289 research outputs found

    Volumetric real-time particle-based representation of large unstructured tetrahedral polygon meshes

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    In this paper we propose a particle-based volume rendering approach for unstructured, three-dimensional, tetrahedral polygon meshes. We stochastically generate millions of particles per second and project them on the screen in real-time. In contrast to previous rendering techniques of tetrahedral volume meshes, our method does not need a prior depth sorting of geometry. Instead, the rendered image is generated by choosing particles closest to the camera. Furthermore, we use spatial superimposing. Each pixel is constructed from multiple subpixels. This approach not only increases projection accuracy, but allows also a combination of subpixels into one superpixel that creates the well-known translucency effect of volume rendering. We show that our method is fast enough for the visualization of unstructured three-dimensional grids with hard real-time constraints and that it scales well for a high number of particles

    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

    Interactive isosurface ray tracing of time-varying tetrahedral volumes

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    Journal ArticleAbstract- We describe a system for interactively rendering isosurfaces of tetrahedral finite-element scalar fields using coherent ray tracing techniques on the CPU. By employing state-of-the art methods in polygonal ray tracing, namely aggressive packet/frustum traversal of a bounding volume hierarchy, we can accomodate large and time-varying unstructured data. In conjunction with this efficiency structure, we introduce a novel technique for intersecting ray packets with tetrahedral primitives. Ray tracing is flexible, allowing for dynamic changes in isovalue and time step, visualization of multiple isosurfaces, shadows, and depth-peeling transparency effects. The resulting system offers the intuitive simplicity of isosurfacing, guaranteed-correct visual results, and ultimately a scalable, dynamic and consistently interactive solution for visualizing unstructured volumes

    Parallel volume rendering for large scientific data

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    Data sets of immense size are regularly generated by large scale computing resources. Even among more traditional methods for acquisition of volume data, such as MRI and CT scanners, data which is too large to be effectively visualized on standard workstations is now commonplace. One solution to this problem is to employ a \u27visualization cluster,\u27 a small to medium scale cluster dedicated to performing visualization and analysis of massive data sets generated on larger scale supercomputers. These clusters are designed to fulfill a different need than traditional supercomputers, and therefore their design mandates different hardware choices, such as increased memory, and more recently, graphics processing units (GPUs). While there has been much previous work on distributed memory visualization as well as GPU visualization, there is a relative dearth of algorithms which effectively use GPUs at a large scale in a distributed memory environment. In this work, we study a common visualization technique in a GPU-accelerated, distributed memory setting, and present performance characteristics when scaling to extremely large data sets

    Volumetric rendering techniques for scientific visualization

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    Ankara : The Department of Computer Engineering and The Graduate School of Engineering and Science of Bilkent University, 2014.Thesis (Ph.D.) -- Bilkent University, 2014.Includes bibliographical references leaves 80-86.Direct volume rendering is widely used in many applications where the inside of a transparent or a partially transparent material should be visualized. We have explored several aspects of the problem. First, we proposed a view-dependent selective refinement scheme in order to reduce the high computational requirements without affecting the image quality significantly. Then, we explored the parallel implementations of direct volume rendering: both on GPU and on multi-core systems. Finally, we used direct volume rendering approaches to create a tool, MaterialVis, to visualize amorphous and/or crystalline materials. Visualization of large volumetric datasets has always been an important problem. Due to the high computational requirements of volume-rendering techniques, achieving interactive rates is a real challenge. We present a selective refinement scheme that dynamically refines the mesh according to the camera parameters. This scheme automatically determines the impact of different parts of the mesh on the output image and refines the mesh accordingly, without needing any user input. The viewdependent refinement scheme uses a progressive mesh representation that is based on an edge collapse-based tetrahedral mesh simplification algorithm. We tested our view-dependent refinement framework on an existing state-of-the-art volume renderer. Thanks to low overhead dynamic view-dependent refinement, we achieve interactive frame rates for rendering common datasets at decent image resolutions. Achieving interactive rates for direct volume rendering of large unstructured volumetric grids is a challenging problem, but parallelizing direct volume rendering algorithms can help achieve this goal. Using Compute Unified Device Architecture (CUDA), we propose a GPU-based volume rendering algorithm that itself is based on a cell projection-based ray-casting algorithm designed for CPU implementations. We also propose a multi-core parallelized version of the cell-projection algorithm using OpenMP. In both algorithms, we favor image quality over rendering speed. Our algorithm has a low memory footprint, allowing us to render large datasets. Our algorithm support progressive rendering. We compared the GPU implementation with the serial and multi-core implementations. We observed significant speed-ups, that, together with progressive rendering, enabling reaching interactive rates for large datasets. Visualization of materials is an indispensable part of their structural analysis. We developed a visualization tool for amorphous as well as crystalline structures, called MaterialVis. Unlike the existing tools, MaterialVis represents material structures as a volume and a surface manifold, in addition to plain atomic coordinates. Both amorphous and crystalline structures exhibit topological features as well as various defects. MaterialVis provides a wide range of functionality to visualize such topological structures and crystal defects interactively. Direct volume rendering techniques are used to visualize the volumetric features of materials, such as crystal defects, which are responsible for the distinct fingerprints of a specific sample. In addition, the tool provides surface visualization to extract hidden topological features within the material. Together with the rich set of parameters and options to control the visualization, MaterialVis allows users to visualize various aspects of materials very efficiently as generated by modern analytical techniques such as the Atom Probe Tomography.Okuyan, ErhanPh.D

    Progressive ray casting for volumetric models on mobile devices

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    Mobile devices have experienced an incredible market penetration in the last decade. Currently, medium to premium smartphones are relatively affordable devices. With the increase in screen size and resolution, together with the improvements in performance of mobile CPUs and GPUs, more tasks have become possible. In this paper we explore the rendering of medium to large volumetric models on mobile and low performance devices in general. To do so, we present a progressive ray casting method that is able to obtain interactive frame rates and high quality results for models that not long ago were only supported by desktop computers.Peer ReviewedPostprint (author's final draft

    Ubiquitous volume rendering in the web platform

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    176 p.The main thesis hypothesis is that ubiquitous volume rendering can be achieved using WebGL. The thesis enumerates the challenges that should be met to achieve that goal. The results allow web content developers the integration of interactive volume rendering within standard HTML5 web pages. Content developers only need to declare the X3D nodes that provide the rendering characteristics they desire. In contrast to the systems that provide specific GPU programs, the presented architecture creates automatically the GPU code required by the WebGL graphics pipeline. This code is generated directly from the X3D nodes declared in the virtual scene. Therefore, content developers do not need to know about the GPU.The thesis extends previous research on web compatible volume data structures for WebGL, ray-casting hybrid surface and volumetric rendering, progressive volume rendering and some specific problems related to the visualization of medical datasets. Finally, the thesis contributes to the X3D standard with some proposals to extend and improve the volume rendering component. The proposals are in an advance stage towards their acceptance by the Web3D Consortium

    Ubiquitous volume rendering in the web platform

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    176 p.The main thesis hypothesis is that ubiquitous volume rendering can be achieved using WebGL. The thesis enumerates the challenges that should be met to achieve that goal. The results allow web content developers the integration of interactive volume rendering within standard HTML5 web pages. Content developers only need to declare the X3D nodes that provide the rendering characteristics they desire. In contrast to the systems that provide specific GPU programs, the presented architecture creates automatically the GPU code required by the WebGL graphics pipeline. This code is generated directly from the X3D nodes declared in the virtual scene. Therefore, content developers do not need to know about the GPU.The thesis extends previous research on web compatible volume data structures for WebGL, ray-casting hybrid surface and volumetric rendering, progressive volume rendering and some specific problems related to the visualization of medical datasets. Finally, the thesis contributes to the X3D standard with some proposals to extend and improve the volume rendering component. The proposals are in an advance stage towards their acceptance by the Web3D Consortium

    Interactive High Performance Volume Rendering

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    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
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