102,649 research outputs found

    Scalable Interactive Volume Rendering Using Off-the-shelf Components

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    This paper describes an application of a second generation implementation of the Sepia architecture (Sepia-2) to interactive volu-metric visualization of large rectilinear scalar fields. By employingpipelined associative blending operators in a sort-last configuration a demonstration system with 8 rendering computers sustains 24 to 28 frames per second while interactively rendering large data volumes (1024x256x256 voxels, and 512x512x512 voxels). We believe interactive performance at these frame rates and data sizes is unprecedented. We also believe these results can be extended to other types of structured and unstructured grids and a variety of GL rendering techniques including surface rendering and shadow map-ping. We show how to extend our single-stage crossbar demonstration system to multi-stage networks in order to support much larger data sizes and higher image resolutions. This requires solving a dynamic mapping problem for a class of blending operators that includes Porter-Duff compositing operators

    Investigating SRAM PUFs in large CPUs and GPUs

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    Physically unclonable functions (PUFs) provide data that can be used for cryptographic purposes: on the one hand randomness for the initialization of random-number generators; on the other hand individual fingerprints for unique identification of specific hardware components. However, today's off-the-shelf personal computers advertise randomness and individual fingerprints only in the form of additional or dedicated hardware. This paper introduces a new set of tools to investigate whether intrinsic PUFs can be found in PC components that are not advertised as containing PUFs. In particular, this paper investigates AMD64 CPU registers as potential PUF sources in the operating-system kernel, the bootloader, and the system BIOS; investigates the CPU cache in the early boot stages; and investigates shared memory on Nvidia GPUs. This investigation found non-random non-fingerprinting behavior in several components but revealed usable PUFs in Nvidia GPUs.Comment: 25 pages, 6 figures. Code in appendi

    On the design of a real-time volume rendering engine

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    An architecture for a Real-Time Volume Rendering Engine (RT-VRE) is given, capable of computing 750 × 750 × 512 samples from a 3D dataset at a rate of 25 images per second. The RT-VRE uses for this purpose 64 dedicated rendering chips, cooperating with 16 RISC-processors. A plane interpolator circuit and a composition circuit, both capable to operate at very high speeds, have been designed for a 1.6 micron VLSI process. Both the interpolator and composition circuit are back from production. They have been tested and both complied with our specifications

    From 3D Models to 3D Prints: an Overview of the Processing Pipeline

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    Due to the wide diffusion of 3D printing technologies, geometric algorithms for Additive Manufacturing are being invented at an impressive speed. Each single step, in particular along the Process Planning pipeline, can now count on dozens of methods that prepare the 3D model for fabrication, while analysing and optimizing geometry and machine instructions for various objectives. This report provides a classification of this huge state of the art, and elicits the relation between each single algorithm and a list of desirable objectives during Process Planning. The objectives themselves are listed and discussed, along with possible needs for tradeoffs. Additive Manufacturing technologies are broadly categorized to explicitly relate classes of devices and supported features. Finally, this report offers an analysis of the state of the art while discussing open and challenging problems from both an academic and an industrial perspective.Comment: European Union (EU); Horizon 2020; H2020-FoF-2015; RIA - Research and Innovation action; Grant agreement N. 68044
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