390 research outputs found

    Icosatree Data Partitioning of Massive Geospatial Point Clouds with User-Selectable Entities and Surface Modeling

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    Massive point cloud data sets are currently being created and studied in academia, the private sector, and the military. Many previous attempts at rendering point clouds have allowed the user to visualize the data in a three-dimensional way but did not allow them to interact with the data and would require all data to be in memory at runtime. Recently, a few systems have emerged that deal with real-time rendering of massive point clouds with on-the-fly level of detail modification that handles out-of-core processing but these systems have their own limitations. With the size and scale of massive point cloud data coming from LiDAR (Light Detection and Ranging) systems, being able to visualize the data as well as interact and transform the data is needed. Previous work in out-of-core rendering showed that using Octrees and k-d trees can increase the availability of data as well as allow a user to visualize the information in a much more useful manner. However, viewing the data isn’t enough; applying work in context-aware selection and surface creation the visualization system would greatly benefit in usability and functionality. This paper explores a new data structure called an Icosatree, or icosahedral tree, that can be used to partition a point cloud dataset in the same fashion as an Octree is currently used. However, the Icosatree is made from triangular prism sub-cells which are tangential to the ellipsoidal surface used by Earth-based projected coordinate systems. In doing so, as new sub-cells are added to the rendering system, a much more uniform visualization emerges. Along the same lines, this paper applies portions of the aforementioned context-aware selection and surface creation algorithms to the resulting visualization such that a user may triangulate, prune and/or export portions of the point cloud dataset using an intuitive three dimensional interface and user-modifiable set of parameters. This allows the user to save items of interest for later analysis

    Hierarchical N-Body problem on graphics processor unit

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    Galactic simulation is an important cosmological computation, and represents a classical N-body problem suitable for implementation on vector processors. Barnes-Hut algorithm is a hierarchical N-Body method used to simulate such galactic evolution systems. Stream processing architectures expose data locality and concurrency available in multimedia applications. On the other hand, there are numerous compute-intensive scientific or engineering applications that can potentially benefit from such computational and communication models. These applications are traditionally implemented on vector processors. Stream architecture based graphics processor units (GPUs) present a novel computational alternative for efficiently implementing such high-performance applications. Rendering on a stream architecture sustains high performance, while user-programmable modules allow implementing complex algorithms efficiently. GPUs have evolved over the years, from being fixed-function pipelines to user programmable processors. In this thesis, we focus on the implementation of Barnes-Hut algorithm on typical current-generation programmable GPUs. We exploit computation and communication requirements present in Barnes-Hut algorithm to expose their suitability for user-programmable GPUs. Our implementation of the Barnes-Hut algorithm is formulated as a fragment shader targeting the selected GPU. We discuss implementation details, design issues, results, and challenges encountered in programming the fragment shader

    Fast scalable visualization techniques for interactive billion-particle walkthrough

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    This research develops a comprehensive framework for interactive walkthrough involving one billion particles in an immersive virtual environment to enable interrogative visualization of large atomistic simulation data. As a mixture of scientific and engineering approaches, the framework is based on four key techniques: adaptive data compression based on space-filling curves, octree-based visibility and occlusion culling, predictive caching based on machine learning, and scalable data reduction based on parallel and distributed processing. In terms of parallel rendering, this system combines functional parallelism, data parallelism, and temporal parallelism to improve interactivity. The visualization framework will be applicable not only to material simulation, but also to computational biology, applied mathematics, mechanical engineering, and nanotechnology, etc

    TetSplat: Real-time Rendering and Volume Clipping of Large Unstructured Tetrahedral Meshes

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    We present a novel approach to interactive visualization and exploration of large unstructured tetrahedral meshes. These massive 3D meshes are used in mission-critical CFD and structural mechanics simulations, and typically sample multiple field values on several millions of unstructured grid points. Our method relies on the pre-processing of the tetrahedral mesh to partition it into non-convex boundaries and internal fragments that are subsequently encoded into compressed multi-resolution data representations. These compact hierarchical data structures are then adaptively rendered and probed in real-time on a commodity PC. Our point-based rendering algorithm, which is inspired by QSplat, employs a simple but highly efficient splatting technique that guarantees interactive frame-rates regardless of the size of the input mesh and the available rendering hardware. It furthermore allows for real-time probing of the volumetric data-set through constructive solid geometry operations as well as interactive editing of color transfer functions for an arbitrary number of field values. Thus, the presented visualization technique allows end-users for the first time to interactively render and explore very large unstructured tetrahedral meshes on relatively inexpensive hardware

    Sparse Volumetric Deformation

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    Volume rendering is becoming increasingly popular as applications require realistic solid shape representations with seamless texture mapping and accurate filtering. However rendering sparse volumetric data is difficult because of the limited memory and processing capabilities of current hardware. To address these limitations, the volumetric information can be stored at progressive resolutions in the hierarchical branches of a tree structure, and sampled according to the region of interest. This means that only a partial region of the full dataset is processed, and therefore massive volumetric scenes can be rendered efficiently. The problem with this approach is that it currently only supports static scenes. This is because it is difficult to accurately deform massive amounts of volume elements and reconstruct the scene hierarchy in real-time. Another problem is that deformation operations distort the shape where more than one volume element tries to occupy the same location, and similarly gaps occur where deformation stretches the elements further than one discrete location. It is also challenging to efficiently support sophisticated deformations at hierarchical resolutions, such as character skinning or physically based animation. These types of deformation are expensive and require a control structure (for example a cage or skeleton) that maps to a set of features to accelerate the deformation process. The problems with this technique are that the varying volume hierarchy reflects different feature sizes, and manipulating the features at the original resolution is too expensive; therefore the control structure must also hierarchically capture features according to the varying volumetric resolution. This thesis investigates the area of deforming and rendering massive amounts of dynamic volumetric content. The proposed approach efficiently deforms hierarchical volume elements without introducing artifacts and supports both ray casting and rasterization renderers. This enables light transport to be modeled both accurately and efficiently with applications in the fields of real-time rendering and computer animation. Sophisticated volumetric deformation, including character animation, is also supported in real-time. This is achieved by automatically generating a control skeleton which is mapped to the varying feature resolution of the volume hierarchy. The output deformations are demonstrated in massive dynamic volumetric scenes

    Conservative occlusion culling for urban visualization using a slice-wise data structure

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    Cataloged from PDF version of article.In this paper, we propose a framework for urban visualization using a conservative from-region visibility algorithm based on occluder shrinking. The visible geometry in a typical urban walkthrough mainly consists of partially visible buildings. Occlusion-culling algorithms, in which the granularity is buildings, process these partially visible buildings as if they are completely visible. To address the problem of partial visibility, we propose a data structure, called slice-wise data structure, that represents buildings in terms of slices parallel to the coordinate axes. We observe that the visible parts of the objects usually have simple shapes. This observation establishes the base for occlusion-culling where the occlusion granularity is individual slices. The proposed slice-wise data structure has minimal storage requirements. We also propose to shrink general 3D occluders in a scene to find volumetric occlusion. Empirical results show that significant increase in frame rates and decrease in the number of processed polygons can be achieved using the proposed slice-wise occlusion-culling as compared to an occlusion-culling method where the granularity is individual buildings. © 2007 Elsevier Inc. All rights reserved

    Doctor of Philosophy

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    dissertationDataflow pipeline models are widely used in visualization systems. Despite recent advancements in parallel architecture, most systems still support only a single CPU or a small collection of CPUs such as a SMP workstation. Even for systems that are specifically tuned towards parallel visualization, their execution models only provide support for data-parallelism while ignoring taskparallelism and pipeline-parallelism. With the recent popularization of machines equipped with multicore CPUs and multi-GPU units, these visualization systems are undoubtedly falling further behind in reaching maximum efficiency. On the other hand, there exist several libraries that can schedule program executions on multiple CPUs and/or multiple GPUs. However, due to differences in executing a task graph and a pipeline along with their APIs being considerably low-level, it still remains a challenge to integrate these run-time libraries into current visualization systems. Thus, there is a need for a redesigned dataflow architecture to fully support and exploit the power of highly parallel machines in large-scale visualization. The new design must be able to schedule executions on heterogeneous platforms while at the same time supporting arbitrarily large datasets through the use of streaming data structures. The primary goal of this dissertation work is to develop a parallel dataflow architecture for streaming large-scale visualizations. The framework includes supports for platforms ranging from multicore processors to clusters consisting of thousands CPUs and GPUs. We achieve this in our system by introducing the notion of Virtual Processing Elements and Task-Oriented Modules along with a highly customizable scheduler that controls the assignment of tasks to elements dynamically. This creates an intuitive way to maintain multiple CPU/GPU kernels yet still provide coherency and synchronization across module executions. We have implemented these techniques into HyperFlow which is made of an API with all basic dataflow constructs described in the dissertation, and a distributed run-time library that can be used to deploy those pipelines on multicore, multi-GPU and cluster-based platforms

    Appearance Preserving Rendering of Out-of-Core Polygon and NURBS Models

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    In Computer Aided Design (CAD) trimmed NURBS surfaces are widely used due to their flexibility. For rendering and simulation however, piecewise linear representations of these objects are required. A relatively new field in CAD is the analysis of long-term strain tests. After such a test the object is scanned with a 3d laser scanner for further processing on a PC. In all these areas of CAD the number of primitives as well as their complexity has grown constantly in the recent years. This growth is exceeding the increase of processor speed and memory size by far and posing the need for fast out-of-core algorithms. This thesis describes a processing pipeline from the input data in the form of triangular or trimmed NURBS models until the interactive rendering of these models at high visual quality. After discussing the motivation for this work and introducing basic concepts on complex polygon and NURBS models, the second part of this thesis starts with a review of existing simplification and tessellation algorithms. Additionally, an improved stitching algorithm to generate a consistent model after tessellation of a trimmed NURBS model is presented. Since surfaces need to be modified interactively during the design phase, a novel trimmed NURBS rendering algorithm is presented. This algorithm removes the bottleneck of generating and transmitting a new tessellation to the graphics card after each modification of a surface by evaluating and trimming the surface on the GPU. To achieve high visual quality, the appearance of a surface can be preserved using texture mapping. Therefore, a texture mapping algorithm for trimmed NURBS surfaces is presented. To reduce the memory requirements for the textures, the algorithm is modified to generate compressed normal maps to preserve the shading of the original surface. Since texturing is only possible, when a parametric mapping of the surface - requiring additional memory - is available, a new simplification and tessellation error measure is introduced that preserves the appearance of the original surface by controlling the deviation of normal vectors. The preservation of normals and possibly other surface attributes allows interactive visualization for quality control applications (e.g. isophotes and reflection lines). In the last part out-of-core techniques for processing and rendering of gigabyte-sized polygonal and trimmed NURBS models are presented. Then the modifications necessary to support streaming of simplified geometry from a central server are discussed and finally and LOD selection algorithm to support interactive rendering of hard and soft shadows is described

    View space linking, solid node compression and binary space partitioning for visibility determination in 3D walk-throughs

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    Today\u27s 3D games consumers are expecting more and more quality in their games. To enable high quality graphics at interactive rates, games programmers employ a technique known as hidden surface removal (HSR) or polygon culling. HSR is not just applicable to games; it may also be applied to any application that requires quality and interactive rates, including medical, military and building applications. One such commonly used technique for HSR is the binary space partition (BSP) tree, which is used for 3D ‘walk-throughs’, otherwise known as 3D static environments or first person shooters. Recent developments in 3D accelerated hardware technology do not mean that HSR is becoming redundant; in fact, HSR is increasingly becoming more important to the graphics pipeline. The well established potentially visible sets (PSV) BSP tree algorithm is used as a platform for exploring three enhanced algorithms; View Space Lighting, Solid Node Compression and hardware accelerated occlusion are shown to reducing the amounts of nodes that are traversed in a BSP tree, improving tree travel efficiency. These algorithms are proven (in cases) to improve overall efficiency

    Interactive Visual Analytics for Large-scale Particle Simulations

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    Particle based model simulations are widely used in scientific visualization. In cosmology, particles are used to simulate the evolution of dark matter in the universe. Clusters of particles (that have special statistical properties) are called halos. From a visualization point of view, halos are clusters of particles, each having a position, mass and velocity in three dimensional space, and they can be represented as point clouds that contain various structures of geometric interest such as filaments, membranes, satellite of points, clusters, and cluster of clusters. The thesis investigates methods for interacting with large scale data-sets represented as point clouds. The work mostly aims at the interactive visualization of cosmological simulation based on large particle systems. The study consists of three components: a) two human factors experiments into the perceptual factors that make it possible to see features in point clouds; b) the design and implementation of a user interface making it possible to rapidly navigate through and visualize features in the point cloud, c) software development and integration to support visualization
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