71 research outputs found

    09251 Abstracts Collection -- Scientific Visualization

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    From 06-14-2009 to 06-19-2009, the Dagstuhl Seminar 09251 ``Scientific Visualization \u27\u27 was held in Schloss Dagstuhl~--~Leibniz Center for Informatics. During the seminar, over 50 international participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general

    A Survey of Software Frameworks for Cluster-Based Large High-Resolution Displays

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    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

    A Workflow for Simulation and Visualization Of Seismic Wave Propagation Using SeisSol, VisIt and Avizo

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    Ground motion estimation and subsurface exploration are main research areas in computational seismology, they are fundamental for implementing earthquake engineering requirements and for modern subsurface reservoir assessment. In this study we propose a workflow for discretizing, simulating and visualizing near source ground motion due to earthquake rupture. For data generation we use an elastic wave equation solver called SeisSol based on the Discontinuous Galerkin formulation with Arbitrary high-order DERivatives (ADER-DG). SeisSol is capable of highly accurate treatment of any earthquake source characterization, occurring on geometrically complex fault systems embedded in geologically complicated earth structures. We then visualize the results with two tools: VisIt (“a free interactive parallel visualization and graphical analysis tool for viewing scientific data”) and Avizo (“The 3D Analysis Software for Scientific and Industrial data”). We investigate each approach, include our experiences from model generation to visualization in highly immersive environments and conclude with a set of general recommendations for earthquake visualization

    Efficient, scalable traffic and compressible fluid simulations using hyperbolic models

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    This thesis presents novel techniques for efficiently animating compressible fluids and traffic flow to improve virtual worlds. I introduce simulation methods that recreate the motion of coupled gas and elastic bodies, shockwaves in compressible gases, and traffic flows on road networks. These can all be described with mathematical models classified as hyperbolic -- models with bounded speeds of information propagation. This leads to parallel computational schemes with very local access patterns. I demonstrate how these models can lead to techniques for physically plausible animations that are efficient and scalable on multi-processor architectures. Animations of gas dynamics, from curling smoke to sonic booms, are visually exciting. Existing computational models of fluids in computer graphics are unsuitable for properly describing compressible gas flows -- I present a method based on a truly compressible model of gas to simulate two-way coupling between gases and elastic bodies on simplicial meshes that can handle large-scale simulation domains in a fast and scalable manner. Computational models of fluids used so far in graphics are inappropriate for describing supersonic gas dynamics because they assume the presence of smooth solutions. I present a technique for the simulation of explosive gas phenomena that addresses the challenges found in animation -- namely stability, efficiency, and generality. I also demonstrate how this method is able to achieve near-linear scaling on modern many-core architectures. Automobile traffic is ubiquitous in modern life; I present a traffic animation technique that uses a hyperbolic continuum model for traffic dynamics and a discrete representation that allows visual depiction and fine control. I demonstrate how this approach outperforms agent-based models for traffic simulation. Additionally, I couple discrete agent-based vehicle simulation to continuum traffic. My hybrid technique captures the interaction between arbitrarily arranged regions of a road network and dynamically transitions between the two models. I present an analysis of the impact my hybrid technique on the ability of simulation to mimic real-world vehicle trajectory data. The methods presented in this dissertation use hyperbolic models for natural and man-made phenomena to open new possibilities for the efficient creation of physically-based animations

    Mesoscale fluid simulation with the Lattice Boltzmann method

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    PhDThis thesis describes investigations of several complex fluid effects., including hydrodynamic spinodal decomposition, viscous instability. and self-assembly of a cubic surfactant phase, by simulating them with a lattice Boltzmann computational model. The introduction describes what is meant by the term "complex fluid", and why such fluids are both important and difficult to understand. A key feature of complex fluids is that their behaviour spans length and time scales. The lattice Boltzmann method is presented as a modelling technique which sits at a "mesoscale" level intermediate between coarse-grained and fine-grained detail, and which is therefore ideal for modelling certain classes of complex fluids. The following chapters describe simulations which have been performed using this technique, in two and three dimensions. Chapter 2 presents an investigation into the separation of a mixture of two fluids. This process is found to involve several physical mechanisms at different stages. The simulated behaviour is found to be in good agreement with existing theory, and a curious effect, due to multiple competing mechanisms, is observed, in agreement with experiments and other simulations. Chapter 3 describes an improvement to lattice Boltzmann models of Hele-Shaw flow, along with simulations which quantitatively demonstrate improvements in both accuracy and numerical stability. The Saffman-Taylor hydrodynamic instability is demonstrated using this model. Chapter 4 contains the details and results of the TeraGyroid experiment, which involved extremely large-scale simulations to investigate the dynamical behaviour of a self-assembling structure. The first finite- size-effect- free dynamical simulations of such a system are presented. It is found that several different mechanisms are responsible for the assembly; the existence of chiral domains is demonstrated, along with an examination of domain growth during self-assembly. Appendix A describes some aspects of the implementation of the lattice Boltzmann codes used in this thesis; appendix B describes some of the Grid computing techniques which were necessary for the simulations of chapter 4. Chapter 5 summarises the work, and makes suggestions for further research and improvement.Huntsman Corporation Queen Mary University Schlumberger Cambridge Researc

    Autotuning wavefront patterns for heterogeneous architectures

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    Manual tuning of applications for heterogeneous parallel systems is tedious and complex. Optimizations are often not portable, and the whole process must be repeated when moving to a new system, or sometimes even to a different problem size. Pattern based parallel programming models were originally designed to provide programmers with an abstract layer, hiding tedious parallel boilerplate code, and allowing a focus on only application specific issues. However, the constrained algorithmic model associated with each pattern also enables the creation of pattern-specific optimization strategies. These can capture more complex variations than would be accessible by analysis of equivalent unstructured source code. These variations create complex optimization spaces. Machine learning offers well established techniques for exploring such spaces. In this thesis we use machine learning to create autotuning strategies for heterogeneous parallel implementations of applications which follow the wavefront pattern. In a wavefront, computation starts from one corner of the problem grid and proceeds diagonally like a wave to the opposite corner in either two or three dimensions. Our framework partitions and optimizes the work created by these applications across systems comprising multicore CPUs and multiple GPU accelerators. The tuning opportunities for a wavefront include controlling the amount of computation to be offloaded onto GPU accelerators, choosing the number of CPU and GPU threads to process tasks, tiling for both CPU and GPU memory structures, and trading redundant halo computation against communication for multiple GPUs. Our exhaustive search of the problem space shows that these parameters are very sensitive to the combination of architecture, wavefront instance and problem size. We design and investigate a family of autotuning strategies, targeting single and multiple CPU + GPU systems, and both two and three dimensional wavefront instances. These yield an average of 87% of the performance found by offline exhaustive search, with up to 99% in some cases

    GPU data structures for graphics and vision

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    Graphics hardware has in recent years become increasingly programmable, and its programming APIs use the stream processor model to expose massive parallelization to the programmer. Unfortunately, the inherent restrictions of the stream processor model, used by the GPU in order to maintain high performance, often pose a problem in porting CPU algorithms for both video and volume processing to graphics hardware. Serial data dependencies which accelerate CPU processing are counterproductive for the data-parallel GPU. This thesis demonstrates new ways for tackling well-known problems of large scale video/volume analysis. In some instances, we enable processing on the restricted hardware model by re-introducing algorithms from early computer graphics research. On other occasions, we use newly discovered, hierarchical data structures to circumvent the random-access read/fixed write restriction that had previously kept sophisticated analysis algorithms from running solely on graphics hardware. For 3D processing, we apply known game graphics concepts such as mip-maps, projective texturing, and dependent texture lookups to show how video/volume processing can benefit algorithmically from being implemented in a graphics API. The novel GPU data structures provide drastically increased processing speed, and lift processing heavy operations to real-time performance levels, paving the way for new and interactive vision/graphics applications.Graphikhardware wurde in den letzen Jahren immer weiter programmierbar. Ihre APIs verwenden das Streamprozessor-Modell, um die massive Parallelisierung auch fßr den Programmierer verfßgbar zu machen. Leider folgen aus dem strikten Streamprozessor-Modell, welches die GPU fßr ihre hohe Rechenleistung benÜtigt, auch Hindernisse in der Portierung von CPU-Algorithmen zur Video- und Volumenverarbeitung auf die GPU. Serielle Datenabhängigkeiten beschleunigen zwar CPU-Verarbeitung, sind aber fßr die daten-parallele GPU kontraproduktiv . Diese Arbeit präsentiert neue Herangehensweisen fßr bekannte Probleme der Video- und Volumensverarbeitung. Teilweise wird die Verarbeitung mit Hilfe von modifizierten Algorithmen aus der frßhen Computergraphik-Forschung an das beschränkte Hardwaremodell angepasst. Anderswo helfen neu entdeckte, hierarchische Datenstrukturen beim Umgang mit den Schreibzugriff-Restriktionen die lange die Portierung von komplexeren Bildanalyseverfahren verhindert hatten. In der 3D-Verarbeitung nutzen wir bekannte Konzepte aus der Computerspielegraphik wie Mipmaps, projektive Texturierung, oder verkettete Texturzugriffe, und zeigen auf welche Vorteile die Video- und Volumenverarbeitung aus hardwarebeschleunigter Graphik-API-Implementation ziehen kann. Die präsentierten GPU-Datenstrukturen bieten drastisch schnellere Verarbeitung und heben rechenintensive Operationen auf Echtzeit-Niveau. Damit werden neue, interaktive Bildverarbeitungs- und Graphik-Anwendungen mÜglich

    Interacting with scientific workflows

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    Visualization challenges in distributed heterogeneous computing environments

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    Large-scale computing environments are important for many aspects of modern life. They drive scientific research in biology and physics, facilitate industrial rapid prototyping, and provide information relevant to everyday life such as weather forecasts. Their computational power grows steadily to provide faster response times and to satisfy the demand for higher complexity in simulation models as well as more details and higher resolutions in visualizations. For some years now, the prevailing trend for these large systems is the utilization of additional processors, like graphics processing units. These heterogeneous systems, that employ more than one kind of processor, are becoming increasingly widespread since they provide many benefits, like higher performance or increased energy efficiency. At the same time, they are more challenging and complex to use because the various processing units differ in their architecture and programming model. This heterogeneity is often addressed by abstraction but existing approaches often entail restrictions or are not universally applicable. As these systems also grow in size and complexity, they become more prone to errors and failures. Therefore, developers and users become more interested in resilience besides traditional aspects, like performance and usability. While fault tolerance is well researched in general, it is mostly dismissed in distributed visualization or not adapted to its special requirements. Finally, analysis and tuning of these systems and their software is required to assess their status and to improve their performance. The available tools and methods to capture and evaluate the necessary information are often isolated from the context or not designed for interactive use cases. These problems are amplified in heterogeneous computing environments, since more data is available and required for the analysis. Additionally, real-time feedback is required in distributed visualization to correlate user interactions to performance characteristics and to decide on the validity and correctness of the data and its visualization. This thesis presents contributions to all of these aspects. Two approaches to abstraction are explored for general purpose computing on graphics processing units and visualization in heterogeneous computing environments. The first approach hides details of different processing units and allows using them in a unified manner. The second approach employs per-pixel linked lists as a generic framework for compositing and simplifying order-independent transparency for distributed visualization. Traditional methods for fault tolerance in high performance computing systems are discussed in the context of distributed visualization. On this basis, strategies for fault-tolerant distributed visualization are derived and organized in a taxonomy. Example implementations of these strategies, their trade-offs, and resulting implications are discussed. For analysis, local graph exploration and tuning of volume visualization are evaluated. Challenges in dense graphs like visual clutter, ambiguity, and inclusion of additional attributes are tackled in node-link diagrams using a lens metaphor as well as supplementary views. An exploratory approach for performance analysis and tuning of parallel volume visualization on a large, high-resolution display is evaluated. This thesis takes a broader look at the issues of distributed visualization on large displays and heterogeneous computing environments for the first time. While the presented approaches all solve individual challenges and are successfully employed in this context, their joint utility form a solid basis for future research in this young field. In its entirety, this thesis presents building blocks for robust distributed visualization on current and future heterogeneous visualization environments.Große Rechenumgebungen sind für viele Aspekte des modernen Lebens wichtig. Sie treiben wissenschaftliche Forschung in Biologie und Physik, ermöglichen die rasche Entwicklung von Prototypen in der Industrie und stellen wichtige Informationen für das tägliche Leben, beispielsweise Wettervorhersagen, bereit. Ihre Rechenleistung steigt stetig, um Resultate schneller zu berechnen und dem Wunsch nach komplexeren Simulationsmodellen sowie höheren Auflösungen in der Visualisierung nachzukommen. Seit einigen Jahren ist die Nutzung von zusätzlichen Prozessoren, z.B. Grafikprozessoren, der vorherrschende Trend für diese Systeme. Diese heterogenen Systeme, welche mehr als eine Art von Prozessor verwenden, finden zunehmend mehr Verbreitung, da sie viele Vorzüge, wie höhere Leistung oder erhöhte Energieeffizienz, bieten. Gleichzeitig sind diese jedoch aufwendiger und komplexer in der Nutzung, da die verschiedenen Prozessoren sich in Architektur und Programmiermodel unterscheiden. Diese Heterogenität wird oft durch Abstraktion angegangen, aber bisherige Ansätze sind häufig nicht universal anwendbar oder bringen Einschränkungen mit sich. Diese Systeme werden zusätzlich anfälliger für Fehler und Ausfälle, da ihre Größe und Komplexität zunimmt. Entwickler sind daher neben traditionellen Aspekten, wie Leistung und Bedienbarkeit, zunehmend an Widerstandfähigkeit gegenüber Fehlern und Ausfällen interessiert. Obwohl Fehlertoleranz im Allgemeinen gut untersucht ist, wird diese in der verteilten Visualisierung oft ignoriert oder nicht auf die speziellen Umstände dieses Feldes angepasst. Analyse und Optimierung dieser Systeme und ihrer Software ist notwendig, um deren Zustand einzuschätzen und ihre Leistung zu verbessern. Die verfügbaren Werkzeuge und Methoden, um die erforderlichen Informationen zu sammeln und auszuwerten, sind oft vom Kontext entkoppelt oder nicht für interaktive Szenarien ausgelegt. Diese Probleme sind in heterogenen Rechenumgebungen verstärkt, da dort mehr Daten für die Analyse verfügbar und notwendig sind. Für verteilte Visualisierung ist zusätzlich Rückmeldung in Echtzeit notwendig, um Interaktionen der Benutzer mit Leistungscharakteristika zu korrelieren und um die Gültigkeit und Korrektheit der Daten und ihrer Visualisierung zu entscheiden. Diese Dissertation präsentiert Beiträge für all diese Aspekte. Zunächst werden zwei Ansätze zur Abstraktion im Kontext von generischen Berechnungen auf Grafikprozessoren und Visualisierung in heterogenen Umgebungen untersucht. Der erste Ansatz verbirgt Details verschiedener Prozessoren und ermöglicht deren Nutzung über einheitliche Schnittstellen. Der zweite Ansatz verwendet pro-Pixel verkettete Listen (per-pixel linked lists) zur Kombination von Pixelfarben und zur Vereinfachung von ordnungsunabhängiger Transparenz in verteilter Visualisierung. Übliche Fehlertoleranz-Methoden im Hochleistungsrechnen werden im Kontext der verteilten Visualisierung diskutiert. Auf dieser Grundlage werden Strategien für fehlertolerante verteilte Visualisierung abgeleitet und in einer Taxonomie organisiert. Beispielhafte Umsetzungen dieser Strategien, ihre Kompromisse und Zugeständnisse, und die daraus resultierenden Implikationen werden diskutiert. Zur Analyse werden lokale Exploration von Graphen und die Optimierung von Volumenvisualisierung untersucht. Herausforderungen in dichten Graphen wie visuelle Überladung, Ambiguität und Einbindung zusätzlicher Attribute werden in Knoten-Kanten Diagrammen mit einer Linsenmetapher sowie ergänzenden Ansichten der Daten angegangen. Ein explorativer Ansatz zur Leistungsanalyse und Optimierung paralleler Volumenvisualisierung auf einer großen, hochaufgelösten Anzeige wird untersucht. Diese Dissertation betrachtet zum ersten Mal Fragen der verteilten Visualisierung auf großen Anzeigen und heterogenen Rechenumgebungen in einem größeren Kontext. Während jeder vorgestellte Ansatz individuelle Herausforderungen löst und erfolgreich in diesem Zusammenhang eingesetzt wurde, bilden alle gemeinsam eine solide Basis für künftige Forschung in diesem jungen Feld. In ihrer Gesamtheit präsentiert diese Dissertation Bausteine für robuste verteilte Visualisierung auf aktuellen und künftigen heterogenen Visualisierungsumgebungen
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