EuroVisShort2015
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Browsing EuroVisShort2015 by Subject "Graphics Systems"
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Item Dynamic Scheduling for Progressive Large-Scale Visualization(The Eurographics Association, 2015) Flatken, Markus; Berres, Anne; Merkel, Jonas; Hotz, Ingrid; Gerndt, Andreas; Hagen, Hans; E. Bertini and J. Kennedy and E. PuppoThe ever-increasing compute capacity of high-performance systems enables scientists to simulate physical phenomena with a high spatial and temporal accuracy. Thus, the simulation output can yield dataset sizes of many terabytes. An efficient analysis and visualization process becomes very difficult especially for explorative scenarios where users continuously change input parameters. Using a distributed rendering pipeline may relieve the visualization frontend considerably but is often not sufficient. Therefore, we additionally propose a progressive data streaming and rendering approach. The main contribution of our method is the importance-guided order of data processing for block structured datasets. This requires a dynamic scheduling of data chunks on the parallel post-processing system which has been implemented by using an R-Tree. In this paper, we demonstrate the efficiency of our implementation for view-dependent feature extraction with varying viewpoints.Item Exploratory Performance Analysis and Tuning of Parallel Interactive Volume Visualization on Large Displays(The Eurographics Association, 2015) Panagiotidis, Alexandros; Frey, Steffen; Ertl, Thomas; E. Bertini and J. Kennedy and E. PuppoWe present an exploratory approach to performance analysis and tuning of interactive parallel volume visualization for large displays. While traditional approaches target non-interactive applications and focus on separate specialized views for post-mortem performance analysis, we show metrics from the GPU and volume ray casting together with the volume visualization and allow users to interact with both of them simultaneously. With this, users can explore the data set together with the corresponding metrics to investigate both the visual and the performance impact of different parameter settings jointly, like camera position, sampling density, or acceleration technique. In particular, this supports parameter tuning by providing the user not only with timings and quality measures, but also internal metrics from the GPU and the ray caster that help to understand the connection between parameter settings and their induced outcome. We demonstrate the usage and utility of our approach for performance analysis and tuning at the example of distributed volume ray casting for a high-resolution powerwall with the goal to achieve interactive frame rates with the best possible image quality.Item State of the Art in Mobile Volume Rendering on iOS Devices(The Eurographics Association, 2015) Schiewe, Alexander; Anstoots, Mario; Krüger, Jens; E. Bertini and J. Kennedy and E. PuppoThe ubiquity of ever-increasing computing power with mobile devices has put last generation desktop-grade hardware in everyone's palms. Mobile computing hardware is rapidly approaching today's desktop-grade hardware capabilities enabling applications of advanced rendering algorithms to previously untouched environments such as medical care. Recent developments in graphics APIs have introduced novel low-level APIs such as AMD's Mantle API for desktops and Apple's Metal API for mobile hardware. Microsoft's DirectX 12 and the OpenGL successor Vulkan will be available in the near future. AAA game titles were announced for which publishers see an advantage-as promised by the creators of the new APIs-over traditional portable implementations. The new APIs are mostly advertised to allow for more draw-calls per frame compared to for example, OpenGL-based solutions. Visualization algorithms and in particular direct volume rendering do not exhibit a significant amount of draw-calls as a bottleneck. This work evaluates and highlights the utility of recent low-level APIs for mobile devices and puts them into perspective with available alternatives.Item WebGL-Enabled Remote Visualization of Smoothed Particle Hydrodynamics Simulations(The Eurographics Association, 2015) Chandler, Jennifer; Obermaier, Harald; Joy, Kenneth I.; E. Bertini and J. Kennedy and E. PuppoLarge-scale simulations are often performed on machines without the necessary graphics hardware for visualization. Transferring full resolution data to a suitable machine for visualization is impractical and undesirable. We investigate solutions to the remote visualization problem for large-scale Smoothed Particle Hydrodynamics (SPH) simulations. Previous remote visualization strategies for SPH perform rendering on the server side and send rendered images to the client viewer. These approaches suffer from delays due to network latency in sending entire images every frame and adversely affect interactive visual data analysis. WebGL enables hardware acceleration for rendering in the browser. We combine WebGL volume rendering rendering with data compression and intelligent streaming to provide a fast and flexible remote visualization solution for SPH simulations, which enables easier access to simulations for analysis and sharing of data.