4 research outputs found
Doctor of Philosophy in Computing
dissertationThe aim of direct volume rendering is to facilitate exploration and understanding of three-dimensional scalar fields referred to as volume datasets. Improving understanding is done by improving depth perception, whereas facilitating exploration is done by speeding up volume rendering. In this dissertation, improving both depth perception and rendering speed is considered. The impact of depth of field (DoF) on depth perception in direct volume rendering is evaluated by conducting a user study in which the test subjects had to choose which of two features, located at different depths, appeared to be in front in a volume-rendered image. Whereas DoF was expected to improve perception in all cases, the user study revealed that if used on the back feature, DoF reduced depth perception, whereas it produced a marked improvement when used on the front feature. We then worked on improving the speed of volume rendering on distributed memory machines. Distributed volume rendering has three stages: loading, rendering, and compositing. In this dissertation, the focus is on image compositing, more specifically, trying to optimize communication in image compositing algorithms. For that, we have developed the Task Overlapped Direct Send Tree image compositing algorithm, which works on both CPU- and GPU-accelerated supercomputers, which focuses on communication avoidance and overlapping communication with computation; the Dynamically Scheduled Region-Based image compositing algorithm that uses spatial and temporal awareness to efficiently schedule communication among compositing nodes, and a rendering and compositing pipeline that allows both image compositing and rendering to be done on GPUs of GPU-accelerated supercomputers. We tested these on CPU- and GPU-accelerated supercomputers and explain how these improvements allow us to obtain better performance than image compositing algorithms that focus on load-balancing and algorithms that have no spatial and temporal awareness of the rendering and compositing stages
Lattice-Boltzmann simulations of cerebral blood flow
Computational haemodynamics play a central role in the understanding of blood behaviour
in the cerebral vasculature, increasing our knowledge in the onset of vascular
diseases and their progression, improving diagnosis and ultimately providing better
patient prognosis. Computer simulations hold the potential of accurately characterising
motion of blood and its interaction with the vessel wall, providing the capability to
assess surgical treatments with no danger to the patient. These aspects considerably
contribute to better understand of blood circulation processes as well as to augment
pre-treatment planning. Existing software environments for treatment planning consist
of several stages, each requiring significant user interaction and processing time,
significantly limiting their use in clinical scenarios.
The aim of this PhD is to provide clinicians and researchers with a tool to aid
in the understanding of human cerebral haemodynamics. This tool employs a high
performance
fluid solver based on the lattice-Boltzmann method (coined HemeLB),
high performance distributed computing and grid computing, and various advanced
software applications useful to efficiently set up and run patient-specific simulations.
A graphical tool is used to segment the vasculature from patient-specific CT or MR
data and configure boundary conditions with ease, creating models of the vasculature
in real time. Blood flow visualisation is done in real time using in situ rendering
techniques implemented within the parallel
fluid solver and aided by steering capabilities;
these programming strategies allows the clinician to interactively display the
simulation results on a local workstation. A separate software application is used
to numerically compare simulation results carried out at different spatial resolutions,
providing a strategy to approach numerical validation. This developed software and
supporting computational infrastructure was used to study various patient-specific
intracranial aneurysms with the collaborating interventionalists at the National Hospital
for Neurology and Neuroscience (London), using three-dimensional rotational
angiography data to define the patient-specific vasculature. Blood flow motion was
depicted in detail by the visualisation capabilities, clearly showing vortex fluid
ow features and stress distribution at the inner surface of the aneurysms and their surrounding
vasculature. These investigations permitted the clinicians to rapidly assess
the risk associated with the growth and rupture of each aneurysm. The ultimate goal
of this work is to aid clinical practice with an efficient easy-to-use toolkit for real-time
decision support
Interactive High Performance Volume Rendering
This thesis is about Direct Volume Rendering on high performance computing systems. As direct rendering methods do not create a lower-dimensional geometric representation, the whole scientific dataset must be kept in memory. Thus, this family of algorithms has a tremendous resource demand. Direct Volume Rendering algorithms in general are well suited to be implemented for dedicated graphics
hardware. Nevertheless, high performance computing systems often do not provide resources for hardware accelerated rendering, so that the visualization algorithm must be implemented for the available general-purpose hardware.
Ever growing datasets that imply copying large amounts of data from the compute system to the workstation of the scientist, and the need to review intermediate simulation results, make porting Direct Volume Rendering to high performance computing systems highly relevant. The contribution of this thesis is twofold.
As part of the first contribution, after devising a software architecture for general implementations of Direct Volume Rendering on highly parallel platforms, parallelization issues and implementation details for various modern architectures are discussed. The contribution results in a highly parallel implementation that tackles several platforms.
The second contribution is concerned with the display phase of the “Distributed Volume Rendering Pipeline”. Rendering on a high performance computing system typically implies displaying the rendered result at a remote location. This thesis presents a remote rendering technique that is capable of hiding latency and can thus be used in an interactive environment