Now showing items 109-128 of 236

    • "Kilauea" - Parallel Global Illumination Renderer 

      Kato, Toshi; Saito, Jun (The Eurographics Association, 2002)
      Kilauea is a revolutionary parallel renderer developed at Square USA. The goal of the R&D effort was to create a renderer which can compute global illumination on extremely complex scenes by using affordable PC cluster. ...
    • La VALSE: Scalable Log Visualization for Fault Characterization in Supercomputers 

      Guo, Hanqi; Di, Sheng; Gupta, Rinku; Peterka, Tom; Cappello, Franck (The Eurographics Association, 2018)
      We design and implement La VALSE-a scalable visualization tool to explore tens of millions of records of reliability, availability, and serviceability (RAS) logs-for IBM Blue Gene/Q systems. Our tool is designed to meet ...
    • Large-Scale Parallel Visualization of Particle-Based Simulations using Point Sprites and Level-Of-Detail 

      Rizzi, Silvio; Hereld, Mark; Insley, Joseph; Papka, Michael E.; Uram, Thomas; Vishwanath, Venkatram (The Eurographics Association, 2015)
      Recent large-scale particle-based simulations are generating vast amounts of data posing a challenge to visualization algorithms. One possibility for addressing this challenge is to map particles into a regular grid for ...
    • Light Propagation Maps on Parallel Graphics Architectures 

      Gruson, Adrien; Patil, Ajit Hakke; Cozot, Remi; Bouatouch, Kadi; Pattanaik, Sumanta (The Eurographics Association, 2012)
      Light going through a participating medium like smoke can be scattered or absorbed by every point in the medium. To accurately render such a medium we must compute the radiance resulting at every point inside the medium ...
    • Load Balancing Utilizing Data Redundancy in Distributed Volume Rendering 

      Frey, Steffen; Ertl, Thomas (The Eurographics Association, 2011)
      In interactive volume rendering, the cost for rendering a certain block of the volume strongly varies with dynamically changing parameters (most notably the camera position and orientation). In distributed environments ...
    • Load-Balanced Isosurfacing on Multi-GPU Clusters 

      Martin, Steven; Shen, Han-Wei; McCormick, Patrick (The Eurographics Association, 2010)
      Isosurface extraction is a common technique applied in scientific visualization. Increasing sizes of volumes over which isosurfacing is to be applied combined with increasingly hierarchical parallel architectures present ...
    • Load-Balanced Multi-GPU Ambient Occlusion for Direct Volume Rendering 

      Ancel, Alexandre; Dischler, Jean-Michel; Mongenet, Catherine (The Eurographics Association, 2012)
      Ambient occlusion techniques were introduced to improve data comprehension by bringing soft fading shadows to the visualization of 3D datasets. They consist in attenuating light by considering the occlusion resulting from ...
    • Machine Learning-Based Autotuning for Parallel Particle Advection 

      Schwartz, Samuel D.; Childs, Hank; Pugmire, David (The Eurographics Association, 2021)
      Data-parallel particle advection algorithms contain multiple controls that affect their execution characteristics and performance, in particular how often to communicate and how much work to perform between communications. ...
    • Massive Data Pre-Processing with a Cluster Based Approach 

      Borgo, R.; Pascucci, V.; Scopigno, R. (The Eurographics Association, 2004)
      Data coming from complex simulation models reach easily dimensions much greater than available computational resources. Visualization of such data still represents the most intuitive and effective tool for scientific ...
    • Massively Parallel Large Scale Inundation Modelling 

      Rak, Arne; Guthe, Stefan; Mewis, Peter (The Eurographics Association, 2022)
      Over the last 20 years, flooding has been the most common natural disaster, accounting for 44.7% of all disasters, affecting about 1.65 billion people worldwide and causing roughly 105 thousand deaths†. In contrast to other ...
    • Memory-Efficient On-The-Fly Voxelization of Particle Data 

      Zirr, Tobias; Dachsbacher, Carsten (The Eurographics Association, 2015)
      In this paper we present a novel GPU-friendly real-time voxelization technique for rendering homogeneous media that is defined by particles, e.g. fluids obtained from particle-based simulations such as Smoothed Particle ...
    • Memory-Savvy Distributed Interactive Ray Tracing 

      DeMarle, David E.; Gribble, Christiaan P.; Parker, Steven G. (The Eurographics Association, 2004)
      Interactive ray tracing in a cluster environment requires paying close attention to the constraints of a loosely coupled distributed system. To render large scenes interactively, memory limits and network latency must be ...
    • Mining the Human Genome using Virtual Reality 

      Stolk, Bram; Abdoelrahman, Faizal; Koning, Anton; Wielinga, Paul (The Eurographics Association, 2002)
      The analysis of genomic data and integration of diverse biological data sources has become increasingly difficult for researches in the life sciences. This problem is exacerbated by the speed with which new data is gathered ...
    • Moment-Based Opacity Optimization 

      Zeidan, Mahmoud; Rapp, Tobias; Peters, Christoph; Dachsbacher, Carsten (The Eurographics Association, 2020)
      Geometric structures such as points, lines, and surfaces play a vital role in scientific visualization. However, these visualizations frequently suffer from visual clutter that hinders the inspection of important features ...
    • MPI-hybrid Parallelism for Volume Rendering on Large, Multi-core Systems 

      Howison, Mark; Bethel, E. Wes; Childs, Hank (The Eurographics Association, 2010)
      This work studies the performance and scalability characteristics of hybrid parallel programming and execution as applied to raycasting volume rendering a staple visualization algorithm on a large, multi-core platform. ...
    • Multi-Frame Rate Volume Rendering 

      Hauswiesner, Stefan; Kalkofen, Denis; Schmalstieg, Dieter (The Eurographics Association, 2010)
      This paper presents multi-frame rate volume rendering, an asynchronous approach to parallel volume rendering. The workload is distributed over multiple GPUs in such a way that the main display device can provide high frame ...
    • Multi-GPU Image-based Visual Hull Rendering 

      Hauswiesner, Stefan; Khlebnikov, Rostislav; Steinberger, Markus; Straka, Matthias; Reitmayr, Gerhard (The Eurographics Association, 2012)
      Many virtual mirror and telepresence applications require novel viewpoint synthesis with little latency to user motion. Image-based visual hull (IBVH) rendering is capable of rendering arbitrary views from segmented images ...
    • Multi-GPU Sort-Last Volume Visualization 

      Marchesin, Stéphane; Mongenet, Catherine; Dischler, Jean-Michel (The Eurographics Association, 2008)
      In this paper, we propose an experimental study of an inexpensive off-the-shelf sort-last volume visualization architecture based upon multiple GPUs and a single CPU. We show how to efficiently make use of this architecture ...
    • Multi-layered Image Caching for Distributed Rendering of Large Multiresolution Datasets 

      Strasser, Jonathan; Pascucci, Valerio; Ma, Kwan-Lui (The Eurographics Association, 2006)
      The capability to visualize large volume datasets has applications in a myriad of scientific fields. This paper presents a large data visualization solution in the form of distributed, multiresolution, progressive processing. ...
    • A Multi-thread Safe Foundation for Scene Graphs and its Extension to Clusters 

      Voß, G.; Behr, J.; Reiners, D.; Roth, M. (The Eurographics Association, 2002)
      One of the main shortcomings of current scene graphs is their inability to support multi-thread safe data structures. This work describes the general framework used by the OpenSG scene graph system to enable multiple ...