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- research-articleAugust 2022
Accelerating Unstructured Mesh Point Location With RT Cores
IEEE Transactions on Visualization and Computer Graphics (ITVC), Volume 28, Issue 8Aug. 2022, Pages 2852–2866https://doi.org/10.1109/TVCG.2020.3042930We present a technique that leverages ray tracing hardware available in recent Nvidia RTX GPUs to solve a problem other than classical ray tracing. Specifically, we demonstrate how to use these units to accelerate the point location of general ...
- research-articleJuly 2022
Data Parallel Path Tracing with Object Hierarchies
Proceedings of the ACM on Computer Graphics and Interactive Techniques (PACMCGIT), Volume 5, Issue 3Article No.: 30, Pages 1–16https://doi.org/10.1145/3543861We propose a new approach to rendering production-style content with full path tracing in a data-distributed fashion---that is, with multiple collaborating nodes and/or GPUs that each store only part of the model. In particular, we propose a new approach ...
- research-articleJanuary 2022
A Memory Efficient Encoding for Ray Tracing Large Unstructured Data
IEEE Transactions on Visualization and Computer Graphics (ITVC), Volume 28, Issue 1Jan. 2022, Pages 583–592https://doi.org/10.1109/TVCG.2021.3114869In theory, efficient and high-quality rendering of unstructured data should greatly benefit from modern GPUs, but in practice, GPUs are often limited by the large amount of memory that large meshes require for element representation and for sample ...
- research-articleNovember 2020
A terminology for in situ visualization and analysis systems
- Hank Childs,
- Sean D. Ahern,
- James Ahrens,
- Andrew C. Bauer,
- Janine Bennett,
- E. Wes Bethel,
- Peer-Timo Bremer,
- Eric Brugger,
- Joseph Cottam,
- Matthieu Dorier,
- Soumya Dutta,
- Jean M. Favre,
- Thomas Fogal,
- Steffen Frey,
- Christoph Garth,
- Berk Geveci,
- William F. Godoy,
- Charles D. Hansen,
- Cyrus Harrison,
- Bernd Hentschel,
- Joseph Insley,
- Chris R. Johnson,
- Scott Klasky,
- Aaron Knoll,
- James Kress,
- Matthew Larsen,
- Jay Lofstead,
- Kwan-Liu Ma,
- Preeti Malakar,
- Jeremy Meredith,
- Kenneth Moreland,
- Paul Navrátil,
- Patrick O’Leary,
- Manish Parashar,
- Valerio Pascucci,
- John Patchett,
- Tom Peterka,
- Steve Petruzza,
- Norbert Podhorszki,
- David Pugmire,
- Michel Rasquin,
- Silvio Rizzi,
- David H. Rogers,
- Sudhanshu Sane,
- Franz Sauer,
- Robert Sisneros,
- Han-Wei Shen,
- Will Usher,
- Rhonda Vickery,
- Venkatram Vishwanath,
- Ingo Wald,
- Ruonan Wang,
- Gunther H. Weber,
- Brad Whitlock,
- Matthew Wolf,
- Hongfeng Yu,
- Sean B. Ziegeler
International Journal of High Performance Computing Applications (SAGE-HPCA), Volume 34, Issue 6Nov 2020, Pages 676–691https://doi.org/10.1177/1094342020935991The term “in situ processing” has evolved over the last decade to mean both a specific strategy for visualizing and analyzing data and an umbrella term for a processing paradigm. The resulting confusion makes it difficult for visualization and analysis ...
- research-articleAugust 2020
Using Hardware Ray Transforms to Accelerate Ray/Primitive Intersections for Long, Thin Primitive Types
Proceedings of the ACM on Computer Graphics and Interactive Techniques (PACMCGIT), Volume 3, Issue 2Article No.: 17, Pages 1–16https://doi.org/10.1145/3406179With the recent addition of hardware ray tracing capabilities, GPUs have become incredibly efficient at ray tracing both triangular geometry, and instances thereof. However, the bounding volume hierarchies that current ray tracing hardware relies on are ...
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- courseAugust 2020
RTX accelerated ray tracing with OptiX 7
SIGGRAPH '20: ACM SIGGRAPH 2020 CoursesAugust 2020, Article No.: 6, Page 1https://doi.org/10.1145/3388769.3407532 - courseJuly 2019
RTX accelerated ray tracing with OptiX
SIGGRAPH '19: ACM SIGGRAPH 2019 CoursesJuly 2019, Article No.: 22a, Page 1https://doi.org/10.1145/3305366.3340297 - research-articleMay 2022
RTX beyond ray tracing: exploring the use of hardware ray tracing cores for tet-mesh point location
HPG '19: Proceedings of the Conference on High-Performance GraphicsJuly 2019, Pages 7–13https://doi.org/10.2312/hpg.20191189We explore a first proof-of-concept example of creatively using the Turing generation's hardware ray tracing cores to solve a problem other than classical ray tracing, specifically, point location in unstructured tetrahedral meshes. Starting with a CUDA ...
- research-articleJanuary 2019
CPU Isosurface Ray Tracing of Adaptive Mesh Refinement Data
IEEE Transactions on Visualization and Computer Graphics (ITVC), Volume 25, Issue 1Jan. 2019, Pages 1142–1151https://doi.org/10.1109/TVCG.2018.2864850Adaptive mesh refinement (AMR) is a key technology for large-scale simulations that allows for adaptively changing the simulation mesh resolution, resulting in significant computational and storage savings. However, visualizing such AMR data poses a ...
- short-paperNovember 2018
libIS: a lightweight library for flexible in transit visualization
- Will Usher,
- Silvio Rizzi,
- Ingo Wald,
- Jefferson Amstutz,
- Joseph Insley,
- Venkatram Vishwanath,
- Nicola Ferrier,
- Michael E. Papka,
- Valerio Pascucci
ISAV '18: Proceedings of the Workshop on In Situ Infrastructures for Enabling Extreme-Scale Analysis and VisualizationNovember 2018, Pages 33–38https://doi.org/10.1145/3281464.3281466As simulations grow in scale, the need for in situ analysis methods to handle the large data produced grows correspondingly. One desirable approach to in situ visualization is in transit visualization. By decoupling the simulation and visualization code,...
- short-paperAugust 2018
Compressed-leaf bounding volume hierarchies
HPG '18: Proceedings of the Conference on High-Performance GraphicsAugust 2018, Article No.: 6, Pages 1–4https://doi.org/10.1145/3231578.3231581We propose and evaluate what we call Compressed-Leaf Bounding Volume Hierarchies (CLBVH), which strike a balance between compressed and non-compressed BVH layouts. Our CLBVH layout introduces dedicated compressed multi-leaf nodes where most effective at ...
- research-articleJune 2018
Robust iterative find-next-hit ray traversal
EGPGV '18: Proceedings of the Symposium on Parallel Graphics and VisualizationJune 2018, Pages 25–32We present two different methods for improving the performance and robustness of ray tracing algorithms that require iterating through multiple successive intersections along the same ray. Our methods do so without ever missing intersections, even in ...
- research-articleJune 2018
VisIt-OSPRay: toward an exascale volume visualization system
- Qi Wu,
- Will Usher,
- Steve Petruzza,
- Sidharth Kumar,
- Feng Wang,
- Ingo Wald,
- Valerio Pascucci,
- Charles D. Hansen
EGPGV '18: Proceedings of the Symposium on Parallel Graphics and VisualizationJune 2018, Pages 13–24Large-scale simulations can easily produce data in excess of what can be efficiently visualized using production visualization software, making it challenging for scientists to gain insights from the results of these simulations. This trend is expected ...
- research-articleJune 2018
Direct raytracing of particle-based fluid surfaces using anisotropic kernels
EGPGV '18: Proceedings of the Symposium on Parallel Graphics and VisualizationJune 2018, Pages 1–12Particle-based simulation models have assumed a significant role in the numerical computation of high-fidelity transient flow and continuum mechanical problems. However, direct visualization of surfaces from particle data without intermediary discrete ...
- abstractNovember 2017
CPU volume rendering of adaptive mesh refinement data
SA '17: SIGGRAPH Asia 2017 Symposium on VisualizationNovember 2017, Article No.: 9, Pages 1–8https://doi.org/10.1145/3139295.3139305Adaptive Mesh Refinement (AMR) methods are widespread in scientific computing, and visualizing the resulting data with efficient and accurate rendering methods can be vital for enabling interactive data exploration. In this work, we detail a ...
- research-articleJuly 2017
Improved two-level BVHs using partial re-braiding
HPG '17: Proceedings of High Performance GraphicsJuly 2017, Article No.: 7, Pages 1–8https://doi.org/10.1145/3105762.3105776We propose a novel approach for improving the quality of two-level BVHs (i.e., a two-level data structure that uses a top-level BVH built over second-level object BVHs). After building an individual, high-quality BVH for each object, our new top-level ...
- research-articleJune 2017
Interactive exploration of dissipation element geometry
PGV '17: Proceedings of the 17th Eurographics Symposium on Parallel Graphics and VisualizationJune 2017, Pages 53–62https://doi.org/10.2312/pgv.20171093Dissipation elements (DE) define a geometrical structure for the analysis of small-scale turbulence. Existing analyses based on DEs focus on a statistical treatment of large populations of DEs. In this paper, we propose a method for the interactive ...
- research-articleJune 2017
Progressive CPU volume rendering with sample accumulation
PGV '17: Proceedings of the 17th Eurographics Symposium on Parallel Graphics and VisualizationJune 2017, Pages 21–30https://doi.org/10.2312/pgv.20171090We present a new method for progressive volume rendering by accumulating object-space samples over successively rendered frames. Existing methods for progressive refinement either use image space methods or average pixels over frames, which can blur ...
- research-articleJanuary 2017
OSPRay - A CPU Ray Tracing Framework for Scientific Visualization
IEEE Transactions on Visualization and Computer Graphics (ITVC), Volume 23, Issue 1January 2017, Pages 931–940https://doi.org/10.1109/TVCG.2016.2599041Scientific data is continually increasing in complexity, variety and size, making efficient visualization and specifically rendering an ongoing challenge. Traditional rasterization-based visualization approaches encounter performance and quality ...
- articleDecember 2016
In Situ Exploration of Particle Simulations with CPU Ray Tracing
Supercomputing Frontiers and Innovations: an International Journal (SCFI), Volume 3, Issue 4December 2016, Pages 4–18https://doi.org/10.14529/jsfi160401We present a system for interactive in situ visualization of large particle simulations, suitable for general CPU-based HPC architectures. As simulations grow in scale, in situ methods are needed to alleviate IO bottlenecks and visualize data at full ...