Proceedings Article10.1145/166181.166196
Parallel volume-rendering algorithm performance on mesh-connected multicomputers
Ulrich Neumann
- 01 Nov 1993
- pp 97-104
87
TL;DR: The results indicate that, for a fixed screen size, the performance of 2D mesh networks scales very well then used with object partition algorithms-the time required for communication actually decreases as the data and system sizes increase.
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Abstract: This work examines the network performance of mesh-connected multicomputers applied to parallel volume rendering algorithms. This issue has not been addressed in papers describing particular parallel implementations, but is pertinent to anyone designing or implementing parallel rendering algorithms. Parallel volume rendering algorithms fall into two main classes-image and object partitions. Communication requirements for algorithms in these classes are analyzed. Network performance for these algorithms is estimated by using an existing model of mesh network behavior. The performance estimates are verified by tests on the Touchstone Delta. The results indicate that, for a fixed screen size, the performance of 2D mesh networks scales very well then used with object partition algorithms-the time required for communication actually decreases as the data and system sizes increase. A Touchstone Delta implementation of an object partition algorithm is briefly described to illustrate the algorithm's low communication requirements.
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Citations
Fast volume rendering using a shear-warp factorization of the viewing transformation
Philippe Lacroute,Marc Levoy +1 more
- 24 Jul 1994
TL;DR: A new object-order rendering algorithm based on the factorization of a shear-warp factorization for perspective viewing transformations is described that is significantly faster than published algorithms with minimal loss of image quality.
Application-controlled demand paging for out-of-core visualization
Michael Cox,David S. Ellsworth +1 more
- 01 Oct 1997
TL;DR: The authors demonstrate that complete reliance on operating system virtual memory for out-of-core visualization leads to egregious performance, and describe a paged segment system that they have implemented, and explore the principles of memory management that can be employed by the application for out of core visualization.
Massively parallel volume rendering using 2-3 swap image compositing
Hongfeng Yu,Chaoli Wang,Kwan-Liu Ma +2 more
- 15 Nov 2008
TL;DR: This work introduces a new image compositing algorithm, called 2-3 swap, which combines the flexibility of the direct send method and the optimality of the binary swap method, and allows an arbitrary number of processors to be used for compositing.
Parallel volume ray-casting for unstructured-grid data on distributed-memory architectures
Kwan-Liu Ma
- 01 Dec 1995
TL;DR: This paper proposes a distributed parallel solution that makes ray-casting volume rendering of unstructured-grid data practical, and is completely distributed, less view-dependent, reasonably scalable, and flexible.
A configurable algorithm for parallel image-compositing applications
Tom Peterka,David Goodell,Robert Ross,Han-Wei Shen,Rajeev Thakur +4 more
- 14 Nov 2009
TL;DR: A new algorithm called Radix-k is presented that embodies and unifies binary swap and direct-send, two of the best-known compositing methods, and enables numerous other configurations through appropriate choices of radices, and shows scalability across image size and system size.
References
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TL;DR: In this article, a branch-on-need octree (BONO) data structure is proposed to store summary information to prevent useless exploration of regions of little or no current interest within the volume.
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Accelerating Volume Reconstruction With 3D Texture Hardware
Timothy J. Cullip,Ulrich Neumann +1 more
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TL;DR: A new method of rendering volumes that leverages the 3D texturingHardware in Silicon Graphics RealityEngine workstations and utilizes the parallel texturing hardware to perform reconstruction and resampling on polygons embedded in the texture.
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Jason Nieh,Marc Levoy +1 more
- 01 Dec 1992
TL;DR: A parallel volume rendering algorithm for MIMD architectures based on ray tracing and a novel task queue image partitioning technique that achieves nearly linear speedups and near real-time frame update rates on a 48 processor machine.
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