Visualization of Large Non-Trivially Partitioned Unstructured Data with Native Distribution on High-Performance Computing Systems

Interactively visualizing large finite element simulation data on High-Performance Computing (HPC) systems poses several difficulties. Some of these relate to unstructured data, which, even on a single node, is much more expensive to render compared to structured volume data. Worse yet, in the data...

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Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - PP(2024) vom: 15. Juli
1. Verfasser: Sahistan, Alper (VerfasserIn)
Weitere Verfasser: Demirci, Serkan, Wald, Ingo, Zellmann, Stefan, Barbosa, Joao, Morrical, Nate, Gudukbay, Ugur
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2024
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Journal Article
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520 |a Interactively visualizing large finite element simulation data on High-Performance Computing (HPC) systems poses several difficulties. Some of these relate to unstructured data, which, even on a single node, is much more expensive to render compared to structured volume data. Worse yet, in the data parallel rendering context, such data with highly non-convex spatial domain boundaries will cause rays along its silhouette to enter and leave a given rank's domains at different distances. This straddling, in turn, poses challenges for both ray marching, which usually assumes successive elements to share a face, and compositing, which usually assumes a single fragment per pixel per rank. We holistically address these issues using a combination of three inter-operating techniques: first, we use a highly optimized GPU ray marching technique that, given an entry point, can march a ray to its exit point with highperformance by exploiting an exclusive-or (XOR) based compaction scheme. Second, we use hardware-accelerated ray tracing to efficiently find the proper entry points for these marching operations. Third, we use a "deep" compositing scheme to properly handle cases where different ranks' ray segments interleave in depth. We use GPU-to-GPU remote direct memory access (RDMA) to achieve interactive frame rates of 10-15 frames per second and higher for our motivating use case, the Fun3D NASA Mars Lander 
650 4 |a Journal Article 
700 1 |a Demirci, Serkan  |e verfasserin  |4 aut 
700 1 |a Wald, Ingo  |e verfasserin  |4 aut 
700 1 |a Zellmann, Stefan  |e verfasserin  |4 aut 
700 1 |a Barbosa, Joao  |e verfasserin  |4 aut 
700 1 |a Morrical, Nate  |e verfasserin  |4 aut 
700 1 |a Gudukbay, Ugur  |e verfasserin  |4 aut 
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