3,531 research outputs found
Recommended from our members
Cube-4 - A Scalable Architecture for Real-Time Volume Rendering
We present Cube-4, a special-purpose volume rendering architecture
that is capable of rendering high-resolution (e.g., 1024^3)
datasets at 30 frames per second. The underlying algorithm, called
slice-parallel ray-casting, uses tri-linear interpolation of samples
between data slices for parallel and perspective projections. The
architecture uses a distributed interleavedmemory, several parallel
processing pipelines, and an innovative parallel dataflow scheme
that requires no global communication, except at the pixel level.
This leads to local, fixed bandwidth interconnections and has the
benefits of high memory bandwidth, real-time data input, modularity,
and scalability. We have simulated the architecture and have
implemented a working prototype of the complete hardware on a
configurable custom hardware machine. Our results indicate true
real-time performance for high-resolution datasets and linear scalability
of performance with the number of processing pipelines.Engineering and Applied Science
Recommended from our members
Towards a Scalable Architecture for Real-Time Volume Rendering
In this paper we present our research eff orts towards a
scalable volume rendering architecture for the real-time
visualization of dynamically changing high-resolution
datasets. Using a linearly skewed memory interleaving we were able to develop a parallel data
ow model
that leads to local, fixed-bandwidth interconnections between processing elements. This parallel dataflow model
diff ers from previous work in that it requires no global
communication of data except at the pixel level. Using this data
ow model we are developing Cube-4, an
architecture that is scalable to very high performances
and allows for modular and extensible hardware implementations.Engineering and Applied Science
Interactive Visualization of the Largest Radioastronomy Cubes
3D visualization is an important data analysis and knowledge discovery tool,
however, interactive visualization of large 3D astronomical datasets poses a
challenge for many existing data visualization packages. We present a solution
to interactively visualize larger-than-memory 3D astronomical data cubes by
utilizing a heterogeneous cluster of CPUs and GPUs. The system partitions the
data volume into smaller sub-volumes that are distributed over the rendering
workstations. A GPU-based ray casting volume rendering is performed to generate
images for each sub-volume, which are composited to generate the whole volume
output, and returned to the user. Datasets including the HI Parkes All Sky
Survey (HIPASS - 12 GB) southern sky and the Galactic All Sky Survey (GASS - 26
GB) data cubes were used to demonstrate our framework's performance. The
framework can render the GASS data cube with a maximum render time < 0.3 second
with 1024 x 1024 pixels output resolution using 3 rendering workstations and 8
GPUs. Our framework will scale to visualize larger datasets, even of Terabyte
order, if proper hardware infrastructure is available.Comment: 15 pages, 12 figures, Accepted New Astronomy July 201
GPU-Based Volume Rendering of Noisy Multi-Spectral Astronomical Data
Traditional analysis techniques may not be sufficient for astronomers to make
the best use of the data sets that current and future instruments, such as the
Square Kilometre Array and its Pathfinders, will produce. By utilizing the
incredible pattern-recognition ability of the human mind, scientific
visualization provides an excellent opportunity for astronomers to gain
valuable new insight and understanding of their data, particularly when used
interactively in 3D. The goal of our work is to establish the feasibility of a
real-time 3D monitoring system for data going into the Australian SKA
Pathfinder archive.
Based on CUDA, an increasingly popular development tool, our work utilizes
the massively parallel architecture of modern graphics processing units (GPUs)
to provide astronomers with an interactive 3D volume rendering for
multi-spectral data sets. Unlike other approaches, we are targeting real time
interactive visualization of datasets larger than GPU memory while giving
special attention to data with low signal to noise ratio - two critical aspects
for astronomy that are missing from most existing scientific visualization
software packages. Our framework enables the astronomer to interact with the
geometrical representation of the data, and to control the volume rendering
process to generate a better representation of their datasets.Comment: 4 pages, 1 figure, to appear in the proceedings of ADASS XIX, Oct 4-8
2009, Sapporo, Japan (ASP Conf. Series
Recommended from our members
EM-Cube: An Architecture for Low-Cost Real-Time Volume Rendering
EM-Cube is a VLSI architecture for low-cost, high quality volume rendering at full video frame rates. Derived from the Cube-4 architecture developed at SUNY at Stony Brook, EM-Cube computes sample points and gradients on-the-fly to project 3-dimensional volume data onto 2-dimensional images with realistic lighting and shading. A modest rendering system based on EM-Cube consists of a PCI card with four rendering chips (ASICs), four 64Mbit SDRAMs to hold the volume data, and four SRAMs to capture the rendered image. The performance target for this configuration is to render images from a 256^3 x 16 bit data set at 30 frames/sec. The EM-Cube architecture can be scaled to larger volume data-sets and/or higher frame rates by adding additional ASICs, SDRAMs, and SRAMs.
This paper addresses three major challenges encountered developing EM-Cube into a practical product: exploiting the bandwidth inherent in the SDRAMs containing the volume data, keeping the pin-count between adjacent ASICs at a tractable level, and reducing the on-chip storage required to hold the intermediate results of rendering.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
Three architectures for volume rendering
Volume rendering is a key technique in scientific visualization that lends itself to significant exploitable parallelism. The high computational demands of real-time volume rendering and continued technological advances in the area of VLSI give impetus to the development of special-purpose volume rendering architectures. This paper presents and characterizes three recently developed volume rendering engines which are based on the ray-casting method. A taxonomy of the algorithmic variants of ray-casting and details of each ray-casting architecture are discussed. The paper then compares the machine features and provides an outlook on future developments in the area of volume rendering hardware
Distributed OpenGL Rendering in Network Bandwidth Constrained Environments
Display walls made from multiple monitors are often used when very high resolution images are required. To utilise a display wall, rendering information must be sent to each computer that the monitors are connect to. The network is often the performance bottleneck for demanding applications, like high performance 3D animations. This paper introduces ClusterGL; a distribution library for OpenGL applications. ClusterGL reduces network traffic by using compression, frame differencing and multi-cast. Existing applications can use ClusterGL without recompilation. Benchmarks show that, for most applications, ClusterGL outperforms other systems that support unmodified OpenGL applications including Chromium and BroadcastGL. The difference is larger for more complex scene geometries and when there are more display machines. For example, when rendering OpenArena, ClusterGL outperforms Chromium by over 300% on the Symphony display wall at The University of Waikato, New Zealand. This display has 20 monitors supported by five computers connected by gigabit Ethernet, with a full resolution of over 35 megapixels. ClusterGL is freely available via Google Code
- …