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Interactive
Methods for Effective Particle Visualization
Christiaan P. Gribble
PhD Dissertation, School of
Computing, University of Utah, December 2006
Particle-based simulation methods are used to model complex phenomena
in many computational science and engineering applications.
Effective visualization of the resulting state communicates subtle
changes in the three-dimensional structure, spatial organization, and
qualitative trends within the data as a simulation evolves, as well as
enables easier navigation and exploration of the data through
interactivity. As particle-based simulations continue to grow in
size and complexity, effective visualization becomes increasingly
problematic. The sheer size of these datasets make interactive
visualization a difficult task, while the intricacies of complex data
are difficult to convey sensibly.
This dissertation combines and extends knowledge in computer graphics,
scientific visualization, and visual perception to enhance the ability
to efficiently and effectively visualize particle-based simulation
data. We first introduce two interactive visualization algorithms
that render large, time-varying particle datasets at highly interactive
rates on current and upcoming desktop computing platforms. Then,
to motivate the use of effects from global illumination in particle
visualization, we describe a psychophysical user study that examines
the impact of two advanced shading models on the ability to detect
subtle differences between particle configurations. Finally, we
introduce two algorithms that make the use of effects from global
illumination practical for an interactive particle visualization
process.
The results of this research demonstrate the feasibility of rendering
large, time-varying particle datasets at highly interactive rates on
desktop computer systems. The interactive visualization
algorithms improve performance and make interactive systems more
accessible. This dissertation also demonstrates both the
importance and feasibility of using advanced shading models in an
interactive particle visualization process. The user study shows
that effects from global illumination can be perceptually beneficial,
while the practical global illumination algorithms demonstrate that
advanced shading models can be used in an interactive setting.
The results show that the proposed algorithms enhance an investigator's
ability to perform data analysis and feature detection tasks while
maintaining the ability to interrogate large, time-varying datasets at
interactive rates.
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A
Coherent Grid Traversal Approach to Visualizing Particle-Based
Simulation Data
Christiaan P. Gribble,
Thiago Ize, Andrew Kensler, Ingo Wald, and Steven G. Parker
Poster, IEEE Symposium on
Interactive Ray Tracing, September 2006
We describe an efficient algorithm for visualizing particle-based
simulation data using fast packet-based ray tracing and multi-level
grids. In particular, we introduce optimizations that exploit the
properties of these datasets to tailor the coherent grid traversal
algorithm for particle visualization, achieving both improved
performance and reduced storage requirements. |
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Visualizing
Particle-Based Simulation Datasets on the Desktop
Christiaan P. Gribble,
Abraham J. Stephens, James E. Guilkey, and Steven G. Parker
British HCI 2006
Workshop on Combining Visualization and Interaction to Facilitate
Scientific Exploration and Discovery, September 2006
We present an approach to rendering large, time-varying particle-based
simulation datasets using programmable graphics hardware on desktop
computer systems. Particle methods are used to model a wide range
of complex phenomena, and effective visualization of the resulting data
requires communicating subtle changes in the three-dimensional
structure, spatial organization, and qualitative trends within a
simulation as it evolves, as well as allowing easier navigation and
exploration of the data through interactivity. We highlight the
critical components of our approach, and introduce an extension to the
coherent hierarchical culling algorithm that often improves temporal
coherence and leads to better average performance for time-varying
datasets. Our approach performs competitively with current
particle visualization systems based on interactive ray tracing that
require tightly coupled supercomputers. Moreover, our system runs
on hardware that is a fraction of the cost of these systems, making
particle visualization and data exploration more accessible. We
thus advance the current state-of-the-art by bringing visualization of
particle-based simulation datasets to the desktop. |
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Enhancing
Interactive Particle Visualization with Advanced Shading Models
Christiaan P. Gribble and
Steven G. Parker
ACM SIGGRAPH Third
Symposium on Applied Perception in Graphics and Visualization,
July 2006
Particle-based simulation methods are used to model a wide range of
complex phenomena and to solve time-dependent problems of various
scales. Effective visualization of the resulting state should
communicate subtle changes in the three-dimensional structure, spatial
organization, and qualitative trends within a simulation as it
evolves. We take steps toward understanding and using advanced
shading models in the context of interactive particle
visualization. Specifically, the impact of ambient occlusion and
physically based diffuse interreflection is investigated using a formal
user study. We find that these shading models provide additional
visual cues that enable viewers to better understand subtle features
within particle datasets. We also describe a visualization
process that enables interactive navigation and exploration of large
particle datasets, rendered with illumination effects from advanced
shading models. Informal feedback from application scientists
indicates that the results of this process enhance the data analysis
tasks necessary for understanding complex particle datasets.
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A Case
Study: Visualizing Material Point Method Data
James Bigler, James
Guilkey, Christiaan Gribble, Charles Hansen, and Steven Parker
Eurographics/IEEE-VGTC
Symposium on Visualization, May 2006
The Material Point Method is used for complex simulation of solid
materials represented using many individual particles.
Visualizing such data using existing polygonal or volumetric methods
does not accurately encapsulate both the particle and macroscopic
properties of the data. In this case study we present various
methods used to visualize the particle data as spheres and explain and
evaluate two methods of augmenting the visualization using silhouette
edges and advanced illumination such as ambient occlusion. We
also present informal feedback received from the application scientists
who use these methods in their workflow.
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Toward
Validation of Advanced Visualization Techniques
Christiaan P. Gribble and
Steven G. Parker
Poster, Advanced
Simulation and Computing Program
Principal Investigator's Meeting, February 2006
Effective visualization of large particle datasets requires
communicating subtle changes in three-dimensional structure as a
simulation evolves, as well as allowing easier navigation and
exploration of the data through interactivity. Typical
interactive visualization systems employ only local shading models when
rendering particle datasets. However, using an experimental
study, we demonstrate that effects from diffuse interreflection aid
viewers' comprehension of three-dimensional structure and spatial
relationships within these datasets. Using a simple matching
task, we show that diffuse interreflection, or more accurate
approximations to it, provide additional cues that enable viewers to
better understand the details of particle geometry. We also
describe a particle visualization process that takes a first step
toward making these effects practical for interactive use. We
show that this process enables interactive visualization of large
particle datasets with effects from diffuse interreflection. |
2005

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An
Experimental Design for Determining the Effects of Illumination Models
in Particle Visualization
Christiaan P. Gribble and
Steven G. Parker
Poster, ACM SIGGRAPH Second
Symposium on Applied
Perception in Graphics and Visualization, August 2005
Effective visualization of large particle datasets requires
communication of the spatial characteristics of the particles as a
simulation progresses. Typical visualization systems employ local
illumination models when rendering such data. These models rely
solely on local information and may not capture other illumination
effects that can aid attempts to comprehend the spatial characteristics
of complex particle datasets.
We submit that advanced illumination models, for example, ambient
occlusion or global illumination, help viewers better understand
complex spatial relationships within these datasets. We propose
an experimental design targeting an increased understanding of the
perceptual cues provided by advanced illumination models in the context
of particle visualization.
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Memory
Sharing for Interactive Ray Tracing on Clusters
David E. DeMarle,
Christiaan
P. Gribble, Solomon Boulos, and Steven G. Parker
Parallel Computing,
February 2005
We present recent results in the application of distributed shared
memory to image parallel ray tracing on clusters. Image parallel
rendering is traditionally limited to scenes that are small enough to
be replicated in the memory of each node, because any processor may
require access to any piece of the scene. We solve this problem by
making all of a cluster's memory available through software distributed
shared memory layers. With gigabit ethernet connections, this mechanism
is sufficiently fast for interactive rendering of multi-gigabyte
datasets. Object- and page-based distributed shared memories are
compared, and optimizations for efficient memory use are discussed.
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Practical
Global Illumination for Interactive Particle Visualization
Christiaan Gribble, James
Bigler, Steven Parker, and Charles Hansen
Poster, School of Computing Research
Day, April 2005
Particle methods are commonly used to simulate complex phenomena in
many scientific domains. Thousands or even millions of particles
are required to model a system accurately, resulting in very large,
very complex datasets. Effective visualization of this data
requires communicating subtle changes in three-dimensional structure as
the simulation evolves, as well as allowing easier navigation and
exploration of the data through interactivity. We submit that
advanced illumination models, such as ambient occlusion and global
illumination, can help viewers understand complex spatial relationships
and three-dimensional structure. The visualization method we
describe overcomes the computational limitations by removing the
illumination calculation from the interactive rendering pipeline using
preprocessing. In our method, the illumination across each
particle is sampled and compressed in a manageable set of
textures. These textures are then reconstructed and mapped to the
particles during
interactive rendering.
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2004

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Memory-Savvy
Distributed Interactive Ray Tracing
David E. DeMarle,
Christiaan
P. Gribble, and Steven G. Parker
Eurographics Symposium on
Parallel Graphics and Visualization, June 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 addressed efficiently. In this paper, we
improve previous systems by moving to a page-based distributed shared
memory layer, resulting in faster and easier access to a shared memory
space. The technique is designed to take advantage of the large virtual
memory space provided by 64-bit machines. We also examine task
reuse through decentralized load balancing and primitive reorganization
to complement the shared memory system. These techniques improve
memory coherence and are valuable when physical memory is limited.
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A
Preliminary Evaluation of the Silicon Graphics Onyx4 UltimateVision
Visualization System for Large-Scale Parallel Volume Rendering
Christiaan Gribble, Steven
Parker, and Charles Hansen
Technical report, School of Computing,
University of Utah, UUSOC-04-003,
January 2004
Many recent approaches to interactive volume rendering have focused on
leveraging the power of commodity graphics hardware. Though
currently limited to relatively small datasets, these approaches have
been overwhelmingly successful. Now, as the size of volumetric
datasets continues to grow at a rapid pace, the need for scalable
systems that can interactively visualize large-scale datasets has
emerged. Attempting to address this need, SGI, Inc. has
introduced the Silicon Graphics Onyx4 UltimateVision family of
visualization systems. We present the results of our preliminary
investigation into the utility of an 8-pipe Onyx4 system for
large-scale parallel volume rendering. The attainable frame rates
suffer from the system's slow framebuffer readback, and we have found
that an 8-node cluster of commodity computers outperforms the Onyx4.
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2003

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Distributed
Interactive Ray Tracing for Large Volume Visualization
David DeMarle, Steven
Parker, Mark Hartner, Christiaan Gribble, and
Charles Hansen
IEEE Symposium on
Parallel Visualization and Graphics, October 2003
We have constructed a distributed parallel ray tracing system that
interactively produces isosurface renderings from large data sets on a
cluster of commodity PCs. The program was derived from the SCI
Institute's interactive ray tracer (*-Ray), which utilizes small to
large shared memory platforms, such as the SGI Origin series, to
interact with very large-scale data sets. Making this approach
work efficiently on a cluster requires attention to numerous
system-level issues, especially when rendering data sets larger than
the address space of each cluster node. The rendering engine is
an image parallel ray tracer with a supervisor/workers
organization. Each node in the cluster runs a multi-threaded
application. A minimal abstraction layer on top of TCP links the
nodes, and enables asynchronous message handling. For large
volumes, render threads obtain data bricks on demand from an
object-based software distributed shared memory. Caching improves
performance by reducing the amount of data transfers for a reasonable
working set size. For large data sets, the cluster-based
interactive ray tracer performs comparably with an SGI Origin
system. We examine the parameter space of the renderer and
provide experimental results for interactive rendering of large
(7.5 GB) data sets.
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(no image)
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So
Much Data, So Little
Time...
Charles Hansen, Steven
Parker, and Christiaan Gribble
Parallel Computing:
Software Technology, Algorithms, Architectures and Applications,
September 2003
Massively parallel computer have been around for the past decade.
With the advent of such powerful resources, scientific computation
rapidly expanded the size of computational domains. With the
increased amount of data, visualization software strove to keep pace
through the implementation of parallel visualization tools and
parallel rendering leveraging the computational resources.
Tightly coupled ccNUMA parallel processors with attached graphics
adapters have shifted the research of visualization to leverage the
more unified memory architecture. Our research at the
Scientific Computing and Imaging (SCI) Institute at the University
of Utah has focused on innovative, scalable techniques for
large-scale 3D visualization. Real-time ray tracing for
isosurfacing has proven to be the most interactive method for large
scale scientific data. We have also investigated cluster-based
volume rendering leveraging multiple nodes of commodity components.
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Cluster-Based
Interactive Volume Rendering with Simian
Christiaan Gribble, Xavier
Cavin, Mark Hartner, and Charles Hansen
Technical report, School of Computing,
University of Utah, UUSOC-03-017,
September 2003
Commodity-based computer clusters offer a cost-effective alternative to
traditional large-scale, tightly coupled computers as a means to
provide high-performance computational and visualization
services. The Center for the Simulation of Accidental Fires and
Explosions (C-SAFE) at the University of Utah employs such a cluster,
and we have begun to experiment with cluster-based visualization
services. In particular, we seek to develop an interactive volume
rendering tool for navigating and visualizing large-scale scientific
datasets. Using Simian, an OpenGL volume renderer, we examine two
approaches to cluster-based interactive volume rendering: (1) a
``cluster-aware'' version of the application that makes explicit use of
remote nodes through a message-passing interface, and (2) the
unmodified application running atop the Chromium clustered rendering
framework. This paper provides a detailed comparison of the two
approaches by carefully considering the key issues that arise when
parallelizing Simian. These issues include the richness of user
interaction; the distribution of volumetric datasets and proxy
geometry; and the degree of interactivity provided by the image
rendering and compositing schemes. The results of each approach when
visualizing two large-scale C-SAFE datasets are given, and we discuss
the relative advantages and disadvantages that were considered when
developing our cluster-based interactive volume rendering application.
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A
Survey
of the Itanium Architecture from a Programmer's Perspective
Christiaan Paul Gribble
and
Steven Parker
Technical report, Scientific
Computing and Imaging Institute, University of Utah,
UUSCI-2003-003, August 2003
The Itanium family of processors represents Intel's foray into the
world of Explicitly Parallel Instruction Computing and 64-bit system
design. Within this survey is contained an introduction to the
Itanium
architecture and instruction set, as well as some of the available
implementations. We have attempted to distill the relevant
information
from the thousands of pages of Itanium documentation and reference
materials cited at the end of this work by taking a programmer's
perspective.
This survey largely follows the structure, form, and content of an
excellent book by James Evans and Gregory Trimper, entitled Itanium Architecture for Programmers.
We have, of course, taken the liberty to rearrange the topics, omit the
less important details, and expand the most relevant discussions with
appropriate information from other sources; in other words, we do more
than simply summarize the book. Nevertheless, we gratefully
acknowledge the significant impact that their work has had on this
survey.
We cover the following topics in varying levels of detail:
- the important characteristics of the Itanium
architecture,
- programming with the Itanium instruction set,
- program performance factors and optimization
techniques, and
- several implementations of the Itanium architecture
It is not our intention to provide exhaustive discussions of the
Itanium architecture, its instruction set, or any of the available
implementations. We have made an effort to include those topics
and
details that we found most useful during our initial experimentation
with the Itanium architecture. Likewise, where useful or
important
details have been omitted intentionally, due either to space and
formatting constraints or to the intended scope of this work, we have
made an effort to cite specific sections and pages within the reference
materials that will enhance the included discussion.
Our hope is that this survey will serve as a practical introduction to
creating new applications for the Itanium architecture.
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A
Visualization Subsystem for the PSC TCS
Christiaan Gribble, James
Vasak, and Joel Welling
IEEE Workshop
on Commodity-Based
Visualization Clusters, October 2002
This brief communication describes our
continued efforts to realize a visualization subsystem for the
Terascale Computing System. In particular, we outline our
long-term project goals, describe our recent modifications to the
system's rendering and communication software, report the initial
timing and scaling results obtained with a small test system, and raise
important issues that will be the focus of future research. |
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Parallel
Rendering using the Elan Interconnection Network
Christiaan Paul Gribble
Project Report, Information Networking
Institute, Carnegie Mellon University, May 2002
The Terascale Computing System (TCS) is a new high-peformance machine
that was recently installed by researchers at the Pittsburgh
Supercomputing Center (PSC). The TCS was constructed using
commodity
hardware components that communicate over a high-speed Quadrics Elan
interconnection network. The PSC is also building a visualization
subsystem for the TCS using a cluster of high-end workstations equipped
with nVidia-based graphics and Quadric Elan interconnection
hardware.
Unfortunately, Quadrics does not provide a high-level programming
interface to access the low-level abilities provided by the Elan
hardware. In addition, neither WireGL nor Chromium, the software
packages being used for graphics rendering, support the Elan
interconnection network. We describe the operation of a
high-level
Elan communications interface, called libtcomm,
as well as the modified WireGL and Chromium network layers that provide
support for the Elan interconnect. We also consider the initial
performance implications of using libtcomm
with WireGL.
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2001

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Parallel
Rendering for the Terascale Computing System
Christiaan Paul Gribble
and
James Stanley Vasak
Masters Thesis, Information Networking
Institute, Carnegie Mellon University, December 2001
The Pittsburgh Supercomputing Center (PSC) has
recently installed its newest high-performance machine, the Terascale
Computing System (TCS). Utilizing a
cluster-based architecture, the TCS was constructed using commodity
components that communicate over a high-speed Quadrics network. The PSC will construct a visualization
subsystem for the TCS using commodity graphics hardware rather than
rely on a highly specialized graphics system. Although
scientific visualization is an active field of research, software that
meets the specific needs of the TCS architecture is not available. This thesis builds upon the large body of
scientific visualization and computer graphics work to make the first
step toward a parallel rendering system that meets the needs of the TCS
and its users. We discuss the
modifications necessary to use an existing visualization package,
called WireGL, with the TCS. In
particular, we added support for saving image output to files,
off-screen rendering, and the Quadrics interconnect network. Furthermore, we implemented a sort-last
rendering algorithm to improve the system's performance.
We also present an evaluation of our initial
implementation and describe areas of work to extend and enhance this
parallel rendering system.
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