, thereby
determining how to run simulations with maximum accuracy within time
constraints.Comment: Accepted by the Journal of Computational Science. 33 pages, 16
figures, 7 table
Procedural Modeling and Physically Based Rendering for Synthetic Data Generation in Automotive Applications
We present an overview and evaluation of a new, systematic approach for
generation of highly realistic, annotated synthetic data for training of deep
neural networks in computer vision tasks. The main contribution is a procedural
world modeling approach enabling high variability coupled with physically
accurate image synthesis, and is a departure from the hand-modeled virtual
worlds and approximate image synthesis methods used in real-time applications.
The benefits of our approach include flexible, physically accurate and scalable
image synthesis, implicit wide coverage of classes and features, and complete
data introspection for annotations, which all contribute to quality and cost
efficiency. To evaluate our approach and the efficacy of the resulting data, we
use semantic segmentation for autonomous vehicles and robotic navigation as the
main application, and we train multiple deep learning architectures using
synthetic data with and without fine tuning on organic (i.e. real-world) data.
The evaluation shows that our approach improves the neural network's
performance and that even modest implementation efforts produce
state-of-the-art results.Comment: The project web page at
http://vcl.itn.liu.se/publications/2017/TKWU17/ contains a version of the
paper with high-resolution images as well as additional materia
DPP-PMRF: Rethinking Optimization for a Probabilistic Graphical Model Using Data-Parallel Primitives
We present a new parallel algorithm for probabilistic graphical model
optimization. The algorithm relies on data-parallel primitives (DPPs), which
provide portable performance over hardware architecture. We evaluate results on
CPUs and GPUs for an image segmentation problem. Compared to a serial baseline,
we observe runtime speedups of up to 13X (CPU) and 44X (GPU). We also compare
our performance to a reference, OpenMP-based algorithm, and find speedups of up
to 7X (CPU).Comment: LDAV 2018, October 201
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