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Large volume visualization of compressed time-dependent datasets on GPU clusters

机译:在GPU群集上对依赖于时间的压缩数据集进行大量可视化

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摘要

We describe a system for the texture-based direct volume visualization of large data sets on a PC cluster equipped with GPUs. The data is partitioned into volume bricks in object space, and the intermediate images are combined to a final picture in a sort-last approach. Hierarchical wavelet compression is applied to increase the effective size of volumes that can be handled. An adaptive rendering mechanism takes into account the viewing parameters and the properties of the data set to adjust the texture resolution and number of slices. We discuss the specific issues of this adaptive and hierarchical approach in the context of a distributed memory architecture and present corresponding solutions. Furthermore, our compositing scheme takes into account the footprints of volume bricks to minimize the costs for reading from framebuffer, network communication, and blending. A detailed performance analysis is provided for several network, CPU, and GPU architectures—and scaling characteristics of the parallel system are discussed. For example, our tests on a eight-node AMD64 cluster with InfiniBand show a rendering speed of 6 frames per second for a 2048 x 1024 x 1878 data set on a 1024~2 viewport.
机译:我们描述了一种用于在配备GPU的PC群集上对大型数据集进行基于纹理的直接体积可视化的系统。数据被划分为对象空间中的体块,并且中间图像以后排排序的方式组合为最终图片。应用分层小波压缩来增加可以处理的卷的有效大小。自适应渲染机制会考虑查看参数和数据集的属性,以调整纹理分辨率和切片数量。我们在分布式内存体系结构的上下文中讨论这种自适应和分层方法的特定问题,并提出相应的解决方案。此外,我们的合成方案考虑了体积块的占用空间,以最大程度地减少读取帧缓冲区,网络通信和混合的成本。提供了针对几种网络,CPU和GPU架构的详细性能分析,并讨论了并行系统的扩展特性。例如,我们在具有InfiniBand的八节点AMD64群集上进行的测试显示,对于1024〜2视口上的2048 x 1024 x 1878数据集,渲染速度为每秒6帧。

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