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1.
Artigo em Inglês | MEDLINE | ID: mdl-39008394

RESUMO

Interactively visualizing large finite element simulation data on High-Performance Computing (HPC) systems poses several difficulties. Some of these relate to unstructured data, which, even on a single node, is much more expensive to render compared to structured volume data. Worse yet, in the data parallel rendering context, such data with highly non-convex spatial domain boundaries will cause rays along its silhouette to enter and leave a given rank's domains at different distances. This straddling, in turn, poses challenges for both ray marching, which usually assumes successive elements to share a face, and compositing, which usually assumes a single fragment per pixel per rank. We holistically address these issues using a combination of three inter-operating techniques: first, we use a highly optimized GPU ray marching technique that, given an entry point, can march a ray to its exit point with highperformance by exploiting an exclusive-or (XOR) based compaction scheme. Second, we use hardware-accelerated ray tracing to efficiently find the proper entry points for these marching operations. Third, we use a "deep" compositing scheme to properly handle cases where different ranks' ray segments interleave in depth. We use GPU-to-GPU remote direct memory access (RDMA) to achieve interactive frame rates of 10-15 frames per second and higher for our motivating use case, the Fun3D NASA Mars Lander.

2.
IEEE Trans Vis Comput Graph ; 30(1): 1150-1160, 2024 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-37878450

RESUMO

Smoothed-particle hydrodynamics (SPH) is a mesh-free method used to simulate volumetric media in fluids, astrophysics, and solid mechanics. Visualizing these simulations is problematic because these datasets often contain millions, if not billions of particles carrying physical attributes and moving over time. Radial basis functions (RBFs) are used to model particles, and overlapping particles are interpolated to reconstruct a high-quality volumetric field; however, this interpolation process is expensive and makes interactive visualization difficult. Existing RBF interpolation schemes do not account for color-mapped attributes and are instead constrained to visualizing just the density field. To address these challenges, we exploit ray tracing cores in modern GPU architectures to accelerate scalar field reconstruction. We use a novel RBF interpolation scheme to integrate per-particle colors and densities, and leverage GPU-parallel tree construction and refitting to quickly update the tree as the simulation animates over time or when the user manipulates particle radii. We also propose a Hilbert reordering scheme to cluster particles together at the leaves of the tree to reduce tree memory consumption. Finally, we reduce the noise of volumetric shadows by adopting a spatially temporal blue noise sampling scheme. Our method can provide a more detailed and interactive view of these large, volumetric, time-series particle datasets than traditional methods, leading to new insights into these physics simulations.

3.
IEEE Trans Vis Comput Graph ; 29(1): 537-547, 2023 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-36166550

RESUMO

We propose a simple yet effective method for clustering finite elements to improve preprocessing times and rendering performance of unstructured volumetric grids without requiring auxiliary connectivity data. Rather than building bounding volume hierarchies (BVHs) over individual elements, we sort elements along with a Hilbert curve and aggregate neighboring elements together, improving BVH memory consumption by over an order of magnitude. Then to further reduce memory consumption, we cluster the mesh on the fly into sub-meshes with smaller indices using a series of efficient parallel mesh re-indexing operations. These clusters are then passed to a highly optimized ray tracing API for point containment queries and ray-cluster intersection testing. Each cluster is assigned a maximum extinction value for adaptive sampling, which we rasterize into non-overlapping view-aligned bins allocated along the ray. These maximum extinction bins are then used to guide the placement of samples along the ray during visualization, reducing the number of samples required by multiple orders of magnitude (depending on the dataset), thereby improving overall visualization interactivity. Using our approach, we improve rendering performance over a competitive baseline on the NASA Mars Lander dataset from 6× (1 frame per second (fps) and 1.0 M rays per second (rps) up to now 6 fps and 12.4 M rps, now including volumetric shadows) while simultaneously reducing memory consumption by 3×(33 GB down to 11 GB) and avoiding any offline preprocessing steps, enabling high-quality interactive visualization on consumer graphics cards. Then by utilizing the full 48 GB of an RTX 8000, we improve the performance of Lander by 17 × (1 fps up to 17 fps, 1.0 M rps up to 35.6 M rps).

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