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1.
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 3D 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 million 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 million voxels per time step) from turbulence flow simulations is also presented.  相似文献   

2.
NPU-based image compositing in a distributed visualization system   总被引:1,自引:0,他引:1  
This paper describes the first use of a network processing unit (NPU) to perform hardware-based image composition in a distributed rendering system. The image composition step is a notorious bottleneck in a clustered rendering system. Furthermore, image compositing algorithms do not necessarily scale as data size and number of nodes increase. Previous researchers have addressed the composition problem via software and/or custom-built hardware. We used the heterogeneous multicore computation architecture of the Intel IXP28XX NPU, a fully programmable commercial off-the-shelf (COTS) technology, to perform the image composition step. With this design, we have attained a nearly four-times performance increase over traditional software-based compositing methods, achieving sustained compositing rates of 22-28 fps on a 1.021times1.024 image. This system is fully scalable with a negligible penalty in frame rate, is entirely COTS, and is flexible with regard to operating system, rendering software, graphics cards, and node architecture. The NPU-based compositor has the additional advantage of being a modular compositing component that is eminently suitable for integration into existing distributed software visualization packages.  相似文献   

3.
由于一般的共享存储并行机缺乏图形硬件,其上产生的3维科学计算数据,无法采用硬件加速的并行体绘制来就地进行数据可视化。为此基于本地并行机和分布式图形工作站,给出了一种混合并行绘制模型。该模型的工作原理是先将源数据存留在并行机,然后通过并行机的多处理器发布远程绘制命令流,进而通过操控工作站的图形硬件完成绘制;后期图像合成在并行机上执行,以发挥共享存储通信优势。通过负载平衡优化,并行绘制流水线有效实现了绘制、合成与显示的重叠。实验结果显示,该方法能以1024×1024图像分辨率,交互绘制并行机上的大规模数据场。  相似文献   

4.
In this paper, we present an interactive high dynamic range volume visualization framework (HDR VolVis) for visualizing volumetric data with both high spatial and intensity resolutions. Volumes with high dynamic range values require high precision computing during the rendering process to preserve data precision. Furthermore, it is desirable to render high resolution volumes with low opacity values to reveal detailed internal structures, which also requires high precision compositing. High precision rendering will result in a high precision intermediate image (also known as high dynamic range image). Simply rounding up pixel values to regular display scales will result in loss of computed details. Our method performs high precision compositing followed by dynamic tone mapping to preserve details on regular display devices. Rendering high precision volume data requires corresponding resolution in the transfer function. To assist the users in designing a high resolution transfer function on a limited resolution display device, we propose a novel transfer function specification interface with nonlinear magnification of the density range and logarithmic scaling of the color/opacity range. By leveraging modern commodity graphics hardware, multiresolution rendering techniques and out-of-core acceleration, our system can effectively produce an interactive visualization of large volume data, such as 2.048/sup 3/.  相似文献   

5.
In medical area, interactive three-dimensional volume visualization of large volume datasets is a challenging task. One of the major challenges in graphics processing unit (GPU)-based volume rendering algorithms is the limited size of texture memory imposed by current GPU architecture. We attempt to overcome this limitation by rendering only visible parts of large CT datasets. In this paper, we present an efficient, high-quality volume rendering algorithm using GPUs for rendering large CT datasets at interactive frame rates on standard PC hardware. We subdivide the volume dataset into uniform sized blocks and take advantage of combinations of early ray termination, empty-space skipping and visibility culling to accelerate the whole rendering process and render visible parts of volume data. We have implemented our volume rendering algorithm for a large volume data of 512 x 304 x 1878 dimensions (visible female), and achieved real-time performance (i.e., 3-4 frames per second) on a Pentium 4 2.4GHz PC equipped with NVIDIA Geforce 6600 graphics card ( 256 MB video memory). This method can be used as a 3D visualization tool of large CT datasets for doctors or radiologists.  相似文献   

6.
7.
Three dimensional (3D) displays typically rely on stereo disparity, requiring specialized hardware to be worn or embedded in the display. We present a novel 3D graphics display system for volumetric scene visualization using only standard 2D display hardware and a pair of calibrated web cameras. Our computer vision-based system requires no worn or other special hardware. Rather than producing the depth illusion through disparity, we deliver a full volumetric 3D visualization—enabling users to interactively explore 3D scenes by varying their viewing position and angle according to the tracked 3D position of their face and eyes. We incorporate a novel wand-based calibration that allows the cameras to be placed at arbitrary positions and orientations relative to the display. The resulting system operates at real-time speeds (~25 fps) with low latency (120–225 ms) delivering a compelling natural user interface and immersive experience for 3D viewing. In addition to objective evaluation of display stability and responsiveness, we report on user trials comparing users’ timings on a spatial orientation task.  相似文献   

8.
Image‐ and data‐parallel rendering across multiple nodes on high‐performance computing systems is widely used in visualization to provide higher frame rates, support large data sets, and render data in situ. Specifically for in situ visualization, reducing bottlenecks incurred by the visualization and compositing is of key concern to reduce the overall simulation runtime. Moreover, prior algorithms have been designed to support either image‐ or data‐parallel rendering and impose restrictions on the data distribution, requiring different implementations for each configuration. In this paper, we introduce the Distributed FrameBuffer, an asynchronous image‐processing framework for multi‐node rendering. We demonstrate that our approach achieves performance superior to the state of the art for common use cases, while providing the flexibility to support a wide range of parallel rendering algorithms and data distributions. By building on this framework, we extend the open‐source ray tracing library OSPRay with a data‐distributed API, enabling its use in data‐distributed and in situ visualization applications.  相似文献   

9.
实时生成具有真实感效果的水面是计算机图形学中的研究热点和难点之一。文章介绍了一个利用可编程图形硬件来实现水面实时生成和绘制的系统,绘制过程主要分两个方面:水面的建模和水面光照效果的实现。通过基于空间域的快速傅立叶变换技术来实现水面的建模,通过凹凸纹理贴图和投影纹理技术来实现水面的反射、折射和菲涅耳等水面光照效果。绘制过程主要在图形处理器中实现,从而保证了算法的实时性。在现有的PC机和可编程图形硬件加速卡上能达到每秒30帧以上的绘制速度。  相似文献   

10.
传统Web体绘制方法主要集中在利用服务器端进行预处理和绘制任务,浏览器端仅用于呈现绘制结果,这样会造成服务器负载过高,同时,当绘制参数发生更改时,必须向服务器请求新的绘制结果,这样也易受网络延迟的影响。为了解决以上问题,实现在浏览器本地进行体绘制和交互,本文提出一种基于WebGL的体绘制方法,以时变体数据为例,在浏览器端实现光线投射体绘制算法。同时,为了提升绘制效率和减少内存占用,本文基于维度压缩方法,优化时变体数据的预处理过程。最后,本文设计了Web体绘制系统,引入暴风时变数据集以验证方法的有效性,结果表明,本文方法能够在浏览器本地对时变体数据进行体绘制,绘制时间在50ms以下,帧速率可达到50 FPS以上,同时支持实时交互,并且当绘制参数发生更改时,系统能够直接在浏览器端进行重新绘制。  相似文献   

11.
根据Direct3D9图形库的特征,提出了支持Direct3D9应用程序级透明并行图形绘制系统D3DPR的系统结构及其实现原理.D3DPR分为资源分配和资源绘制2类逻辑节点.通过资源分配节点并行图形库DPGL的截取技术和资源绘制节点的重构技术,任何单机的Direct3D9应用程序都不需要经过修改即可实时转变为由PC集群并行绘制,从而得到更高的绘制性能和高分辨率的多屏拼接显示效果,为用户提供具有更强真实感和沉浸感的虚拟环境.  相似文献   

12.
In this paper we present a streaming compression scheme for gigantic point sets including per-point normals. This scheme extends on our previous Duodecim approach [21] in two different ways. First, we show how to use this approach for the compression and rendering of high-resolution iso-surfaces in volumetric data sets. Second, we use deferred shading of point primitives to considerably improve rendering quality. Iso-surface reconstruction is performed in a hexagonal close packing (HCP) grid, into which the initial data set is resampled. Normals are resampled from the initial domain using volumetric gradients. By incremental encoding, only slightly more than 3 bits per surface point and 5 bits per surface normal are required at high fidelity. The compressed data stream can be decoded in the graphics processing unit (GPU). Decoded point positions are saved in graphics memory, and they are then used on the GPU again to render point primitives. In this way high quality gigantic data sets can directly be rendered from their compressed representation in local GPU memory at interactive frame rates (see Fig. 1).  相似文献   

13.
Research issues in volume visualization   总被引:6,自引:0,他引:6  
Volume visualization is a method of extracting meaningful information from volumetric data sets through the use of interactive graphics and imaging. It addresses the representation, manipulation, and rendering of volumetric data sets, providing mechanisms for peering into structures and understanding their complexity and dynamics. Typically, the data set is represented as a 3D regular grid of volume elements (voxels) and stored in a volume buffer (also called a cubic frame buffer), which is a large 3D array of voxels. However, data is often defined at scattered or irregular locations that require using alternative representations and rendering algorithms. There are eight major research issues in volume visualization: volume graphics, volume rendering, transform coding of volume data, scattered data, enriching volumes with knowledge, segmentation, real-time rendering and parallelism, and special purpose hardware  相似文献   

14.
We present an algorithm for adaptively extracting and rendering isosurfaces from compressed time-varying volume data sets. Tetrahedral meshes defined by longest edge bisection are used to create a multiresolution representation of the volume in the spatial domain that is adapted overtime to approximate the time-varying volume. The reextraction of the isosurface at each time step is accelerated with the vertex programming capabilities of modern graphics hardware. A data layout scheme which follows the access pattern indicated by mesh refinement is used to access the volume in a spatially and temporally coherent manner. This data layout scheme allows our algorithm to be used for out-of-core visualization.  相似文献   

15.
This paper presents a parallel volume rendering algorithm that can render a 256×256×225 voxel medical data set at over 15 Hz and a 512×512×334 voxel data set at over 7 Hz on a 32-processor Silicon Graphics Challenge. The algorithm achieves these results by minimizing each of the three components of execution time: computation time, synchronization time, and data communication time. Computation time is low because the parallel algorithm is based on the recently-reported shear-warp serial volume rendering algorithm which is over five times faster than previous serial algorithms. The algorithm uses run-length encoding to exploit coherence and an efficient volume traversal to reduce overhead. Synchronization time is minimized by using dynamic load balancing and a task partition that minimizes synchronization events. Data communication costs are low because the algorithm is implemented for shared-memory multiprocessors, a class of machines with hardware support for low-latency fine-grain communication and hardware caching to hide latency. We draw two conclusions from our implementation. First, we find that on shared-memory architectures data redistribution and communication costs do not dominate rendering time. Second, we find that cache locality requirements impose a limit on parallelism in volume rendering algorithms. Specifically, our results indicate that shared-memory machines with hundreds of processors would be useful only for rendering very large data sets  相似文献   

16.
Distributed shared memory for roaming large volumes   总被引:1,自引:0,他引:1  
We present a cluster-based volume rendering system for roaming very large volumes. This system allows to move a gigabyte-sized probe inside a total volume of several tens or hundreds of gigabytes in real-time. While the size of the probe is limited by the total amount of texture memory on the cluster, the size of the total data set has no theoretical limit. The cluster is used as a distributed graphics processing unit that both aggregates graphics power and graphics memory. A hardware-accelerated volume renderer runs in parallel on the cluster nodes and the final image compositing is implemented using a pipelined sort-last rendering algorithm. Meanwhile, volume bricking and volume paging allow efficient data caching. On each rendering node, a distributed hierarchical cache system implements a global software-based distributed shared memory on the cluster. In case of a cache miss, this system first checks page residency on the other cluster nodes instead of directly accessing local disks. Using two Gigabit Ethernet network interfaces per node, we accelerate data fetching by a factor of 4 compared to directly accessing local disks. The system also implements asynchronous disk access and texture loading, which makes it possible to overlap data loading, volume slicing and rendering for optimal volume roaming.  相似文献   

17.
One of the main scientific goals of visualization is the development of algorithms and appropriate data models which facilitate interactive visual analysis and direct manipulation of the increasingly large data sets which result from simulations running on massive parallel computer systems, from measurements employing fast high‐resolution sensors, or from large databases and hierarchical information spaces. This task can only be achieved with the optimization of all stages of the visualization pipeline: filtering, compression, and feature extraction of the raw data sets, adaptive visualization mappings which allow the users to choose between speed and accuracy, and exploiting new graphics hardware features for fast and high‐quality rendering. The recent introduction of advanced programmability in widely available graphics hardware has already led to impressive progress in the area of volume visualization. However, besides the acceleration of the final rendering, flexible graphics hardware is increasingly being used also for the mapping and filtering stages of the visualization pipeline, thus giving rise to new levels of interactivity in visualization applications. The talk will present recent results of applying programmable graphics hardware in various visualization algorithms covering volume data, flow data, terrains, NPR rendering, and distributed and remote applications.  相似文献   

18.
In the sort-last-sparse parallel volume rendering system on distributed memory multicomputers, one can achieve a very good performance improvement in the rendering phase by increasing the number of processors. This is because each processor can render images locally without communicating with other processors. However, in the compositing phase, a processor has to exchange local images with other processors. When the number of processors exceeds a threshold, the image compositing time becomes a bottleneck. In this paper, we propose three compositing methods to efficiently reduce the compositing time in parallel volume rendering. They are the binary-swap with bounding rectangle (BSBR) method, the binary-swap with run-length encoding and static load-balancing (BSLC) method, and the binary-swap with bounding rectangle and run-length encoding (BSBRC) method. The proposed methods were implemented on an SP2 parallel machine along with the binary-swap compositing method. The experimental results show that the BSBRC method has the best performance among these four methods.  相似文献   

19.
VLOD: high-fidelity walkthrough of large virtual environments   总被引:2,自引:0,他引:2  
We present visibility computation and data organization algorithms that enable high-fidelity walkthroughs of large 3D geometric data sets. A novel feature of our walkthrough system is that it performs work proportional only to the required detail in visible geometry at the rendering time. To accomplish this, we use a precomputation phase that efficiently generates per cell vLOD: the geometry visible from a view-region at the right level of detail. We encode changes between neighboring cells' vLODs, which are not required to be memory resident. At the rendering time, we incrementally construct the vLOD for the current view-cell and render it. We have a small CPU and memory requirement for rendering and are able to display models with tens of millions of polygons at interactive frame rates with less than one pixel screen-space deviation and accurate visibility.  相似文献   

20.
Sandia National Laboratories use PC clusters and commodity graphics cards to achieve higher rendering performance on extreme data sets. The main obstacle in using cluster-based graphics systems is the difficulty in realizing the full aggregate performance of all the individual graphics accelerators, particularly for very large data sets that exceed the capacity and performance characteristics of any one single node. Based on our efforts to achieve higher performance, we present results from a parallel sort-last implementation that the scalable rendering project at Sandia National Laboratories generated. Our sort-last library (libpglc) can be linked to an existing parallel application to achieve high rendering rates. We ran performance tests on a 64-node PC cluster populated with commodity graphics cards. Applications using libpglc have demonstrated rendering performance of 300 million polygons per second $approximately two orders of magnitude greater than the performance on an SGI Infinite Reality system for similar applications  相似文献   

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