GPGPU Applications. for Hydrological and Atmospheric Simulations. and Visualizations on the Web. Ibrahim Demir
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1 GPGPU Applications for Hydrological and Atmospheric Simulations and Visualizations on the Web Ibrahim Demir
2 Big Data We are collecting and generating data on a petabyte scale (1Pb = 1,000 Tb = 1M Gb) Data contains valuable information that can drive insights and discoveries It can be difficult to access, manage, and generate knowledge and decisions from this big data
3 Web 3.0 and GPU JS x Multicore CPU/GPU Big Data Analytics Desktop-like Games Scientific Visualization Image / Video Processing Augmented / Immersive Reality NVIDIA Titan X 5760 Cuda Cores 8 TFLOPs compute power
4 Computing on the Web CPU-based Computations JavaScript (parallel / multi-core) SIMD.js ASM.js GPU-based Computations WebCL WebGL
5 JavaScript Pure JavaScript x speed improvement Parallel JavaScript Web Workers / Multi-core CPU Background Thread / window-less tab Distributed volunteer computing applications on the client side
6 SIMD.js SIMD stands for Single Instruction Multiple Data, and for performing operations on multiple data elements, in parallel. SIMD.js is a new API being developed by Intel, Google, and Mozilla. One of the uses of SIMD is to accelerate processing of large arrays of data. SIMD.js will accelerate a wide range of demanding applications today, including games, video and audio manipulation, scientific simulations, and more, on the web.
7 ASM.js ASM.JS is a highly optimized subset of JS designed to provide near-native application performance in a browser, and well suited for any computationally intensive task.
8 WebCL WebCL (Web Computing Language) is a JavaScript binding to OpenCL for parallel computing within any compatible web browser without plug-ins. WebCL allows web applications to actualize speed with multi-core CPUs and GPUs; this intends to make computationally intensive programs feasible in the browser, e.g. physics engines, canvas element and video editing. WebCL is designed and maintained by the Khronos Group. The completed specification for WebCL 1.0 was released on March 19, 2014.
9 WebGL WebGL is a powerful part of the new HTML5 standard, bringing graphics card capabilities directly to the browser. To get WebGL to perform scientific calculations, simply trick GPU by pretending that it is rendering graphics. GPU executes Fragment Shader for every pixel of output image after geometry rasterization to calculate resulting colors. For GPGPU calculations, put your functions here, and calculate a new value of a simulation cell represented by a texture pixel.
10 GPGPU
11 What is GPGPU? The GPGPU is General Purpose computing on GPUs. GPGPU operates by using graphics methods and primitives to perform general purpose computations. For example, textures are used as memory, while shaders are programmed to be used as kernels, which are computed on each graphics primitive.
12 40m grid cells 90m res. WATERSHED DELINEATION 150mb terrain raster data converted to 5mb custom image data 9 directions
13 Video INSTANT WATERSHED DELINEATION OFFLINE
14 40m grid cells 90m resolution 150mb terrain raster data converted to 5mb custom image data 9 directions Dynamic texture size Data in multi color channels Multi level processing in each iteration WEBGL WATERSHED DELINEATION SHADER
15 WEBGL WATERSHED DELINEATION SHADER
16 FLOOD VISUALIZER Reflections and refractions Ambient occlusion Height-field water simulation Shadows
17 Video IMMERSIVE FLOOD VISUALIZER REALISTIC
18 FLOW VISUALIZATION DYNAMIC DATA HIGH-RESOLUTION
19 FLOW VISUALIZATION Video DYNAMIC DATA HIGH-RESOLUTION
20 VIRTUAL REALITY GAME PHYSICS Levee/Dam Dynamic Objects River System Static Objects
21 VIRTUAL REALITY GAME PHYSICS Levee/Dam Video Dynamic Objects River System Static Objects
22 Webcam MARKER DETECTION AUGMENTED REALITY Augmented Projection Marker
23 Table Augmented Projection Marker MARKER DETECTION AUGMENTED REALITY
24 Table Augmented Projection Video Marker MARKER DETECTION AUGMENTED REALITY
25 HEADS-UP DISPLAY IMMERSIVE REALITY Distorted Projection of Scene
26 HEADS-UP DISPLAY IMMERSIVE REALITY Distorted Projection of Scene Video
27 Controls and Interaction Gesture Tracking Motion Tracking Remote Interaction MOTION TRACKING GESTURE CONTROLS
28 Large Scale Geospatial Data Visualization
29 3-DIMENSIONAL FLOOD MAP FLIGHT SIMULATOR REMOTE INTERACTION
30 FLOOD MAP FLIGHT SIMULATOR Video 3-D ENGAGING REMOTE INTERACTION
31 Rainfall Maps
32 550 hours (2200 steps) of data 3D PERSPECTIVE VIEW RAINFALL & RIVER DRAINAGE
33 550 hours (2200 steps) of data Video 3D PERSPECTIVE VIEW RAINFALL & RIVER DRAINAGE
34 SPECIAL GRID WEBGL + GPU RAINFALL PRODUCT DATA BROWSER
35 Iowa Flood Information System
36 Thank you Questions Ibrahim Demir uiowa.edu
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