4 research outputs found
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
Computational advances in gravitational microlensing: a comparison of CPU, GPU, and parallel, large data codes
To assess how future progress in gravitational microlensing computation at
high optical depth will rely on both hardware and software solutions, we
compare a direct inverse ray-shooting code implemented on a graphics processing
unit (GPU) with both a widely-used hierarchical tree code on a single-core CPU,
and a recent implementation of a parallel tree code suitable for a CPU-based
cluster supercomputer. We examine the accuracy of the tree codes through
comparison with a direct code over a much wider range of parameter space than
has been feasible before. We demonstrate that all three codes present
comparable accuracy, and choice of approach depends on considerations relating
to the scale and nature of the microlensing problem under investigation. On
current hardware, there is little difference in the processing speed of the
single-core CPU tree code and the GPU direct code, however the recent plateau
in single-core CPU speeds means the existing tree code is no longer able to
take advantage of Moore's law-like increases in processing speed. Instead, we
anticipate a rapid increase in GPU capabilities in the next few years, which is
advantageous to the direct code. We suggest that progress in other areas of
astrophysical computation may benefit from a transition to GPUs through the use
of "brute force" algorithms, rather than attempting to port the current best
solution directly to a GPU language -- for certain classes of problems, the
simple implementation on GPUs may already be no worse than an optimised
single-core CPU version.Comment: 11 pages, 4 figures, accepted for publication in New Astronom