Visualization Challenges for Large Scale Astrophysical Simulation Data. Ultrascale Visualization Workshop
|
|
- Sherman Cain
- 5 years ago
- Views:
Transcription
1 Visualization Challenges for Large Scale Astrophysical Simulation Data Ralf Kähler (KIPAC/SLAC) Tom Abel (KIPAC/Stanford) Marcelo Alvarez (CITA) Oliver Hahn (Stanford) Hans-Christian Hege (ZIB) Ji-hoon Kim (KIPAC) Stuart Marshall (SLAC) Matthew Turk (Columbia) Risa Wechsler (Stanford) John Wise (Georgia Tech) Ultrascale Visualization Workshop November 13, 2011 Seattle, WA
2 COMPUTATIONAL ASTROPHYSICS Simulation: Wise & Abel Evolution of First Stars Simulation: Kim & Abel Evolution of First Galaxies COMPUTATIONAL PHYSICS DEPARTMENT Simulation: Wu, Hahn & Wechsler Large-Scale Structure Formation Simulation: Alvarez & Abel Re-ionization Epoch
3
4
5 Simulation: Wu, Hahn & Wechsler Large-Scale Structure Formation
6 Evolution of First Stars Simulation: Turk & Abel Simulation: Kim & Abel Evolution of First Galaxies
7 Reionization Epoch Simulation: Alvarez & Abel
8 Numerical Astrophysics High dynamical range
9 Numerical Astrophysics High dynamical range Formation of First Stars Simulation: T. Abel - Protogalaxy > 10,000 light years
10 Numerical Astrophysics High dynamical range Formation of First Stars - Protogalaxy > 10,000 light years - Protostar ~ 10 solar radii Simulation: T. Abel
11 Numerical Astrophysics > 10 spatial orders of magnitude Simulation: T. Abel
12 STRUCTURED ADAPTIVE MESH REFINEMENT Simulation Data: Tom Abel
13 TEMPORAL REFINEMENT AMR schemes perform refinement in time Stability condition for solvers: - Δt proportional to Δx - global Δt determined by smallest Δx Computational overhead on coarse levels
14 TEMPORAL REFINEMENT Level 0 Level 1 Level TIME
15 TEMPORAL REFINEMENT Level 0 Level 1 Level TIME
16 TEMPORAL REFINEMENT Level 0 Level 1 Level TIME
17 TEMPORAL REFINEMENT Level 0 Level 1 Level TIME
18 TEMPORAL REFINEMENT Level 0 Level 1 Level TIME
19 TEMPORAL REFINEMENT Level 0 Level 1 Level TIME
20 TEMPORAL REFINEMENT Level 0 Level 1 Level TIME
21 TEMPORAL REFINEMENT Level 0 Level 1 Level TIME
22 TEMPORAL REFINEMENT Level 0 Level 1 Level TIME
23 enzo - Adaptive Mesh Refinement enzo - Astrophysical Adaptive Mesh Refinement code - Cosmological structure formation simulations
24 DATA SIZES levels of refinement 10, ,000 time steps up to 100 million patches - less than 32^3 cells per patch up to billions of cells per time step - different fields ( gas density, gas temperature, etc. ) 10s of TByte of data
25 VISUALIZATION SOFTWARE C++, JavaScript Graphical User Interface (Qt) OpenGL Available as Open Source soon Simulation data: Kim & Abel
26 VISUALIZATION SOFTWARE Modular Design: add vis-routines & readers Readers for Enzo, Gadget, RAMSES Simulation data: Kim & Abel
27 VISUALIZATION SOFTWARE Modular Design: add vis-routines & readers Readers for Enzo, Gadget, RAMSES Data nodes: Grid-based (AMR) Point-based (unstructured) Image data Simulation data: Kim & Abel
28 VISUALIZATION SOFTWARE Visualization methods: Simulation data: Kim & Abel
29 VISUALIZATION SOFTWARE Real-Time Rendering: OpenGL & OpenGL Shading Language Simulation data: Kim & Abel Customize rendering at run-time by modifying OpenGL Shaders
30 VISUALIZATION SOFTWARE Visualization methods: Slicing Direct Volume Rendering Streamlines
31 VISUALIZATION SOFTWARE Visualization methods: Slicing Direct Volume Rendering Streamlines Simulation Data: Mike Norman
32 VISUALIZATION SOFTWARE Visualization methods: Slicing Direct Volume Rendering Streamlines Simulation Data: John Wise & Tom Abel
33 VISUALIZATION SOFTWARE Visualization methods: Slicing Direct Volume Rendering Streamlines Simulation Data: Ji-hoon Kim & Tom Abel
34 VISUALIZATION SOFTWARE Visualization methods: Slicing Direct Volume Rendering Streamlines Simulation Data: Wu, Hahn & Wechsler
35 Pre-Rendering for American Museum of Natural History Show The Big Bang, Narrated by Liam Neeson Simulation data: Ji-hoon Kim (Stanford), Tom Abel (Stanford/SLAC)
36 DATA ACCESS PATTERNS Level 0 Level 1 Level TIME
37 DATA ACCESS PATTERNS Level 0 Level 1 Level TIME
38 DATA ACCESS PATTERNS Level 0 Level 1 Level TIME
39 DATA ACCESS PATTERNS Level 0 Level 1 Level TIME
40 Generation of Proxy-Grid Structure Time A Time B
41 Generation of Proxy-Grid Structure Time A Time B
42 Generation of Proxy-Grid Structure Time A Time B
43 Generation of Proxy-Grid Structure Time A Time B
44 Generation of Proxy-Grid Structure
45 DATA STORAGE HDF5 for data I/O - Enzo HDF5 output - each processor writes stream of separate HDF5 groups - no spatial or temporal relations GROUP "grid-0" { ATTRIBUTE "origin" { ATTRIBUTE "dims" {. ATTRIBUTE "level" {. DATASET "Density" { DATASET "Temperature" { GROUP "grid-1" { ATTRIBUTE "origin" { ATTRIBUTE "dims" {. ATTRIBUTE "level" {. DATASET "Density" { DATASET "Temperature" { GROUP "grid-n" { ATTRIBUTE "origin" { ATTRIBUTE "dims" {. ATTRIBUTE "level" {. DATASET "Density" { DATASET "Temperature" {
46 HDF5 INDEX FILE HDF5 "./rho.a5" { GROUP "/" { Post-processing: - create HDF5 index file - match the AMR grid structure GROUP "globalmetadata" { DATASET "times" { DATASET "timesteps" { GROUP "time-0" { GROUP "level-0" { ATTRIBUTE "predecessor" { ATTRIBUTE "successor" { GROUP "level-1" { GROUP "grid-0" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "grid-1" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "level-2" { GROUP "time-1" {
47 HDF5 INDEX FILE HDF5 "./rho.a5" { GROUP "/" { available time steps GROUP "globalmetadata" { DATASET "times" { DATASET "timesteps" { GROUP "time-0" { GROUP "level-0" { ATTRIBUTE "predecessor" { ATTRIBUTE "successor" { GROUP "level-1" { GROUP "grid-0" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "grid-1" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "level-2" { GROUP "time-1" {
48 HDF5 INDEX FILE HDF5 "./rho.a5" { GROUP "/" { time groups GROUP "globalmetadata" { DATASET "times" { DATASET "timesteps" { GROUP "time-0" { GROUP "level-0" { ATTRIBUTE "predecessor" { ATTRIBUTE "successor" { GROUP "level-1" { GROUP "grid-0" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "grid-1" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "level-2" { GROUP "time-1" {
49 HDF5 INDEX FILE HDF5 "./rho.a5" { GROUP "/" { GROUP "globalmetadata" { DATASET "times" { DATASET "timesteps" { level groups GROUP "time-0" { GROUP "level-0" { ATTRIBUTE "predecessor" { ATTRIBUTE "successor" { GROUP "level-1" { GROUP "grid-0" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "grid-1" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "level-2" { GROUP "time-1" {
50 HDF5 INDEX FILE HDF5 "./rho.a5" { GROUP "/" { GROUP "globalmetadata" { DATASET "times" { DATASET "timesteps" { grids on this level GROUP "time-0" { GROUP "level-0" { ATTRIBUTE "predecessor" { ATTRIBUTE "successor" { GROUP "level-1" { GROUP "grid-0" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "grid-1" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "level-2" { GROUP "time-1" {
51 HDF5 INDEX FILE HDF5 "./rho.a5" { GROUP "/" { GROUP "globalmetadata" { DATASET "times" { DATASET "timesteps" { grid meta data GROUP "time-0" { GROUP "level-0" { ATTRIBUTE "predecessor" { ATTRIBUTE "successor" { GROUP "level-1" { GROUP "grid-0" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "grid-1" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "level-2" { GROUP "time-1" {
52 HDF5 INDEX FILE HDF5 "./rho.a5" { GROUP "/" { GROUP "globalmetadata" { DATASET "times" { DATASET "timesteps" { previous & next time steps GROUP "time-0" { GROUP "level-0" { ATTRIBUTE "predecessor" { ATTRIBUTE "successor" { GROUP "level-1" { GROUP "grid-0" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "grid-1" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "level-2" { GROUP "time-1" {
53 HDF5 INDEX FILE HDF5 "./rho.a5" { GROUP "/" { GROUP "globalmetadata" { DATASET "times" { DATASET "timesteps" { links to datasets GROUP "time-0" { GROUP "level-0" { ATTRIBUTE "predecessor" { ATTRIBUTE "successor" { GROUP "level-1" { GROUP "grid-0" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "grid-1" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "level-2" { GROUP "time-1" {
54 HDF5 INDEX FILE HDF5 "./rho.a5" { GROUP "/" { GROUP "globalmetadata" { DATASET "times" { DATASET "timesteps" { links to datasets GROUP "time-0" { GROUP "level-0" { ATTRIBUTE "predecessor" { ATTRIBUTE "successor" { GROUP "level-1" { GROUP "grid-0" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "grid-1" { ATTRIBUTE "origin" { ATTRIBUTE "dims" { ATTRIBUTE "data_reference" { GROUP "grid-0" { ATTRIBUTE "origin" { ATTRIBUTE "dims" {. ATTRIBUTE "level" {. DATASET "Density" { DATASET "Temperature" { GROUP "grid-1" { ATTRIBUTE "origin" { ATTRIBUTE "dims" {. ATTRIBUTE "level" {. DATASET "Density" { DATASET "Temperature" { GROUP "grid-n" { ATTRIBUTE "origin" { ATTRIBUTE "dims" {. ATTRIBUTE "level" {. DATASET "Density" { DATASET "Temperature" {
55 POSTGRES DATABASE Alternative: - Index-structure via databases Meta data in database, data (fields) in original HDF5 files QtSQL Module: PostgreSQL plugin
56 COMPARISON File sizes - Postgres database ~ 20% of HDF5 index file Metadata access - Postgres twice as fast as HDF5
57 GPU-Assisted Ray Casting Input data 3D texture Render front faces Fragment Shader for each covered pixel: Compute ray-direction Sampling and color mapping Resulting intensities --> frame buffer [Stegmaier, et al. 2005]
58 GPU-Assisted Ray Casting for AMR Data Problem: Overlapping regions Decomposition of data domain Adaptive kd-tree - Nodes represent of non-overlapping blocks of cells - View-dependent sorting (front-to-back or back-to-front)
59 GPU-Assisted Ray Casting for AMR Data View-dependent selection of nodes: - Resolution level based on distance to viewpoint ~200,000 nodes ~20,000 nodes
60 Simulation data: John Wise (Georgia Tech), Tom Abel (Stanford/KIPAC)
61 Pre-Rendering for California Academy of Sciences, Dome Show Life: A Cosmic Journey, Narrated by Jodie Foster, November 2010 Simulation data: John Wise (Princeton), Tom Abel (Stanford/SLAC)
62 POINT-BASED DATASETS Unstructured point datasets - Dark matter density - Single stars and star clusters - Point attributes - Position Simulation: Wu, Hahn & Wechsler - Mass - Age - Accretion rate -
63 GPU-Raycasting of Combined Grid- and Point-based Data Solution for opaque point representation 1. Pass Enable depth-buffer updates Render points 2. Pass Perform ray-tracing up to pixels depth value 3. Blending step
64 GPU-Raycasting of Combined Grid- and Point-based Data Usually semi-transparent point representation gaussian opacity profile for galaxies, stars, DM, etc. Potential solution: Resampling of point data to grid structure Simultaneous rendering of both (grid) data sets
65 GPU-Raycasting of Combined Grid- and Point-based Data Requires highly resolved grids High (texture-)memory consumption and/or sacrifices data resolution Low-pass filtering Rendering artifacts
66 GPU-Raycasting of Combined Grid- and Point-based Data Point data Octree structure - Efficient GPU-representation - Implicit bounding-box information Recursive refinement of octree nodes Stopping criteria - Number of inserted points < threshold
67 Combining Grid and Point Data Node texture 3D-RGBA texture One texel per node Alpha-channel stores node type Internal node Leaf node RGB-channel Index of first child node Index into data texture Simulation: Alvarez & Abel
68 Combining Grid and Point Data Data texture 3D-RGBA floating point RGB-channels: center Alpha-channel: radius Radius=0 indicates end of list Simulation: Alvarez & Abel
69 GPU-Raycasting of Combined Grid- and Point-based Data 1. Grid data 3D-texture 2. Point set two 3D-textures (GPU-octree representation) 3. Render front faces of bounding box 4. In Fragment shader Compute ray-direction Sampling of grid-based data Sampling of point-based data Combination of partial intensities Combination with total intensity 5. Resulting intensity frame-buffer
70 Summation of Intensities Relation between opacity and extinction coefficient Combination of opacities for segment si Combination with accumulated intensity/opacity of ray Combined Point & Grid Raycasting
71 Performance Optimizations Example: Gaussian profiles Combined Point & Grid Raycasting
72 Performance Optimizations ROI around camera location Combined Point & Grid Raycasting
73 Performance Optimizations Point and grid data inside ROI rendered with GPU approach Combined Point & Grid Raycasting
74 Performance Optimizations Outside ROI: - Process grid data until depth of first pass - blending with point splats Combined Point & Grid Raycasting
75 Performance Optimizations Combined Point & Grid Raycasting
76 Performance Optimizations Correct result if only one splat hit by ray outside ROI Combined Point & Grid Raycasting
77 Performance Optimizations Partially incorrect depth sorting for more than one splat Artifacts usually not visible in far-field Combined Point & Grid Raycasting
78 Comparison of Rendering Quality ROI = 100% of volume ROI = 0% of volume Simulation: Alvarez & Abel ROI = 25% of volume Combined Point & Grid Raycasting
79 Numerical Simulation: Marcelo Alvarez (CITA), Tom Abel (KIPAC/Stanford) Combined Point & Grid Raycasting
80 Numerical Simulation: Marcelo Alvarez (CITA), Tom Abel (KIPAC/Stanford) Combined Point & Grid Raycasting
81 Numerical Simulation: Marcelo Alvarez (CITA), Tom Abel (KIPAC/Stanford)
82 Numerical Simulation: Marcelo Alvarez (CITA), Tom Abel (KIPAC/Stanford)
83 Visit us as the SLAC booth (303) and watch some visualizations in 3D!
GPU-Based Visualization of AMR and N-Body Dark Matter Simulation Data. Ralf Kähler (KIPAC/SLAC)
GPU-Based Visualization of AMR and N-Body Dark Matter Simulation Data Ralf Kähler (KIPAC/SLAC) HiPACC-Meeting 03/21/2014 COMPUTER GRAPHICS Rasterization COMPUTER GRAPHICS Assumption (for now): Input object(s)
More informationVisualization Tools for Adaptive Mesh Refinement Data
Visualization Tools for Adaptive Mesh Refinement Data Gunther H. Weber 1, Vincent E. Beckner 1, Hank Childs 2, Terry J. Ligocki 1, Mark C. Miller 2, Brian Van Straalen 1 and E. Wes Bethel 1 1 Lawrence
More informationA Scalable Adaptive Mesh Refinement Framework For Parallel Astrophysics Applications
A Scalable Adaptive Mesh Refinement Framework For Parallel Astrophysics Applications James Bordner, Michael L. Norman San Diego Supercomputer Center University of California, San Diego 15th SIAM Conference
More informationEnzo-P / Cello. Formation of the First Galaxies. San Diego Supercomputer Center. Department of Physics and Astronomy
Enzo-P / Cello Formation of the First Galaxies James Bordner 1 Michael L. Norman 1 Brian O Shea 2 1 University of California, San Diego San Diego Supercomputer Center 2 Michigan State University Department
More informationDirect Volume Rendering
Direct Volume Rendering CMPT 467/767 Visualization Torsten Möller Weiskopf/Machiraju/Möller Overview Volume rendering equation Compositing schemes Ray casting Acceleration techniques for ray casting Texture-based
More informationHardware Accelerated Volume Visualization. Leonid I. Dimitrov & Milos Sramek GMI Austrian Academy of Sciences
Hardware Accelerated Volume Visualization Leonid I. Dimitrov & Milos Sramek GMI Austrian Academy of Sciences A Real-Time VR System Real-Time: 25-30 frames per second 4D visualization: real time input of
More informationCosmology Simulations with Enzo
Cosmology Simulations with Enzo John Wise (Georgia Tech) Enzo Workshop 17 Oct 2013 Outline Introduction to unigrid cosmology simulations Introduction to nested grid cosmology simulations Using different
More informationApplications of Explicit Early-Z Z Culling. Jason Mitchell ATI Research
Applications of Explicit Early-Z Z Culling Jason Mitchell ATI Research Outline Architecture Hardware depth culling Applications Volume Ray Casting Skin Shading Fluid Flow Deferred Shading Early-Z In past
More informationDirect Volume Rendering
Direct Volume Rendering Visualization Torsten Möller Weiskopf/Machiraju/Möller Overview 2D visualization slice images (or multi-planar reformating MPR) Indirect 3D visualization isosurfaces (or surface-shaded
More informationComputer Graphics. Bing-Yu Chen National Taiwan University
Computer Graphics Bing-Yu Chen National Taiwan University Visible-Surface Determination Back-Face Culling The Depth-Sort Algorithm Binary Space-Partitioning Trees The z-buffer Algorithm Scan-Line Algorithm
More information3/29/2016. Applications: Geology. Appliations: Medicine. Applications: Archeology. Applications: Klaus Engel Markus Hadwiger Christof Rezk Salama
Tutorial 7 Real-Time Volume Graphics Real-Time Volume Graphics [01] Introduction and Theory Klaus Engel Markus Hadwiger Christof Rezk Salama Appliations: Medicine Applications: Geology Deformed Plasticine
More informationApplications of Explicit Early-Z Culling
Applications of Explicit Early-Z Culling Jason L. Mitchell ATI Research Pedro V. Sander ATI Research Introduction In past years, in the SIGGRAPH Real-Time Shading course, we have covered the details of
More informationVolume Graphics Introduction
High-Quality Volume Graphics on Consumer PC Hardware Volume Graphics Introduction Joe Kniss Gordon Kindlmann Markus Hadwiger Christof Rezk-Salama Rüdiger Westermann Motivation (1) Motivation (2) Scientific
More informationProgrammable Shaders for Deformation Rendering
Programmable Shaders for Deformation Rendering Carlos D. Correa, Deborah Silver Rutgers, The State University of New Jersey Motivation We present a different way of obtaining mesh deformation. Not a modeling,
More informationDeferred Splatting. Gaël GUENNEBAUD Loïc BARTHE Mathias PAULIN IRIT UPS CNRS TOULOUSE FRANCE.
Deferred Splatting Gaël GUENNEBAUD Loïc BARTHE Mathias PAULIN IRIT UPS CNRS TOULOUSE FRANCE http://www.irit.fr/~gael.guennebaud Plan Complex Scenes: Triangles or Points? High Quality Splatting: Really
More informationPreviously... contour or image rendering in 2D
Volume Rendering Visualisation Lecture 10 Taku Komura Institute for Perception, Action & Behaviour School of Informatics Volume Rendering 1 Previously... contour or image rendering in 2D 2D Contour line
More informationComputer Graphics. Bing-Yu Chen National Taiwan University The University of Tokyo
Computer Graphics Bing-Yu Chen National Taiwan University The University of Tokyo Hidden-Surface Removal Back-Face Culling The Depth-Sort Algorithm Binary Space-Partitioning Trees The z-buffer Algorithm
More informationGadget in yt. christopher erick moody
Gadget in yt First of all, hello, and thank you for giving me the opp to speak My name is chris moody and I m a grad student here at uc santa cruz and I ve been working with Joel for the last year and
More informationHigh-Quality Surface Splatting on Today s GPUs
High-Quality Surface Splatting on Today s GPUs M. Botsch, A. Hornung, M. Zwicker, L. Kobbelt Presented by Julian Yu-Chung Chen CS594 GPU Programming 2006-03-30 Outline Point Based Rendering Surface splatting
More informationVisualization. Images are used to aid in understanding of data. Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [chapter 26]
Visualization Images are used to aid in understanding of data Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [chapter 26] Tumor SCI, Utah Scientific Visualization Visualize large
More informationSplotch: High Performance Visualization using MPI, OpenMP and CUDA
Splotch: High Performance Visualization using MPI, OpenMP and CUDA Klaus Dolag (Munich University Observatory) Martin Reinecke (MPA, Garching) Claudio Gheller (CSCS, Switzerland), Marzia Rivi (CINECA,
More informationParallel Physically Based Path-tracing and Shading Part 3 of 2. CIS565 Fall 2012 University of Pennsylvania by Yining Karl Li
Parallel Physically Based Path-tracing and Shading Part 3 of 2 CIS565 Fall 202 University of Pennsylvania by Yining Karl Li Jim Scott 2009 Spatial cceleration Structures: KD-Trees *Some portions of these
More informationVolume Rendering. Computer Animation and Visualisation Lecture 9. Taku Komura. Institute for Perception, Action & Behaviour School of Informatics
Volume Rendering Computer Animation and Visualisation Lecture 9 Taku Komura Institute for Perception, Action & Behaviour School of Informatics Volume Rendering 1 Volume Data Usually, a data uniformly distributed
More informationVolume Rendering with libmini Stefan Roettger, April 2007
Volume Rendering with libmini Stefan Roettger, April 2007 www.stereofx.org 1. Introduction For the visualization of volumetric data sets, a variety of algorithms exist which are typically tailored to the
More informationOrder Independent Transparency with Dual Depth Peeling. Louis Bavoil, Kevin Myers
Order Independent Transparency with Dual Depth Peeling Louis Bavoil, Kevin Myers Document Change History Version Date Responsible Reason for Change 1.0 February 9 2008 Louis Bavoil Initial release Abstract
More informationSolid Modeling. Thomas Funkhouser Princeton University C0S 426, Fall Represent solid interiors of objects
Solid Modeling Thomas Funkhouser Princeton University C0S 426, Fall 2000 Solid Modeling Represent solid interiors of objects Surface may not be described explicitly Visible Human (National Library of Medicine)
More informationCIS 467/602-01: Data Visualization
CIS 467/60-01: Data Visualization Isosurfacing and Volume Rendering Dr. David Koop Fields and Grids Fields: values come from a continuous domain, infinitely many values - Sampled at certain positions to
More informationRasterization. Rasterization (scan conversion) Digital Differential Analyzer (DDA) Rasterizing a line. Digital Differential Analyzer (DDA)
CSCI 420 Computer Graphics Lecture 14 Rasterization Jernej Barbic University of Southern California Scan Conversion Antialiasing [Angel Ch. 6] Rasterization (scan conversion) Final step in pipeline: rasterization
More informationCS GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1. Markus Hadwiger, KAUST
CS 380 - GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1 Markus Hadwiger, KAUST Reading Assignment #2 (until Feb. 17) Read (required): GLSL book, chapter 4 (The OpenGL Programmable
More informationReal-Time Voxelization for Global Illumination
Lecture 26: Real-Time Voxelization for Global Illumination Visual Computing Systems Voxelization to regular grid Input: scene triangles Output: surface information at each voxel in 3D grid - Simple case:
More informationIdentifying those parts of a scene that are visible from a chosen viewing position, and only process (scan convert) those parts
Visible Surface Detection Identifying those parts of a scene that are visible from a chosen viewing position, and only process (scan convert) those parts Two approaches: 1. Object space methods 2. Image
More informationAbout Phoenix FD PLUGIN FOR 3DS MAX AND MAYA. SIMULATING AND RENDERING BOTH LIQUIDS AND FIRE/SMOKE. USED IN MOVIES, GAMES AND COMMERCIALS.
About Phoenix FD PLUGIN FOR 3DS MAX AND MAYA. SIMULATING AND RENDERING BOTH LIQUIDS AND FIRE/SMOKE. USED IN MOVIES, GAMES AND COMMERCIALS. Phoenix FD core SIMULATION & RENDERING. SIMULATION CORE - GRID-BASED
More informationAdaptive Point Cloud Rendering
1 Adaptive Point Cloud Rendering Project Plan Final Group: May13-11 Christopher Jeffers Eric Jensen Joel Rausch Client: Siemens PLM Software Client Contact: Michael Carter Adviser: Simanta Mitra 4/29/13
More informationCSE 167: Introduction to Computer Graphics Lecture #9: Visibility. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2018
CSE 167: Introduction to Computer Graphics Lecture #9: Visibility Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2018 Announcements Midterm Scores are on TritonEd Exams to be
More informationPoint based Rendering
Point based Rendering CS535 Daniel Aliaga Current Standards Traditionally, graphics has worked with triangles as the rendering primitive Triangles are really just the lowest common denominator for surfaces
More informationLighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project
To do Continue to work on ray programming assignment Start thinking about final project Lighting Course Outline 3D Graphics Pipeline Modeling (Creating 3D Geometry) Mesh; modeling; sampling; Interaction
More informationVolume Rendering. Lecture 21
Volume Rendering Lecture 21 Acknowledgements These slides are collected from many sources. A particularly valuable source is the IEEE Visualization conference tutorials. Sources from: Roger Crawfis, Klaus
More informationComputer Graphics (CS 563) Lecture 4: Advanced Computer Graphics Image Based Effects: Part 2. Prof Emmanuel Agu
Computer Graphics (CS 563) Lecture 4: Advanced Computer Graphics Image Based Effects: Part 2 Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Image Processing Graphics concerned
More informationPoint Cloud Filtering using Ray Casting by Eric Jensen 2012 The Basic Methodology
Point Cloud Filtering using Ray Casting by Eric Jensen 01 The Basic Methodology Ray tracing in standard graphics study is a method of following the path of a photon from the light source to the camera,
More informationVolume Ray Casting Neslisah Torosdagli
Volume Ray Casting Neslisah Torosdagli Overview Light Transfer Optical Models Math behind Direct Volume Ray Casting Demonstration Transfer Functions Details of our Application References What is Volume
More informationReal-Time Volumetric Smoke using D3D10. Sarah Tariq and Ignacio Llamas NVIDIA Developer Technology
Real-Time Volumetric Smoke using D3D10 Sarah Tariq and Ignacio Llamas NVIDIA Developer Technology Smoke in NVIDIA s DirectX10 SDK Sample Smoke in the game Hellgate London Talk outline: Why 3D fluid simulation
More informationThe F-Buffer: A Rasterization-Order FIFO Buffer for Multi-Pass Rendering. Bill Mark and Kekoa Proudfoot. Stanford University
The F-Buffer: A Rasterization-Order FIFO Buffer for Multi-Pass Rendering Bill Mark and Kekoa Proudfoot Stanford University http://graphics.stanford.edu/projects/shading/ Motivation for this work Two goals
More informationRaycasting. Ronald Peikert SciVis Raycasting 3-1
Raycasting Ronald Peikert SciVis 2007 - Raycasting 3-1 Direct volume rendering Volume rendering (sometimes called direct volume rendering) stands for methods that generate images directly from 3D scalar
More informationData Visualization (DSC 530/CIS )
Data Visualization (DSC 530/CIS 60-0) Isosurfaces & Volume Rendering Dr. David Koop Fields & Grids Fields: - Values come from a continuous domain, infinitely many values - Sampled at certain positions
More informationThe Rasterization Pipeline
Lecture 5: The Rasterization Pipeline (and its implementation on GPUs) Computer Graphics CMU 15-462/15-662, Fall 2015 What you know how to do (at this point in the course) y y z x (w, h) z x Position objects
More informationA Bandwidth Effective Rendering Scheme for 3D Texture-based Volume Visualization on GPU
for 3D Texture-based Volume Visualization on GPU Won-Jong Lee, Tack-Don Han Media System Laboratory (http://msl.yonsei.ac.k) Dept. of Computer Science, Yonsei University, Seoul, Korea Contents Background
More informationCSCI 420 Computer Graphics Lecture 14. Rasterization. Scan Conversion Antialiasing [Angel Ch. 6] Jernej Barbic University of Southern California
CSCI 420 Computer Graphics Lecture 14 Rasterization Scan Conversion Antialiasing [Angel Ch. 6] Jernej Barbic University of Southern California 1 Rasterization (scan conversion) Final step in pipeline:
More informationRay Casting on Programmable Graphics Hardware. Martin Kraus PURPL group, Purdue University
Ray Casting on Programmable Graphics Hardware Martin Kraus PURPL group, Purdue University Overview Parallel volume rendering with a single GPU Implementing ray casting for a GPU Basics Optimizations Published
More informationEnabling immersive gaming experiences Intro to Ray Tracing
Enabling immersive gaming experiences Intro to Ray Tracing Overview What is Ray Tracing? Why Ray Tracing? PowerVR Wizard Architecture Example Content Unity Hybrid Rendering Demonstration 3 What is Ray
More informationImplicit Surfaces & Solid Representations COS 426
Implicit Surfaces & Solid Representations COS 426 3D Object Representations Desirable properties of an object representation Easy to acquire Accurate Concise Intuitive editing Efficient editing Efficient
More informationGPU Memory Model Overview
GPU Memory Model Overview John Owens University of California, Davis Department of Electrical and Computer Engineering Institute for Data Analysis and Visualization SciDAC Institute for Ultrascale Visualization
More informationParticle-Based Volume Rendering of Unstructured Volume Data
Particle-Based Volume Rendering of Unstructured Volume Data Takuma KAWAMURA 1)*) Jorji NONAKA 3) Naohisa SAKAMOTO 2),3) Koji KOYAMADA 2) 1) Graduate School of Engineering, Kyoto University 2) Center for
More informationViscous Fingers: A topological Visual Analytic Approach
Viscous Fingers: A topological Visual Analytic Approach Jonas Lukasczyk University of Kaiserslautern Germany Bernd Hamann University of California Davis, U.S.A. Garrett Aldrich Univeristy of California
More informationFall CSCI 420: Computer Graphics. 7.1 Rasterization. Hao Li.
Fall 2015 CSCI 420: Computer Graphics 7.1 Rasterization Hao Li http://cs420.hao-li.com 1 Rendering Pipeline 2 Outline Scan Conversion for Lines Scan Conversion for Polygons Antialiasing 3 Rasterization
More informationCSE 167: Lecture #17: Volume Rendering. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012
CSE 167: Introduction to Computer Graphics Lecture #17: Volume Rendering Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Thursday, Dec 13: Final project presentations
More informationScreen-Space Triangulation for Interactive Point Rendering
Screen-Space Triangulation for Interactive Point Rendering Reinhold Preiner Institute of Computer Graphics and Algorithms Vienna University of Technology Motivation High-quality point rendering mostly
More informationVolume visualization. Volume visualization. Volume visualization methods. Sources of volume visualization. Sources of volume visualization
Volume visualization Volume visualization Volumes are special cases of scalar data: regular 3D grids of scalars, typically interpreted as density values. Each data value is assumed to describe a cubic
More informationAdvanced Shading I: Shadow Rasterization Techniques
Advanced Shading I: Shadow Rasterization Techniques Shadow Terminology umbra: light totally blocked penumbra: light partially blocked occluder: object blocking light Shadow Terminology umbra: light totally
More informationCS452/552; EE465/505. Clipping & Scan Conversion
CS452/552; EE465/505 Clipping & Scan Conversion 3-31 15 Outline! From Geometry to Pixels: Overview Clipping (continued) Scan conversion Read: Angel, Chapter 8, 8.1-8.9 Project#1 due: this week Lab4 due:
More informationAdaptive Mesh Astrophysical Fluid Simulations on GPU. San Jose 10/2/2009 Peng Wang, NVIDIA
Adaptive Mesh Astrophysical Fluid Simulations on GPU San Jose 10/2/2009 Peng Wang, NVIDIA Overview Astrophysical motivation & the Enzo code Finite volume method and adaptive mesh refinement (AMR) CUDA
More informationDeferred Rendering Due: Wednesday November 15 at 10pm
CMSC 23700 Autumn 2017 Introduction to Computer Graphics Project 4 November 2, 2017 Deferred Rendering Due: Wednesday November 15 at 10pm 1 Summary This assignment uses the same application architecture
More informationVolume Rendering - Introduction. Markus Hadwiger Visual Computing Center King Abdullah University of Science and Technology
Volume Rendering - Introduction Markus Hadwiger Visual Computing Center King Abdullah University of Science and Technology Volume Visualization 2D visualization: slice images (or multi-planar reformation:
More informationComputer Graphics. Shadows
Computer Graphics Lecture 10 Shadows Taku Komura Today Shadows Overview Projective shadows Shadow texture Shadow volume Shadow map Soft shadows Why Shadows? Shadows tell us about the relative locations
More informationHardware-Assisted Visibility Ordering for Point-Based and Volume Rendering
Hardware-Assisted Visibility Ordering for Point-Based and Volume Rendering Christian Hofsetz Ciências Exatas e Tecnológicas Universidade do Vale do Rio dos Sinos chofsetz@acm.org Nelson Max University
More informationCS 5630/6630 Scientific Visualization. Volume Rendering III: Unstructured Grid Techniques
CS 5630/6630 Scientific Visualization Volume Rendering III: Unstructured Grid Techniques Unstructured Grids Image-space techniques Ray-Casting Object-space techniques Projected Tetrahedra Hybrid Incremental
More informationAREPO: a moving-mesh code for cosmological hydrodynamical simulations
AREPO: a moving-mesh code for cosmological hydrodynamical simulations E pur si muove: Galiliean-invariant cosmological hydrodynamical simulations on a moving mesh Springel, 2010 arxiv:0901.4107 Rubens
More informationMASSIVE TIME-LAPSE POINT CLOUD RENDERING with VR
April 4-7, 2016 Silicon Valley MASSIVE TIME-LAPSE POINT CLOUD RENDERING with VR Innfarn Yoo, OpenGL Chips and Core Markus Schuetz, Professional Visualization Introduction Previous Work AGENDA Methods Progressive
More informationScalable Software Components for Ultrascale Visualization Applications
Scalable Software Components for Ultrascale Visualization Applications Wes Kendall, Tom Peterka, Jian Huang SC Ultrascale Visualization Workshop 2010 11-15-2010 Primary Collaborators Jian Huang Tom Peterka
More informationChapter IV Fragment Processing and Output Merging. 3D Graphics for Game Programming
Chapter IV Fragment Processing and Output Merging Fragment Processing The per-fragment attributes may include a normal vector, a set of texture coordinates, a set of color values, a depth, etc. Using these
More informationCOMP371 COMPUTER GRAPHICS
COMP371 COMPUTER GRAPHICS LECTURE 14 RASTERIZATION 1 Lecture Overview Review of last class Line Scan conversion Polygon Scan conversion Antialiasing 2 Rasterization The raster display is a matrix of picture
More informationSimple Empty-Space Removal for Interactive Volume Rendering
Vol. 13, No. 2: 21 37 Simple Empty-Space Removal for Interactive Volume Rendering Vincent Vidal INRIA-Evasion Xing Mei CASIA-NLPR/LIAMA Philippe Decaudin INRIA-Evasion Abstract. Interactive volume rendering
More informationShadows. COMP 575/770 Spring 2013
Shadows COMP 575/770 Spring 2013 Shadows in Ray Tracing Shadows are important for realism Basic idea: figure out whether a point on an object is illuminated by a light source Easy for ray tracers Just
More informationCSE 167: Introduction to Computer Graphics Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015
CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 Announcements Project 2 due tomorrow at 2pm Grading window
More informationA Shadow Volume Algorithm for Opaque and Transparent Non-Manifold Casters
jgt 2008/7/20 22:19 page 1 #1 Vol. [VOL], No. [ISS]: 1?? A Shadow Volume Algorithm for Opaque and Transparent Non-Manifold Casters Byungmoon Kim 1, Kihwan Kim 2, Greg Turk 2 1 NVIDIA, 2 Georgia Institute
More informationCOMP 4801 Final Year Project. Ray Tracing for Computer Graphics. Final Project Report FYP Runjing Liu. Advised by. Dr. L.Y.
COMP 4801 Final Year Project Ray Tracing for Computer Graphics Final Project Report FYP 15014 by Runjing Liu Advised by Dr. L.Y. Wei 1 Abstract The goal of this project was to use ray tracing in a rendering
More informationB-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes
B-KD rees for Hardware Accelerated Ray racing of Dynamic Scenes Sven Woop Gerd Marmitt Philipp Slusallek Saarland University, Germany Outline Previous Work B-KD ree as new Spatial Index Structure DynR
More informationVisIt. Hank Childs October 10, IEEE Visualization Tutorial
VisIt IEEE Visualization Tutorial Hank Childs October 10, 2004 The VisIt Team: Eric Brugger (project leader), Kathleen Bonnell, Hank Childs, Jeremy Meredith, Mark Miller, and Brad Gas bubble subjected
More informationDirect Volume Rendering
Direct Volume Rendering Balázs Csébfalvi Department of Control Engineering and Information Technology Budapest University of Technology and Economics Classification of Visualization Algorithms Indirect
More informationChapter 7 - Light, Materials, Appearance
Chapter 7 - Light, Materials, Appearance Types of light in nature and in CG Shadows Using lights in CG Illumination models Textures and maps Procedural surface descriptions Literature: E. Angel/D. Shreiner,
More informationData Visualization (DSC 530/CIS )
Data Visualization (DSC 530/CIS 60-01) Scalar Visualization Dr. David Koop Online JavaScript Resources http://learnjsdata.com/ Good coverage of data wrangling using JavaScript Fields in Visualization Scalar
More informationLecture overview. Visualisatie BMT. Transparency. Transparency. Transparency. Transparency. Transparency Volume rendering Assignment
Visualisatie BMT Lecture overview Assignment Arjan Kok a.j.f.kok@tue.nl 1 Makes it possible to see inside or behind objects Complement of transparency is opacity Opacity defined by alpha value with range
More informationPoint Sample Rendering
Point Sample Rendering Efficient Screen Space Approach for HW Accelerated Surfel Rendering VMV03, november 2003 Gaël GUENNEBAUD - Mathias PAULIN IRIT-CNRS-UPS TOULOUSE-FRANCE http://www.irit.fr/recherches/sirv/vis/surfel/index.html
More informationAdvanced Computer Graphics CS 563: Adaptive Caustic Maps Using Deferred Shading. Frederik Clinck lie
Advanced Computer Graphics CS 563: Adaptive Caustic Maps Using Deferred Shading Frederik Clinckemaillie Computer Science Dept. Worcester Polytechnic Institute (WPI) Introduction: ti Caustics Reflective
More informationExploiting Depth Camera for 3D Spatial Relationship Interpretation
Exploiting Depth Camera for 3D Spatial Relationship Interpretation Jun Ye Kien A. Hua Data Systems Group, University of Central Florida Mar 1, 2013 Jun Ye and Kien A. Hua (UCF) 3D directional spatial relationships
More informationSpring 2009 Prof. Hyesoon Kim
Spring 2009 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on
More informationlecture 21 volume rendering - blending N layers - OpenGL fog (not on final exam) - transfer functions - rendering level surfaces
lecture 21 volume rendering - blending N layers - OpenGL fog (not on final exam) - transfer functions - rendering level surfaces - 3D objects Clouds, fire, smoke, fog, and dust are difficult to model with
More informationOpenCL Implementation Of A Heterogeneous Computing System For Real-time Rendering And Dynamic Updating Of Dense 3-d Volumetric Data
OpenCL Implementation Of A Heterogeneous Computing System For Real-time Rendering And Dynamic Updating Of Dense 3-d Volumetric Data Andrew Miller Computer Vision Group Research Developer 3-D TERRAIN RECONSTRUCTION
More information8/5/2012. Introduction. Transparency. Anti-Aliasing. Applications. Conclusions. Introduction
Introduction Transparency effects and applications Anti-Aliasing impact in the final image Why combine Transparency with Anti-Aliasing? Marilena Maule João Comba Rafael Torchelsen Rui Bastos UFRGS UFRGS
More informationCHAPTER 1 Graphics Systems and Models 3
?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........
More informationIntroduction to Visualization and Computer Graphics
Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective
More informationFirst Steps in Hardware Two-Level Volume Rendering
First Steps in Hardware Two-Level Volume Rendering Markus Hadwiger, Helwig Hauser Abstract We describe first steps toward implementing two-level volume rendering (abbreviated as 2lVR) on consumer PC graphics
More informationEnhancing Traditional Rasterization Graphics with Ray Tracing. March 2015
Enhancing Traditional Rasterization Graphics with Ray Tracing March 2015 Introductions James Rumble Developer Technology Engineer Ray Tracing Support Justin DeCell Software Design Engineer Ray Tracing
More informationSpring 2011 Prof. Hyesoon Kim
Spring 2011 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on
More informationScientific Visualization
Scientific Visualization Dr. Ronald Peikert Summer 2007 Ronald Peikert SciVis 2007 - Introduction 1-1 Introduction to Scientific Visualization Ronald Peikert SciVis 2007 - Introduction 1-2 What is Scientific
More informationEnzo-P / Cello. Scalable Adaptive Mesh Refinement for Astrophysics and Cosmology. San Diego Supercomputer Center. Department of Physics and Astronomy
Enzo-P / Cello Scalable Adaptive Mesh Refinement for Astrophysics and Cosmology James Bordner 1 Michael L. Norman 1 Brian O Shea 2 1 University of California, San Diego San Diego Supercomputer Center 2
More informationDeep Opacity Maps. Cem Yuksel and John Keyser Texas A&M University
Deep Opacity Maps Cem Yuksel and John Keyser Texas A&M University Deep Opacity Maps Real-time semi-transparent shadows for hair Outline Previous Work & Motivation Deep Opacity Maps Implementation Results
More informationVolume Visualization
Volume Visualization Part 1 (out of 3) Overview: Volume Visualization Introduction to volume visualization On volume data Surface vs. volume rendering Overview: Techniques Simple methods Slicing, cuberille
More informationPhotorealism: Ray Tracing
Photorealism: Ray Tracing Reading Assignment: Chapter 13 Local vs. Global Illumination Local Illumination depends on local object and light sources only Global Illumination at a point can depend on any
More informationMany rendering scenarios, such as battle scenes or urban environments, require rendering of large numbers of autonomous characters.
1 2 Many rendering scenarios, such as battle scenes or urban environments, require rendering of large numbers of autonomous characters. Crowd rendering in large environments presents a number of challenges,
More information11/1/13. Visualization. Scientific Visualization. Types of Data. Height Field. Contour Curves. Meshes
CSCI 420 Computer Graphics Lecture 26 Visualization Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 2.11] Jernej Barbic University of Southern California Scientific Visualization
More information