EGPGV13: Eurographics Symposium on Parallel Graphics and Visualization
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Browsing EGPGV13: Eurographics Symposium on Parallel Graphics and Visualization by Subject "Hardware Architecture"
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Item Analysis of Cache Behavior and Performance of Different BVH Memory Layouts for Tracing Incoherent Rays(The Eurographics Association, 2013) Wodniok, Dominik; Schulz, Andre; Widmer, Sven; Goesele, Michael; Fabio Marton and Kenneth MorelandWith CPUs moving towards many-core architectures and GPUs becoming more general purpose architectures, path tracing can now be well parallelized on commodity hardware. While parallelization is trivial in theory, properties of real hardware make efficient parallelization difficult, especially when tracing incoherent rays. We investigate how different bounding volume hierarchy (BVH) and node memory layouts as well as storing the BVH in different memory areas impacts the ray tracing performance of a GPU path tracer. We optimize the BVH layout using information gathered in a pre-processing pass applying a number of different BVH reordering techniques. Depending on the memory area and scene complexity, we achieve moderate speedups.Item In Situ Pathtube Visualization with Explorable Images(The Eurographics Association, 2013) Ye, Yucong; Miller, Robert; Ma, Kwan-Liu; Fabio Marton and Kenneth MorelandIn situ processing is considered to be the most plausible data analysis and visualization solution for extreme-scale simulations. Explorable images were introduced as an in situ visualization method to enable interactive exploration of scalar field data without need for access to the massive original data and a powerful computer. We present a technique for in situ generation of explorable images for the visualization of vector field data without incurring additional inter-processor communication during simulation. We demonstrate this technique for pathtube generation on a variety of large datasets. The resulting pathtube visualization succinctly captures the flow structure over the full time span of the simulation. Users may explore the vector field structure through the generated images by changing the view angle, generating block cutaways, adjusting lighting, or changing transfer functions to recolor pathtubes or provide partial transparency.Item VtkSMP: Task-based Parallel Operators for VTK Filters(The Eurographics Association, 2013) Ettinger, Mathias; Broquedis, F.; Gautier, T.; Ploix, S.; Raffin, Bruno; Fabio Marton and Kenneth MorelandNUMA nodes are potentially powerful but taking benefit of their capabilities is challenging due to their architecture (multiple computing cores, advanced memory hierarchy). They are nonetheless one of the key components to enable processing the ever growing amount of data produced by scientific simulations. In this paper we study the parallelization of patterns commonly used in VTK algorithms and propose a new multithreaded plugin for VTK that eases the development of parallel multi-core VTK filters. We specifically focus on task-based approaches and show that with a limited code refactoring effort we can take advantage of NUMA node capabilities. We experiment our patterns on a transform filter, base isosurface extraction filter and a min/max tree accelerated isosurface extraction. We support 3 programming environments, OpenMP, Intel TBB and X-KAAPI, and propose different algorithmic refinements according to the capabilities of the target environment. Results show that we can speed execution up to 30 times on a 48-core machine.