Ray tracing and volume rendering large molecular data on multi-core and many-core architectures

Author(s):  
Aaron Knoll ◽  
Ingo Wald ◽  
Paul A. Navrátil ◽  
Michael E. Papka ◽  
Kelly P. Gaither
2012 ◽  
Vol 542-543 ◽  
pp. 1434-1437
Author(s):  
Xiao Ping Xiao ◽  
Zi Sheng Li ◽  
Wei Gong

Aiming at the problem that rendering 3D Julia sets on CPU is slowly, a method of rendering 3D Julia sets on GPU is presented in this paper. After introducing the advantages of GPU and the operations of quaternion, the generating process of 3D Julia sets is discussed in detail. Ray tracing volume rendering algorithm is applied to obtain high quality 3D Julia sets, and escaping time algorithm is used to generate the discreet data of Julia sets, of which normal is estimated according to the original of ray and accelerated by using unbounding sphere algorithm, and the graphics examples are given to illustrate this algorithm. Finally, the factors of affecting rendering speed and refined effect are summarized. The results show that the speed of 3D Julia sets rendering on GPU is much faster than CPU, and the interactivity of rendering process is also enhanced.


2020 ◽  
Author(s):  
Stefan Zellmann

<div><div><div><p>We propose an image warping-based remote rendering technique for volumes that decouples the rendering and display phases. Our work builds on prior work that samples the volume on the client using ray casting and reconstructs a z-value based on some heuristic. The color and depth buffer are then sent to the client that reuses this depth image as a stand-in for subsequent frames by warping it according to the current camera position until new data was received from the server. We augment that method by implementing the client renderer using ray tracing. By representing the pixel contributions as spheres, this allows us to effectively vary their footprint based on the distance to the viewer, which we find to give better results than point-based rasterization when applied to volumetric data sets.</p></div></div></div>


2021 ◽  
Author(s):  
Mehmet Oguz Derin ◽  
Takahiro Harada ◽  
Yusuke Takeda ◽  
Yasuhiro Iba
Keyword(s):  

Author(s):  
E Wes Bethel ◽  
Mark Howison

Given the computing industry trend of increasing processing capacity by adding more cores to a chip, the focus of this work is tuning the performance of a staple visualization algorithm, raycasting volume rendering, for shared-memory parallelism on multi-core CPUs and many-core GPUs. Our approach is to vary tunable algorithmic settings, along with known algorithmic optimizations and two different memory layouts, and measure performance in terms of absolute runtime and L2 memory cache misses. Our results indicate there is a wide variation in runtime performance on all platforms, as much as 254% for the tunable parameters we test on multi-core CPUs and 265% on many-core GPUs, and the optimal configurations vary across platforms, often in a non-obvious way. For example, our results indicate the optimal configurations on the GPU occur at a crossover point between those that maintain good cache utilization and those that saturate computational throughput. This result is likely to be extremely difficult to predict with an empirical performance model for this particular algorithm because it has an unstructured memory access pattern that varies locally for individual rays and globally for the selected viewpoint. Our results also show that optimal parameters on modern architectures are markedly different from those in previous studies run on older architectures. In addition, given the dramatic performance variation across platforms for both optimal algorithm settings and performance results, there is a clear benefit for production visualization and analysis codes to adopt a strategy for performance optimization through auto-tuning. These benefits will likely become more pronounced in the future as the number of cores per chip and the cost of moving data through the memory hierarchy both increase.


2009 ◽  
Vol 15 (6) ◽  
pp. 1563-1570 ◽  
Author(s):  
M. Smelyanskiy ◽  
D. Holmes ◽  
J. Chhugani ◽  
A. Larson ◽  
D.M. Carmean ◽  
...  

2020 ◽  
Author(s):  
Stefan Zellmann

<div><div><div><p>We propose an image warping-based remote rendering technique for volumes that decouples the rendering and display phases. Our work builds on prior work that samples the volume on the client using ray casting and reconstructs a z-value based on some heuristic. The color and depth buffer are then sent to the client that reuses this depth image as a stand-in for subsequent frames by warping it according to the current camera position until new data was received from the server. We augment that method by implementing the client renderer using ray tracing. By representing the pixel contributions as spheres, this allows us to effectively vary their footprint based on the distance to the viewer, which we find to give better results than point-based rasterization when applied to volumetric data sets.</p></div></div></div>


2019 ◽  
Author(s):  
Adrianno Sampaio ◽  
Alexandre Sena ◽  
Alexandre Nery
Keyword(s):  

A renderização de imagens é uma importante área da computação gráfica, sendo aplicável a diversas áreas como jogos, visualização arquitetônica, cinema, entre outras. Atualmente a renderização de imagens realistas é um dos principais desafios, especialmente para aplicações em tempo real, sendo a maior dificuldade balancear entre realismo e desempenho computacional. O método de Ray-Tracing tem sido um dos principais algoritmos utilizados para a geração de imagens realistas por sua naturalidade ao modelar fenômenos ópticos com precisão, porém sua desvantagem é o seu alto custo computacional. Diversos algoritmos e plataformas de hardware têm sido utilizados até o momento para melhorar o desempenho deste algoritmo, porém soluções com arquiteturas baseadas em Many-core ou GPUs possuem um alto consumo energético apesar do desempenho obtido. Assim, o objetivo deste trabalho é propor um sistema heterogêneo CPU-FPGA em uma placa embarcada de baixo custo energético, e analisar seu ganho de desempenho, escalabilidade e balanceamento de carga entre recursos computacionais renderizando diferentes tamanhos de imagens.


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