Now showing items 1-11 of 11

    • EGPGV 2016: Frontmatter 

      Enrico Gobbetti; Wes Bethel (Eurographics Association, 2016)
    • Interacting with Large Distributed Datasets Using Sketch 

      Budiu, Mihai; Isaacs, Rebecca; Murray, Derek; Plotkin, Gordon; Barham, Paul; Al-Kiswany, Samer; Boshmaf, Yazan; Luo, Qingzhou; Andoni, Alexandr (The Eurographics Association, 2016)
      We present Sketch, a library and a distributed runtime for building interactive tools for exploring large datasets, distributed across multiple machines. We have built several applications using Sketch; here we describe a ...
    • High-Performance Mesh Partitioning and Ghost Cell Generation for Visualization Software 

      Biddiscombe, John (The Eurographics Association, 2016)
      Post-processing large datasets efficiently in parallel requires good load balancing of geometry supplied to the visualization pipeline. When datasets are not pre-partitioned or cannot be read back from simulation output ...
    • Web-enabled Server-based and Distributed Real-time Ray-Tracing 

      Tamm, Georg; Slusallek, Philipp (The Eurographics Association, 2016)
      As browsers expand their functionality, they continuously act as a platform for portable application development within a web page. To bring interactive 3D graphics closer to the web developer, frameworks allowing a ...
    • Adaptive Collision Culling for Large-Scale Simulations by a Parallel Sweep and Prune Algorithm 

      Capannini, Gabriele; Larsson, Thomas (The Eurographics Association, 2016)
      We propose a parallel Sweep and Prune algorithm that solves the dynamic box intersection problem in three dimensions. It scales up to very large datasets, which makes it suitable for broad phase collision detection in ...
    • External Facelist Calculation with Data-Parallel Primitives 

      Lessley, Brenton; Binyahib, Roba; Maynard, Robert; Childs, Hank (The Eurographics Association, 2016)
      External facelist calculation on three-dimensional unstructured meshes is used in scientific visualization libraries to efficiently render the results of operations such as clipping, interval volumes, and material boundaries. ...
    • Parallel Spatial Splits in Bounding Volume Hierarchies 

      Fuetterling, Valentin; Lojewski, Carsten; Pfreundt, Franz-Josef; Ebert, Achim (The Eurographics Association, 2016)
      Bounding volume hierarchies (BVH) are essential for efficient ray tracing. In time-constrained situations such as real-time or large model visualization, fast construction of BVHs usually compromises hierarchy quality, ...
    • A Scalable Streamline Generation Algorithm Via Flux-Based Isocontour Extraction 

      Biswas, Ayan; Strelitz, Richard; Woodring, Jonathan; Chen, Chun-Ming; Shen, Han-Wei (The Eurographics Association, 2016)
      Streamlines are commonly used for visualizing flow fields, but particle-tracing based streamline computation usually does not scale well as the data size and complexity increase. Large flow simulations like global ocean ...
    • Dynamic Work Packages in Parallel Rendering 

      Steiner, David; Paredes, Enrique G.; Eilemann, Stefan; Pajarola, Renato (The Eurographics Association, 2016)
      Interactive visualizations of large-scale datasets can greatly benefit from parallel rendering on a cluster with hardware accelerated graphics by assigning all rendering client nodes a fair amount of work each. However, ...
    • Data Mining Tornadogenesis Precursors 

      Foss, Greg; McGovern, Amy; Potvin, Corey; Abram, Greg; Bowen, Anne; Hulkoti, Neena; Kaul, Arnav (The Eurographics Association, 2016)
      We investigate the value of 3-D visualization to data mining techniques for identifying tornadogenesis precursors in supercell thunderstorm simulations. We've found results will assist defining storm objects extracted and ...
    • Dynamically Scheduled Region-Based Image Compositing 

      Grosset, A. V. Pascal; Knoll, Aaron; Hansen, Charles (The Eurographics Association, 2016)
      Algorithms for sort-last parallel volume rendering on large distributed memory machines usually divide a dataset equally across all nodes for rendering. Depending on the features that a user wants to see in a dataset, all ...