1,539 results on '"Parallel rendering"'
Search Results
2. Implementation of Parallel Visualization Method for Large Data Based on Cloud Platform
- Author
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Zhang, Jinhai, Angrisani, Leopoldo, Series Editor, Arteaga, Marco, Series Editor, Panigrahi, Bijaya Ketan, Series Editor, Chakraborty, Samarjit, Series Editor, Chen, Jiming, Series Editor, Chen, Shanben, Series Editor, Chen, Tan Kay, Series Editor, Dillmann, Rüdiger, Series Editor, Duan, Haibin, Series Editor, Ferrari, Gianluigi, Series Editor, Ferre, Manuel, Series Editor, Hirche, Sandra, Series Editor, Jabbari, Faryar, Series Editor, Jia, Limin, Series Editor, Kacprzyk, Janusz, Series Editor, Khamis, Alaa, Series Editor, Kroeger, Torsten, Series Editor, Liang, Qilian, Series Editor, Martín, Ferran, Series Editor, Ming, Tan Cher, Series Editor, Minker, Wolfgang, Series Editor, Misra, Pradeep, Series Editor, Möller, Sebastian, Series Editor, Mukhopadhyay, Subhas, Series Editor, Ning, Cun-Zheng, Series Editor, Nishida, Toyoaki, Series Editor, Pascucci, Federica, Series Editor, Qin, Yong, Series Editor, Seng, Gan Woon, Series Editor, Speidel, Joachim, Series Editor, Veiga, Germano, Series Editor, Wu, Haitao, Series Editor, Zhang, Junjie James, Series Editor, Hung, Jason C., editor, Yen, Neil Y., editor, and Chang, Jia-Wei, editor
- Published
- 2020
- Full Text
- View/download PDF
3. mSwap: a large-scale image-compositing method with optimal m-ary tree
- Author
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Min Hou, Chongke Bi, Fang Wang, Liang Deng, Gang Zheng, and Xiangfei Meng
- Subjects
Parallel rendering ,Sort-last ,Image compositing ,mSwap ,m-ary tree ,Engineering (General). Civil engineering (General) ,TA1-2040 ,Motor vehicles. Aeronautics. Astronautics ,TL1-4050 - Abstract
Abstract With the increasing of computing ability, large-scale simulations have been generating massive amounts of data in aerodynamics. Sort-last parallel rendering is the most classical image compositing method for large-scale scientific visualization. However, in the stage of image compositing, the sort-last method may suffer from scalability problem on large-scale processors. Existing image compositing algorithms tend to perform well in certain situations. For instance, Direct Send is well on small and medium scale; Radix-k gets well performance only when the k-value is appropriate and so on. In this paper, we propose a novel method named mSwap for scientific visualization in aerodynamics, which uses the best scale of processors to make sure its performance at the best. mSwap groups the processors that we can use with a (m,k) table, which records the best combination of m (the number of processors in subgroup of each group) and k (the number of processors in each group). Then in each group, using a m-ary tree to composite the image for reducing the communication of processors. Finally, the image is composited between different groups to generate the final image. The performance and scalability of our mSwap method is demonstrated through experiments with thousands of processors.
- Published
- 2021
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4. Dynamic Load Balancing Algorithm Based on Per-pixel Rendering Cost Estimation for Parallel Ray Tracing on PC Clusters
- Author
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Yang, Chaozhi, Chen, Chunyi, Hu, Xiaojuan, Yang, Huamin, Barbosa, Simone Diniz Junqueira, Editorial Board Member, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Kotenko, Igor, Editorial Board Member, Yuan, Junsong, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Wang, Yongtian, editor, Huang, Qingmin, editor, and Peng, Yuxin, editor
- Published
- 2019
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5. A binocular parallel rendering method for VR globes
- Author
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Wumeng Huang, Jing Chen, and Mengyun Zhou
- Subjects
vr globes ,virtual globes ,virtual reality ,binocular vision ,parallel rendering ,Mathematical geography. Cartography ,GA1-1776 - Abstract
The scene-rendering mechanism based on binocular vision is one of the key techniques for the VR globe to achieve immersion-type visualization of global 3D scenes. However, this special rendering mechanism also requires that the 3D scene is continuously drawn twice within one frame, which significantly affects the rendering efficiency of VR globes. Therefore, we propose a binocular parallel rendering method. This method first improves the current rendering process of VR globes by assigning the rendering tasks for the left and right camera of VR to be processed on different CPU cores, thereby achieving parallel rendering of binocular scenes. Second, due to the problem of inconsistent resolution of binocular scenes caused by different viewpoints for the left and right cameras, we propose a resolution synchronize algorithm. this algorithm conducts real-time synchronization on the resolution of scene in the rendering process and thus avoids the problem of erroneous binocular stereo matching. Finally, we validate the effectiveness of the method in this paper through experiments. The results of experiments indicate that while the method in this paper can ensure the consistency of binocular scene resolution, it can decrease the frame time of VR globes by approximately 27% on average.
- Published
- 2020
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- View/download PDF
6. mSwap: a large-scale image-compositing method with optimal m-ary tree.
- Author
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Hou, Min, Bi, Chongke, Wang, Fang, Deng, Liang, Zheng, Gang, and Meng, Xiangfei
- Subjects
AERODYNAMICS ,ALGORITHMS ,PARALLEL algorithms ,VISUALIZATION ,DATA visualization - Abstract
With the increasing of computing ability, large-scale simulations have been generating massive amounts of data in aerodynamics. Sort-last parallel rendering is the most classical image compositing method for large-scale scientific visualization. However, in the stage of image compositing, the sort-last method may suffer from scalability problem on large-scale processors. Existing image compositing algorithms tend to perform well in certain situations. For instance, Direct Send is well on small and medium scale; Radix-k gets well performance only when the k-value is appropriate and so on. In this paper, we propose a novel method named mSwap for scientific visualization in aerodynamics, which uses the best scale of processors to make sure its performance at the best. mSwap groups the processors that we can use with a (m,k) table, which records the best combination of m (the number of processors in subgroup of each group) and k (the number of processors in each group). Then in each group, using a m-ary tree to composite the image for reducing the communication of processors. Finally, the image is composited between different groups to generate the final image. The performance and scalability of our mSwap method is demonstrated through experiments with thousands of processors. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
7. Visual Data Analysis as an Integral Part of Environmental Management
- Author
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Meyer, Joerg
- Subjects
Environmental sciences ,Mathematics and Computing ,visual analytics ,high-performance computing ,data management ,parallel rendering ,environmental management - Abstract
The U.S. Department of Energy's (DOE) Office of Environmental Management (DOE/EM) currently supports an effort to understand and predict the fate of nuclear contaminants and their transport in natural and engineered systems. Geologists, hydrologists, physicists and computer scientists are working together to create models of existing nuclear waste sites, to simulate their behavior and to extrapolate it into the future. We use visualization as an integral part in each step of this process. In the first step, visualization is used to verify model setup and to estimate critical parameters. High-performance computing simulations of contaminant transport produces massive amounts of data, which is then analyzed using visualization software specifically designed for parallel processing of large amounts of structured and unstructured data. Finally, simulation results are validated by comparing simulation results to measured current and historical field data. We describe in this article how visual analysis is used as an integral part of the decision-making process in the planning of ongoing and future treatment options for the contaminated nuclear waste sites. Lessons learned from visually analyzing our large-scale simulation runs will also have an impact on deciding on treatment measures for other contaminated sites.
- Published
- 2012
8. A binocular parallel rendering method for VR globes.
- Author
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Huang, Wumeng, Chen, Jing, and Zhou, Mengyun
- Subjects
- *
BINOCULAR vision , *ALGORITHMS , *VISUALIZATION , *VIRTUAL reality , *CAMERAS , *SYNCHRONIZATION - Abstract
The scene-rendering mechanism based on binocular vision is one of the key techniques for the VR globe to achieve immersion-type visualization of global 3D scenes. However, this special rendering mechanism also requires that the 3D scene is continuously drawn twice within one frame, which significantly affects the rendering efficiency of VR globes. Therefore, we propose a binocular parallel rendering method. This method first improves the current rendering process of VR globes by assigning the rendering tasks for the left and right camera of VR to be processed on different CPU cores, thereby achieving parallel rendering of binocular scenes. Second, due to the problem of inconsistent resolution of binocular scenes caused by different viewpoints for the left and right cameras, we propose a resolution synchronize algorithm. this algorithm conducts real-time synchronization on the resolution of scene in the rendering process and thus avoids the problem of erroneous binocular stereo matching. Finally, we validate the effectiveness of the method in this paper through experiments. The results of experiments indicate that while the method in this paper can ensure the consistency of binocular scene resolution, it can decrease the frame time of VR globes by approximately 27% on average. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
9. Equalizer 2.0–Convergence of a Parallel Rendering Framework.
- Author
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Eilemann, Stefan, Steiner, David, and Pajarola, Renato
- Subjects
TRANSMISSION line matrix methods ,SYSTEM integration ,SCALABILITY ,PARALLEL programming ,DATA distribution ,VIRTUAL reality - Abstract
Developing complex, real world graphics applications which leverage multiple GPUs and computers for interactive 3D rendering tasks is a complex task. It requires expertise in distributed systems and parallel rendering in addition to the application domain itself. We present a mature parallel rendering framework which provides a large set of features, algorithms and system integration for a wide range of real-world research and industry applications. Using the $\mathsf{Equalizer}$ Equalizer parallel rendering framework, we show how a wide set of generic algorithms can be integrated in the framework to help application scalability and development in many different domains, highlighting how concrete applications benefit from the diverse aspects and use cases of $\mathsf{Equalizer}$ Equalizer . We present novel parallel rendering algorithms, powerful abstractions for large visualization setups and virtual reality, as well as new experimental results for parallel rendering and data distribution. [ABSTRACT FROM AUTHOR]
- Published
- 2020
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10. Direct Visualization of Piecewise Polynomial Data
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Bolemann, T., Üffinger, M., Sadlo, F., Ertl, T., Munz, C. -D., Boersma, Bendiks Jan, Series editor, Fujii, Kozo, Series editor, Haase, Werner, Series editor, Leschziner, Michael A., Series editor, Periaux, Jacques, Series editor, Pirozzoli, Sergio, Series editor, Rizzi, Arthur, Series editor, Roux, Bernard, Series editor, Shokin, Yurii I., Series editor, Kroll, Norbert, editor, Hirsch, Charles, editor, Bassi, Francesco, editor, Johnston, Craig, editor, and Hillewaert, Koen, editor
- Published
- 2015
- Full Text
- View/download PDF
11. Parallel Cell Projection Rendering of Adaptive Mesh Refinement Data
- Author
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Weber, Gunther H., Oehler, Martin, Kreylos, Oliver, Shalf, John M., Bethel, Wes, Hamann, Bernd, and Scheuermann, Gerik
- Subjects
volume rendering ,adaptive mesh refinement ,load balancing ,multi-grid methods ,parallel rendering ,visualization - Abstract
Adaptive Mesh Refinement (AMR) is a technique used in numerical simulations to automatically refine (or re-define) certain regions of the physical domain in an infinite difference calculation. AMR data consists of nested hierarchies of data grids. As AMR visualization is still a relatively unexplored topic, our work is motivated by the need to perform effcient visualization of large AMR data sets. We present a software algorithm for parallel direct volume rendering of AMR data using a cell-projection technique on several different parallel platforms. Our algorithm can use one of several different distribution methods, and we present performance results for each of these alternative approaches. By partitioning an AMR data set into blocks of constant resolution and estimating rendering costs of individual blocks using an application specific benchmark, it is possible to achieve even load balancing.
- Published
- 2003
12. SLIC: Scheduled Linear Image Compositing for Parallel Vollume Rendering
- Author
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Lum, Eric, Ma, Kwan-Liu, Ahrens, James, and Patchett, John
- Subjects
high-performance computing ,image compositing ,parallel rendering ,PC clusters ,visualization ,volume rendering - Abstract
Parallel volume rendering offers a feasible solution to the large data visualization problem by distributing both the data and rendering calculations among multiple computers connected by a network. In sort-last parallel volume rendering, each processor generates an image of its assigned subvolume, which is blended together with other images to derive the final image. Improving the efficiency of this compositing step, which requires interprocesssor communication, is the key to scalable, interactive rendering. The recent trend of using hardware-accelerated volume rendering demands further acceleration of the image compositing step. This paper presents a new optimized parallel image compositing algorithm and its performance on a PC cluster. Our test results show that this new algorithm offers significant savings over previous algorithms in both communication and compositing costs. On a 64-node PC cluster with a 100BaseT network interconnect, we can achieve interactive rendering rates for images at resolutions up to 1024x1024 pixels at several frames per second.
- Published
- 2003
13. Visualizing Large-Scale Earthquake Simulations
- Author
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Ma, Kwan-Liu, Bielak, Jacobo, Ghattas, Omar, and Kim, Eui Joong
- Subjects
earthquake modeling ,high-performance computing ,massively parallel supercomputing ,scientific visualization ,parallel rendering ,time-varying data ,unstructured grids ,volume rendering ,wave propagation - Abstract
This paper presents a parallel adaptive rendering algorithm and its performance for visualizing time-varying unstructured volume data generated from large-scale earthquake simulations. The objective is to visualize 3D seismic wave propagation generated from a 0.5 Hz simulation of the Northridge earthquake, which is the highest resolution volume visualization of an earthquake simulation performed to date. This scalable high-fidelity visualization solution we provide to the scientists allows them to explore in the temporal, spatial, and visualization domain of their data at high resolution. This new high resolution explorability, likely not presently available to most computational science groups, will help lead to many new insights. The performance study we have conducted on a massively parallel computer operated at the Pittsburgh Supercomputing Center helps direct our design of a simulation-time visualization strategy for the higher-resolution, 1Hz and 2 Hz, simulations.
- Published
- 2003
14. Parallel Cell Projection Rendering of Adaptive Mesh Refinement Data
- Author
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Weber, Gunther H, Öhler, Martin, Kreylos, Oliver, Shalf, John M, Bethe, E Wes, Hamann, Bernd, and Scheuerman, Gerik
- Subjects
Information and Computing Sciences ,Graphics ,Augmented Reality and Games ,Applied Computing ,volume rendering ,adaptive mesh refinement ,load balancing. ,multi-arid methods ,parallel rendering ,visualization ,Optical Physics ,Electrical and Electronic Engineering ,Mechanical Engineering ,Analytical Chemistry ,Engineering - Abstract
Adaptive mesh refinement (AMR) is a technique used in numerical simulations to automatically refine (or de-refine) certain regions of the physical domain in a finite difference calculation. AMR data consists of nested hierarchies of data grids. As AMR visualization is still a relatively unexplored topic, our work is motivated by the need to perform efficient visualization of large AMR data sets. We present a software algorithm for parallel direct volume rendering of AMR data using a cell-projection technique on several different parallel platforms. Our algorithm can use one of several different distribution methods, and we present performance results for each of these alternative approaches. By partitioning an AMR data set into blocks of constant resolution and estimating rendering costs of individual blocks using an application specific benchmark, it is possible to achieve even load balancing.
- Published
- 2003
15. Parallel cell projection rendering of adaptive mesh refinement data
- Author
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Weber, GH, Öhler, M, Kreylos, O, Shalf, JM, Bethel, EW, Hamann, B, and Scheuermann, G
- Subjects
volume rendering ,adaptive mesh refinement ,load balancing. ,multi-arid methods ,parallel rendering ,visualization ,Bioengineering ,Analytical Chemistry ,Optical Physics ,Electrical and Electronic Engineering ,Mechanical Engineering - Abstract
Adaptive mesh refinement (AMR) is a technique used in numerical simulations to automatically refine (or de-refine) certain regions of the physical domain in a finite difference calculation. AMR data consists of nested hierarchies of data grids. As AMR visualization is still a relatively unexplored topic, our work is motivated by the need to perform efficient visualization of large AMR data sets. We present a software algorithm for parallel direct volume rendering of AMR data using a cell-projection technique on several different parallel platforms. Our algorithm can use one of several different distribution methods, and we present performance results for each of these alternative approaches. By partitioning an AMR data set into blocks of constant resolution and estimating rendering costs of individual blocks using an application specific benchmark, it is possible to achieve even load balancing.
- Published
- 2003
16. 3D graphics acceleration on a multiprocessor architecture
- Author
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Bayik, Tolga
- Subjects
621.3994 ,Graphics pipeline ,Parallel rendering - Published
- 1999
17. Hardware-Accelerated Parallel Non-Photorealistic Volume Rendering
- Author
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Lum, Eric and Ma, Kwan-Liu
- Subjects
interactive visualization ,non-photorealistic rendering ,scientific visualization ,silhouette ,texture graphics hardware ,visual perception ,volume rendering ,parallel rendering - Abstract
Non-photorealistic rendering can be used to illustrate subtle spatial relationships that might not be visible with more realistic rendering techniques. We present a parallel hardware-accelerated rendering technique, making extensive use of multi-texturing and paletted textures, for the interactive non-photorealistic visualization of scalar volume data. With this technique, we can render a 512x512x512 volume using non-photorealistic techniques that include tone-shading, silhouettes, gradient-based enhancement, and color depth cueing, as shown in the images on the color plate, at multiple frames second. The interactivity we achieve with our method allows for the exploration of a large visualization parameter space for the creation of effective illustrations. Keywords: interactive visualization, non-photorealistic rendering, scientific visualization, silhouette, texture graphics hardware, visual perception, volume rendering, parallel rendering
- Published
- 2002
18. A Harware-Assisted Scalable Solution for Interactive Volume Rendering of Time-Varying Data
- Author
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Lum, Eric, Ma, Kwan-Liu, and Clyne, John
- Subjects
Compression ,disk I/O ,high performance computing ,out-ofcore processing ,parallel rendering ,PC ,scalable algorithms ,scientific visualization ,texture hardware ,time-varying data ,transform encoding ,volume rendering - Abstract
We present a scalable volume rendering technique that exploits lossy compression and low-cost commodity hardware to permit highly interactive exploration of time-varying scalar volume data. A palette-based decoding technique and an adaptive bit allocation scheme are developed to fully utilize the texturing capability of a commodity 3-D graphics card. Using a single PC equipped with a modest amount of memory, a texture capable graphics card, and an inexpensive disk array, we are able to render hundreds of time steps of regularly gridded volume data (up to 42 millions voxels each time step) at interactive rates. By clustering multiple PCs together we demonstrate the data-size scalability of our method. The frame rates achieved make possible the interactive exploration of data in the temporal,spatial, and transfer function domains. A comprehensive evaluation of our method based on experimental studies using data sets (up to 134 millions voxels per time step) from turbulence flow simulations is also presented. Keywords--Compression, disk I/O, high performance computing, out-ofcore processing, parallel rendering, PC, scalable algorithms, scientific visualization, texture hardware, time-varying data, transform encoding, volume rendering
- Published
- 2002
19. Visualization Techniques for Time-Varying Volume Data
- Author
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Ma, Kwan-Liu and Lum, Eric
- Subjects
high performance computing ,compression ,parallel rendering ,PC ,pipelining ,remote visualization ,scientific visualization ,spatial data structures ,texture hardware ,timevarying data ,volume rendering - Abstract
Our ability to study and understand complex, transient phenomena is critical to solving many scientific and engineering problems. This paper addresses the issues in storage space, I/O, and rendering for visualizing time-varying volume data. A suite of effective techniques, including encoding, parallel rendering, and runtime visualization techniques are discussed. In particular, we introduce a new hardware-assisted technique coupled with a compression scheme based on Discrete Cosine Transform which allows interactive exploration in both spatial and temporal domains of the data using a PC with a commodity graphics card.
- Published
- 2001
20. Next Generation Supercomputing using PC Clusters with Volume Graphics Hardware Devices
- Author
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Muraki, S., Ogata, Masato, Ma, Kwan-Liu, Koshizuka, K., Kajihara, K., Liu, X., Nagano, Y., and Shimokawa, K.
- Subjects
volume rendering ,parallel rendering ,graphics hardware ,visualization ,scalable systems ,distributed computing systems ,high performance I/O - Abstract
To seek a low-cost, extensible solution for the large-scale data visualization problem, a visual computing system is designed as a result of a collaboration between industry and government research laboratories in Japan, also with participation by researchers in U.S. This scalable system is a commodity PC cluster equipped with the VolumePro 500 volume graphics cards and a specially designed image compositing hardware. Our performance study shows such a system is capable of interactive rendering 5123 and 10243 volume data and highly scalable. In particular, with such a system, simulation and visualization can be performed concurrently which allows scientists to monitor and tune their simulations on the fly. In this paper, both the system and hardware designs are presented.
- Published
- 2001
21. Mutli-threaded Rendering of Unstructured-Grid Volume Data on the SGI Origin 2000
- Author
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Hofsetz, Christian and Ma, Kwan-Liu
- Subjects
Distributed shared-memory ,memory management ,multithreading ,parallel rendering ,performance evaluation ,unstructured meshes ,volume rendering - Abstract
This paper presents a work-in-progress. The objective of our study is to derive an optimal design for high-performance rendering of irregular-grid volume data on the increasingly popular, distributed shared-memory parallel supercomputers. We experiment with a multi-threaded volume rendering algorithm for three-dimensional unstructured-grid data and discuss its performance on the SGI Origin 2000. Our preliminary test results demonstrate good rendering rates with a moderate number of processors. But we observe surprisingly poor processor scalability. We thus investigate how task partitioning and runtime memory management affect, in particular, the scalability of parallel rendering. We discover that in terms of algorithmic complexity and programming effort to attain the optimal performance on a shared memory architecture it can be as challenging and demanding as on a distributed-memory architecture.
- Published
- 2000
22. Parallel Visualization of Large-Scale Aerodynamic Calculations: A Case Study on T3E
- Author
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Ma, Kwan-Liu and Crockett, Tom W.
- Subjects
parallel rendering ,volume rendering ,scientific visualization ,parallel algorithms ,unstructured grids ,computational fluid dynamics ,T3E - Abstract
This paper reports the performance of a parallel volume rendering algorithm for visualizing a large-scale unstructured-grid dataset produced by a three dimensional aerodynamics simulation. This dataset, containing over 18 million tetrahedra, allows us to extend our performance results to a problem which is more than 30 times larger than the one we examined previously. This high resolution dataset also allows us to see fine, three-dimensional features in the flow field. All our tests were performed on the SGI/Cray T3E operated by NASA's Goddard Space Flight Center. Using 511 processors, a rendering rate of almost 9 million tetrahedra/second was achieved with a parallel overhead of 26%.
- Published
- 1999
23. Chromium Renderserver: Remote Rendering and Visualization Servers Using Distributed Memory Parallel Clusters
- Author
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Lewis, Ken
- Published
- 2007
24. GPU-based multi-slice per pass algorithm in interactive volume illumination rendering
- Author
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Yi Lin, Jianwei Zhang, and Dening Luo
- Subjects
Parallel rendering ,Computer Networks and Communications ,Computer science ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Volume (computing) ,Volume rendering ,Slicing ,Rendering (computer graphics) ,Hardware and Architecture ,Signal Processing ,Shadow ,Scalability ,Overhead (computing) ,Electrical and Electronic Engineering ,Algorithm ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
Volume rendering plays a significant role in medical imaging and engineering applications. To obtain an improved three-dimensional shape perception of volumetric datasets, realistic volume illumination has been considerably studied in recent years. However, the calculation overhead associated with interactive volume rendering is unusually high, and the solvability of the problem is adversely affected when the data size and algorithm complexity are increased. In this study, a scalable and GPU-based multi-slice per pass (MSPP) volume rendering algorithm is proposed which can quickly generate global volume shadow and achieve a translucent effect based on the transfer function, so as to improve perception of the shape and depth of volumetric datasets. In our real-world data tests, MSPP significantly outperforms some complex volume shadow algorithms without losing the illumination effects, for example, half-angle slicing. Furthermore, the MSPP can be easily integrated into the parallel rendering frameworks based on sort-first or sort-last algorithms to accelerate volume rendering. In addition, its scalable slice-based volume rendering framework can be combined with several traditional volume rendering frameworks.
- Published
- 2021
25. Parallel Distributed Rendering of HTML5 Canvas Elements
- Author
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Yokoyama, Shohei, Ishikawa, Hiroshi, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Auer, Sören, editor, Díaz, Oscar, editor, and Papadopoulos, George A., editor
- Published
- 2011
- Full Text
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26. Collaborative Virtual Assembly Operation Simulation and Its Application
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Ma, Dengzhe, Zhen, Xijin, Hu, Yong, Wu, Dianliang, Fan, Xiumin, Zhu, Hongmin, Ma, Dengzhe, editor, Fan, Xiumin, editor, Gausemeier, Jürgen, editor, and Grafe, Michael, editor
- Published
- 2011
- Full Text
- View/download PDF
27. Multi-core Parallel of Photon Mapping
- Author
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He, Huaiqing, Wang, Tianbao, Xu, Qing, Xing, Yaoyu, Huang, Mao Lin, editor, Nguyen, Quang Vinh, editor, and Zhang, Kang, editor
- Published
- 2010
- Full Text
- View/download PDF
28. A Distributed Render Farm System for Animation Production
- Author
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Yao, Jiali, Pan, Zhigeng, Zhang, Hongxin, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Natkin, Stéphane, editor, and Dupire, Jérôme, editor
- Published
- 2009
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29. Multi-stream Based Rendering Resource Interception and Reconstruction in D3DPR for High-Resolution Display
- Author
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Liu, Zhen, Shi, Jiaoying, Xiong, Hua, Qin, Aihong, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Dough, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Pan, Zhigeng, editor, Cheok, Adrian, editor, Haller, Michael, editor, Lau, Rynson W. H., editor, Saito, Hideo, editor, and Liang, Ronghua, editor
- Published
- 2006
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30. Parallelization of a Discrete Radiosity Method Using Scene Division
- Author
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Zrour, Rita, Feschet, Fabien, Malgouyres, Rémy, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Dough, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Meersman, Robert, editor, and Tari, Zahir, editor
- Published
- 2006
- Full Text
- View/download PDF
31. Predictive Occlusion Culling for Interactive Rendering of Large Complex Virtual Scene
- Author
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Xiong, Hua, Liu, Zhen, Qin, Aihong, Peng, Haoyu, Jiang, Xiaohong, Shi, Jiaoying, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Dough, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Zha, Hongbin, editor, Pan, Zhigeng, editor, Thwaites, Hal, editor, Addison, Alonzo C., editor, and Forte, Maurizio, editor
- Published
- 2006
- Full Text
- View/download PDF
32. D3DPR: A Direct3D-Based Large-Scale Display Parallel Rendering System Architecture for Clusters
- Author
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Liu, Zhen, Shi, Jiaoying, Peng, Haoyu, Xiong, Hua, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Dough, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Srikanthan, Thambipillai, editor, Xue, Jingling, editor, and Chang, Chip-Hong, editor
- Published
- 2005
- Full Text
- View/download PDF
33. A composition-free parallel volume rendering method
- Author
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Yueqing Wang, Yang Liu, Fang Wang, Liang Deng, Chongke Bi, and Jiamin Wang
- Subjects
Parallel rendering ,Pixel ,Computer science ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Volume (computing) ,020207 software engineering ,Volume rendering ,02 engineering and technology ,Condensed Matter Physics ,01 natural sciences ,010305 fluids & plasmas ,Rendering (computer graphics) ,Octree ,Minimum bounding box ,Computer graphics (images) ,0103 physical sciences ,Compositing ,0202 electrical engineering, electronic engineering, information engineering ,Electrical and Electronic Engineering ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
In the in situ visualization of large-scale simulation, if using the traditional sort-last parallel rendering method, the performance cannot be fully improved due to the heavy communication cost in the final stage: compositing of images. In order to resolve this problem, in this paper, we proposed a composition-free parallel volume rendering method. This is achieved by our proposed hybrid parallelization based on the image space partition and octree-based data space partition. Firstly, in the data distribution stage, an octree structure decoupled from volume representation was proposed, which only stored the indicts of sub-blocks, the adjacent sub-blocks, and the space coordinate information of its bounding box. Before rendering, to avoid the compositing stage, a ray-data intersection list was created for each pixel, which sorted by visibility order and identified NON-EMPTY sub-blocks along the ray. Then in the rendering stage, to improve the efficiency of rendering, a ray-data intersection lists-based rendering method was proposed. Finally, we only need to align the partial images to form the final output image. No compositing process is necessary in our parallel volume rendering method. In order to demonstrate the efficiency of our approach, two existing volume rendering methods have been carried out to compare with our composition-free method.
- Published
- 2021
34. Coupling Parallel Simulation and Multi-display Visualization on a PC Cluster
- Author
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Allard, Jérémie, Raffin, Bruno, Zara, Florence, Kosch, Harald, editor, Böszörményi, László, editor, and Hellwagner, Hermann, editor
- Published
- 2003
- Full Text
- View/download PDF
35. Accelerating Voxel-Based Terrain Rendering with Keyframe-Free Image-Based Rendering
- Author
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Qin, Jiafa, Wan, Ming, Qu, Huamin, Kaufman, Arie, Hansmann, W., editor, Purgathofer, W., editor, Sillion, F., editor, Mueller, Klaus, editor, and Kaufman, Arie E., editor
- Published
- 2001
- Full Text
- View/download PDF
36. Repeatable texture sampling with interchangeable patches.
- Author
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Kolář, Martin, Chalmers, Alan, and Debattista, Kurt
- Subjects
- *
COMPUTER graphics , *DIGITAL image processing , *DATA visualization , *TEXTURE mapping , *THREE-dimensional imaging - Abstract
Rendering textures in real-time environments is a key task in computer graphics. This paper presents a new parallel patch-based method which allows repeatable sampling without cache, and does not create visual repetitions. Interchangeable patches of arbitrary shape are prepared in a preprocessing step, such that patches may lie over the boundary of other patches in a repeating tile. This compresses the example texture into an infinite texture map with small memory requirements, suitable for GPU and ray-tracing applications. The quality of textures rendered with this method can be tuned in the offline preprocessing step, and they can then be rendered in times comparable to Wang tiles. Experimental results demonstrate combined benefits in speed, memory requirements, and quality of randomisation when compared to previous methods. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
37. Parallel Ray Casting of Visible Human on Distributed Memory Architectures
- Author
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Bajaj, Chandrajit, Ihm, Insung, Koo, Gee-bum, Park, Sanghun, Hansmann, W., editor, Hewitt, W. T., editor, Purgathofer, W., editor, Gröller, Eduard, editor, Löffelmann, Helwig, editor, and Ribarsky, William, editor
- Published
- 1999
- Full Text
- View/download PDF
38. Parallel Multipipe Rendering for Very Large Isosurface Visualization
- Author
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Udeshi, Tushar, Hansen, Charles D., Hansmann, W., editor, Hewitt, W. T., editor, Purgathofer, W., editor, Gröller, Eduard, editor, Löffelmann, Helwig, editor, and Ribarsky, William, editor
- Published
- 1999
- Full Text
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39. Two Schemes to Improve the Performance of a Sort-Last 3D Parallel Rendering Machine with Texture Caches
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Vartanian, Alexis, Béchennec, Jean-Luc, Drach-Temam, Nathalie, Amestoy, Patrick, editor, Berger, Philippe, editor, Daydé, Michel, editor, Ruiz, Daniel, editor, Duff, Iain, editor, Frayssé, Valérie, editor, and Giraud, Luc, editor
- Published
- 1999
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40. Equalizer 2.0–Convergence of a Parallel Rendering Framework
- Author
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Renato Pajarola, David Steiner, and Stefan Eilemann
- Subjects
Parallel rendering ,Computer science ,business.industry ,OpenGL ,020207 software engineering ,02 engineering and technology ,Virtual reality ,Computer Graphics and Computer-Aided Design ,Rendering (computer graphics) ,Visualization ,Computer engineering ,Application domain ,Signal Processing ,Scalability ,0202 electrical engineering, electronic engineering, information engineering ,System integration ,Computer Vision and Pattern Recognition ,Graphics ,business ,Software - Abstract
Developing complex, real world graphics applications which leverage multiple GPUs and computers for interactive 3D rendering tasks is a complex task. It requires expertise in distributed systems and parallel rendering in addition to the application domain itself. We present a mature parallel rendering framework which provides a large set of features, algorithms and system integration for a wide range of real-world research and industry applications. Using the $\mathsf{Equalizer}$ Equalizer parallel rendering framework, we show how a wide set of generic algorithms can be integrated in the framework to help application scalability and development in many different domains, highlighting how concrete applications benefit from the diverse aspects and use cases of $\mathsf{Equalizer}$ Equalizer . We present novel parallel rendering algorithms, powerful abstractions for large visualization setups and virtual reality, as well as new experimental results for parallel rendering and data distribution.
- Published
- 2020
41. Scan-Line Methods for Parallel Rendering
- Author
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Dévai, Frank, Chen, M., editor, Townsend, P., editor, and Vince, J. A., editor
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- 1996
- Full Text
- View/download PDF
42. Parallel Rendering for Legible Illustrative Visualizations of Dense Geometries on Commodity CPUs.
- Author
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Cai, Haipeng
- Subjects
- *
DATA visualization , *CENTRAL processing units , *THREE-dimensional imaging , *GRAPHICS processing units , *COMPUTER users - Abstract
This paper presents a parallel visualization technique for illustrative rendering of dense three-dimensional (3D) geometry data sets. Our approach maps the depth information in each geometry onto various visual dimensions of graphical representations, including shape, color, brightness, transparency, and size, to achieve legible display in dense geometry environments where visual clutters often hinder perception and navigation in the visualizations. At the same time, we leverage legacy CPU computing power to overcome performance challenges as a result of the depth-dependent illustrations used for the visual legibility enhancement. This is realized by a novel parallel rendering algorithm we developed particularly for illustrative visualizations of depth-dependent stylized dense geometries at interactive frame rates. While the computation could be performed atop modern GPU devices, we target a parallel visualization framework that enables it to efficiently run on commodity CPUs, which are much more available than GPUs for ordinary users. We evaluated our framework with visualizations of depth-stylized geometries derived from 3D diffusion tensor MRI data, by comparing its efficiency with several other alternative parallelization platforms with respect to the same computations. Results show that our approach can efficiently render highly dense 3D geometry data sets and, thus, it offers not only an alternative and complementary, but also more adoptable, solution to users in contrast to parallel visualization environments that rely on GPUs. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
43. Porting a Large 3D Graphics System onto Transputers — Experiences from Implementing Mirashading on a Parallel Computer
- Author
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Schormann, Christian, Dorndorf, Ulrich, Burm, Hugo, Heidrich, D., editor, and Grossetie, J. C., editor
- Published
- 1991
- Full Text
- View/download PDF
44. Hidden Interfaces for Ambient Computing: Interacting with High-brightness Visuals through Everyday Materials
- Author
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Artem Dementyev and Alex Olwal
- Subjects
Brightness ,Parallel rendering ,Ambient intelligence ,Ubiquitous computing ,business.industry ,Computer science ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Software ,Computer graphics (images) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Electronics ,User interface ,Graphics ,business ,050107 human factors ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
Consumer electronics are increasingly using traditional materials to allow technology to better blend into everyday environments. Specifically, transmissive materials enable emissive displays to disappear when turned off, and appear when turned on. However, covering displays with textile meshes, veneer, one-way mirrors, or translucent plastics greatly limit the display brightness of typical graphical displays. In this work, we leverage a parallel rendering technique to enable ultrabright graphics that can pass through transmissive materials. While previous work has shown interactive hidden displays, our approach unlocks expressive interfaces with practical end-to-end software and low-cost hardware implementation on mass-produced passive OLED displays. We developed a set of interactive prototypes with touch-sensing that can blend into traditional aesthetics due to the ability to provide user interfaces through wood, textile, plastic and mirrored surfaces.
- Published
- 2021
45. A binocular parallel rendering method for VR globes
- Author
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Wumeng Huang, Mengyun Zhou, and Jing Chen
- Subjects
Parallel rendering ,010504 meteorology & atmospheric sciences ,Computer science ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,0211 other engineering and technologies ,Mechanism based ,02 engineering and technology ,Virtual reality ,01 natural sciences ,Computer Science Applications ,Visualization ,Rendering (computer graphics) ,Computer graphics (images) ,General Earth and Planetary Sciences ,Binocular vision ,Software ,ComputingMethodologies_COMPUTERGRAPHICS ,021101 geological & geomatics engineering ,0105 earth and related environmental sciences - Abstract
The scene-rendering mechanism based on binocular vision is one of the key techniques for the VR globe to achieve immersion-type visualization of global 3D scenes. However, this special rendering me...
- Published
- 2019
46. GPU-based efficient computation of power diagram
- Author
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Benzhu Xu, Gui Zhiqiang, Liping Zheng, Fei Yue, Gaofeng Zhang, and Ruiwen Cai
- Subjects
Coupling ,Parallel rendering ,Computer science ,Flooding algorithm ,Computation ,General Engineering ,020207 software engineering ,02 engineering and technology ,Computer Graphics and Computer-Aided Design ,Bottleneck ,Computational science ,Power (physics) ,Human-Computer Interaction ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Power diagram ,Graphics ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
Power diagrams are widely used in graphics and engineering. One of the most complex operations defined on the centroidal capacity-constrained power diagrams is the geometrical construction, which takes more than 50% of the total computing time. In order to overcome this performance bottleneck, we propose a novel GPU-based power diagram construction algorithm. To this end, we first introduce the jump flooding algorithm for parallel rendering of the power diagram, and present an approach for extracting the geometrical vertices and edges. Next, we introduce two novel GPU-based algorithms to improve the computational performance. The first algorithm allows a hybrid GPU-CPU implementation by coupling the existing CPU-based algorithm while the second algorithm is a pure GPU implementation for the platforms where GPU hardware is capable of significant speedups. In our implementation, we utilize the discrete Lloyd’s algorithm for centroidal constraints and a GPU-based analytical algorithm for weights and capacities. Experiment results show that our approach improves the effciency of the power diagram construction up to several orders of magnitude.
- Published
- 2019
47. Методика збільшення швидкості паралельного рендерингу за допомогою bittorrent протоколу
- Author
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N. O. Semenyshyn, M. V. Dendiuk, and P. I. Rozhak
- Subjects
Parallel rendering ,Computer science ,Local area network ,Checkbox ,computer.file_format ,Render farm ,computer.software_genre ,паралельний рендеринг ,bittorrent протокол ,peer-to-peer архітектура ,лісосушильна камера ,Rendering (computer graphics) ,Operating system ,General Earth and Planetary Sciences ,lcsh:SD1-669.5 ,User interface ,lcsh:Forestry ,computer ,BitTorrent ,ComputingMethodologies_COMPUTERGRAPHICS ,General Environmental Science ,Data transmission - Abstract
The so-called parallel rendering is currently becoming more and more popular, as it considerably saves time. There are many tools for this type of rendering, but they usually encounter certain limitations. For example, rendering can only be done within a local area network (eg V-Ray or Corona Renderer), or one more limitation is rendering only on the GPU (for example, Octane Render), for which you need to have powerful video cards that can cost several thousands of dollars. Another means of parallel rendering is a render farm, which renting can cost from a few dollars to several thousand dollars per day of use. This should include another problem, namely, the limited transfer of data and resources from one computer to another. Therefore, the article presents a methodology and example program that allows bypassing most of the above limitations by using the peer-to-peer approach. This approach is productive if implemented on two levels. The first level relates to data transfer and speeds up this process by using BitTorrent protocol. The second level relates to rendering as a whole and allows the author of the 3 d scene to use the computing power of "peers", united into a single large cluster based on the "logrolling" principle. The research was carried out on an example of a rendering model with the created wood drying chamber, prepared in one of the most popular programs for 3 d-modeling 3ds Max from Autodesk. As a renderer, the V-Ray Chaos Group plug-in was used. The authors present the program that implements the idea of rendering peer-to-peer, which can significantly reduce the cost of this process. Row-wise block-striped data decomposition algorithm for parallel rendering is also given. Acording to this algorithm every P2P rendering node receives its own portion of data to rendering. The User Interface of the main window of the client test program is presented as well. UI contains the main functionality, namely: button and field for connection to the server; buttons for registering a new user and its authorization; buttons to add and remove a new rendering task; checkbox for connecting your computer to the computational network.
- Published
- 2018
48. Ray Tracing of Large Models on a Multi-Projection Display
- Author
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Costa, Vasco, Pereira, João M., and Jorge, Joaquim A.
- Subjects
Parallel rendering ,Distributed applications ,Raytracing - Abstract
O uso de écrans de grande dimensão, no nosso caso uma 'display wall' multi-projector, tem vindo a aumentar. Quando vários utilizadores precisam de visualizar uma cena ou quando um único utilizador necessita de obter uma visão alargada do problema e requer uma resolução mais elevada que a disponível utilizando os outros tipos de écran `a sua disposição. é natural que as cenas visualizadas neste tipo de écran de alta definição tenham também uma resolução elevada. Para efeitos de avaliação do desempenho do sistema de visualização utilizamos modelos 3D com uma complexidade na ordem de dezenas de milhões de triângulos. O sistema funciona através da subdivisão do écran de grande dimensão em M grupos de amostras em que M é o número de máquinas no aglomerado de computadores. Cada amostra é sintetizada trac¸ando raios com recurso a um algoritmo de subdivisão espacial por nós concebido. O sistema permite a visualização a ritmos interactivos de cenas deste tipo., 20o EPCG: Encontro Portugues de Computacao Grafica, Artigos longos, 67, 72, Vasco Costa, João M. Pereira, and Joaquim A. Jorge, Raytracing, Parallel rendering, Distributed applications
- Published
- 2021
- Full Text
- View/download PDF
49. mSwap: A Large-Scale Image-Compositing Method with Optimal m-ary Tree
- Author
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Xiangfei Meng, Fang Wang, Hou Min, Liang Deng, Gang Zheng, and Chongke Bi
- Subjects
Scale (ratio) ,Computer science ,lcsh:Motor vehicles. Aeronautics. Astronautics ,Image compositing ,02 engineering and technology ,Parallel computing ,01 natural sciences ,010305 fluids & plasmas ,Image (mathematics) ,0103 physical sciences ,0202 electrical engineering, electronic engineering, information engineering ,Parallel rendering ,mSwap ,Scientific visualization ,020206 networking & telecommunications ,General Medicine ,m-ary tree ,Tree (data structure) ,lcsh:TA1-2040 ,Scalability ,Compositing ,Sort-last ,Table (database) ,lcsh:TL1-4050 ,lcsh:Engineering (General). Civil engineering (General) - Abstract
With the increasing of computing ability, large-scale simulations have been generating massive amounts of data in aerodynamics. Sort-last parallel rendering is the most classical image compositing method for large-scale scientific visualization. However, in the stage of image compositing, the sort-last method may suffer from scalability problem on large-scale processors. Existing image compositing algorithms tend to perform well in certain situations. For instance, Direct Send is well on small and medium scale; Radix-k gets well performance only when the k-value is appropriate and so on. In this paper, we propose a novel method named mSwap for scientific visualization in aerodynamics, which uses the best scale of processors to make sure its performance at the best. mSwap groups the processors that we can use with a (m,k) table, which records the best combination of m (the number of processors in subgroup of each group) and k (the number of processors in each group). Then in each group, using a m-ary tree to composite the image for reducing the communication of processors. Finally, the image is composited between different groups to generate the final image. The performance and scalability of our mSwap method is demonstrated through experiments with thousands of processors.
- Published
- 2020
50. TiledRenderer - An object oriented framework for MPI based parallel Rendering.
- Author
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Shete, Pritam Prakash, Kondapi, Venkata Pinaka Pani, Sarode, Dinesh M., Laghate, Mohini A., and Bose, Surojit Kumar
- Abstract
A visualization of large datasets requires ultra high resolution. Data wall systems provide large number of pixels by combining a power of multiple graphics cards. In this paper, we propose and realize an object oriented framework for the Message Passing Interface based parallel rendering. We introduce a GUI based viewer called the TiledRenderer, which is used for viewing pre-recorded high resolution animations as well as images on data walls. We identify a set of design patterns in a development of the TiledRenderer. We talk about benefits of using design patterns for extending our framework for adding the Real Time Streaming Protocol based IP camera support. We demonstrate that use of design patterns facilitates reusing the existing functionality and adding new functionality by providing new classes, rather than modifying the existing classes or functionality. We also discuss about a visualization of tsunami simulation data by using 6×6 data wall and the TiledRenderer. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
- Full Text
- View/download PDF
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