Visualization of large Non-trivially partitioned unstructured data with native distribution on high-performance computing systems

buir.contributor.authorDemirci, Serkan
buir.contributor.authorGüdükbay, Uğur
buir.contributor.orcidDemirci, Serkan|0000-0001-8805-5310
buir.contributor.orcidGüdükbay, Uğur|0000-0003-2462-6959
dc.citation.epage14
dc.citation.spage1
dc.contributor.authorSahistan, Alper
dc.contributor.authorDemirci, Serkan
dc.contributor.authorWald, Ingo
dc.contributor.authorZellmann, Stefan
dc.contributor.authorBarbosa, João
dc.contributor.authorMorrical, Nate
dc.contributor.authorGüdükbay, Uğur
dc.date.accessioned2025-02-27T07:52:29Z
dc.date.available2025-02-27T07:52:29Z
dc.date.issued2024-01-15
dc.departmentDepartment of Computer Engineering
dc.description.abstractInteractively visualizing large finite element simulation data on High-Performance Computing (HPC) systems poses several difficulties. Some of these relate to unstructured data, which, even on a single node, is much more expensive to render compared to structured volume data. Worse yet, in the data parallel rendering context, such data with highly non-convex spatial domain boundaries will cause rays along its silhouette to enter and leave a given rank's domains at different distances. This straddling, in turn, poses challenges for both ray marching, which usually assumes successive elements to share a face, and compositing, which usually assumes a single fragment per pixel per rank. We holistically address these issues using a combination of three inter-operating techniques: first, we use a highly optimized GPU ray marching technique that, given an entry point, can march a ray to its exit point with highperformance by exploiting an exclusive-or (XOR) based compaction scheme. Second, we use hardware-accelerated ray tracing to efficiently find the proper entry points for these marching operations. Third, we use a “deep” compositing scheme to properly handle cases where different ranks' ray segments interleave in depth. We use GPU-to-GPU remote direct memory access (RDMA) to achieve interactive frame rates of 10-15 frames per second and higher for our motivating use case, the Fun3D NASA Mars Lander.
dc.identifier.doi10.1109/TVCG.2024.3427335
dc.identifier.eissn1941-0506
dc.identifier.issn1077-2626
dc.identifier.urihttps://hdl.handle.net/11693/116903
dc.language.isoEnglish
dc.publisherIEEE
dc.relation.isversionofhttps://dx.doi.org/10.1109/TVCG.2024.3427335
dc.rightsCC BY 4.0 DEED (Attribution 4.0 International)
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.source.titleIEEE Transactions on Visualization and Computer Graphics
dc.subjectRay-marching
dc.subjectVolume rendering
dc.subjectScientific visualization
dc.subjectUnstructured volumetric mesh
dc.subjectDeep compositing
dc.subjectSort-last compositing
dc.titleVisualization of large Non-trivially partitioned unstructured data with native distribution on high-performance computing systems
dc.typeArticle

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