1 / 44

Nate Andrysco

Efficient Data Structures for Interactive Visual Analysis of Large-Scale Unstructured and Meshfree Datasets on Many-Core Architectures. Nate Andrysco. Breakdown of Title. Efficient Data Structures Those data structures that will enable the following… Visual Analysis

hadar
Télécharger la présentation

Nate Andrysco

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Efficient Data Structures for Interactive Visual Analysis of Large-Scale Unstructured and Meshfree Datasets on Many-Core Architectures Nate Andrysco Preliminary Examination

  2. Breakdown of Title • Efficient Data Structures • Those data structures that will enable the following… • Visual Analysis • Visualization, analytics, “visual computing” • Large-Scale • Too large for single workstation • Unstructured and Meshfree • Focus will be those data sets produced through scientific simulation • Many-Core Architectures • Emphasis on GPU, but will include multi-core CPUs

  3. Problem Statement • Achieving interactivity for the visual analysis of large unstructured and meshfree data is challenging due to the shear size and unorganized manner of the data sets. • Tradeoff between interactivity and accuracy

  4. Example Problem • Fish tank CFD simulation • ~4.8 TB of data • ~35.2 million verts, ~23.6 mill. cells, 3,658 time steps • My goal is to allow for visual analysis that is both interactive and maintains visual accuracy of the original data set.

  5. Thesis Statement • Novel dynamic, scalable, and streaming-oriented data structures specifically tailored to emerging many-core architectures  offers a solution to this long-standing problem. • I will bridge the gap between fully interactive data manipulation and faithful data representation. • I will test my general approach in a variety of applications with a focus on engineering problems involving large-scale computational simulations. • My methods will be applicable to the post-processing of these datasets but ultimately also to the simulation process itself.

  6. Presentation Outline • Spatial Data Structures for Visual Analysis • Visualization and Graphics Algorithms on Massively Parallel Architectures • Applications • Voxel Data • Unstructured Triangle Meshes • Unstructured Grids • Meshfree Data • Summary

  7. Presentation Outline • Spatial Data Structures for Visual Analysis • Visualization and Graphics Algorithms on Massively Parallel Architectures • Applications • Voxel Data • Unstructured Triangle Meshes • Unstructured Grids • Meshfree Data • Summary

  8. Spatial Data Structures for Visual Analysis • Previous work: Dynamic GPU Data Structures • [1] Update octree based on view to show fine grain detail while maintaining performance • [2] Parallel construction of uniform grid to be used in ray tracing [1] Barakat, Garth, and Tricoche. Interative Computation and Rendering of Lagrangian Coherent Structures. (in progress) [2] Kalojanov and Slusallek. A Parallel Algorithm for Construction of Uniform Grids. HPG 2009

  9. Spatial Data Structures for Visual Analysis • Previous work: Ray-tree traversal • CPU: Can make use of a stack • GPU: Stackless approaches • [3] KD-Restart: Restart at root if dead end reached • [3] KD-Backtrack: Follow parent pointers back to root • [4] KD-Jump: Keep track of where we have traversed using the bits of an integer [3] Foley and Sugerman. KD-Tree Acceleration Structures for a GPU Raytracer. Graphics Hardware 2005 [4] Hughes and Lim. Kd-Jump: a Path-Preserving Stackless Traversal for Faster Isosurface Raytracing on GPUs. Vis 2009

  10. Spatial Data Structures for Visual Analysis • Matrix Trees • General idea: each level of the tree is represented as one more sparse matrix representations • Better speed/space than previous pointer-based or pointerless trees • Suited for CPU or GPU • Suitable for any underlying data type [5] Andrysco and Tricoche. Matrix Trees. EuroVis 2010

  11. Spatial Data Structures for Visual Analysis • Ongoing/Future Work • Better sparse matrix representation • Apply matrix tree concept to general BSP trees • Parallel construction and dynamic updates • Streaming • Data and/or user viewpoint guided approximation [6] Andrysco and Tricoche. Implicit and Dynamic BSP Trees (in progress)

  12. Spatial Data Structures for Visual Analysis • Previous work: Streaming • [7] Reorganization of mesh vertex pointers to allow for streaming of large triangle models • [8] Lossless compression of terrain data to expedite rendering [7] Isenburg and Lindstrom. Streaming Meshes. Vis 2005 [8] Lindstrom and Cohen. On-the-Fly Decompression and Rendering of Multiresolution Terrain. I3D 2010

  13. Presentation Outline • Spatial Data Structures for Visual Analysis • Visualization and Graphics Algorithms on Massively Parallel Architectures • Applications • Voxels Data • Unstructured Triangle Meshes • Unstructured Grids • Meshfree Data • Summary

  14. Visualization and Graphics Algorithms on Massively Parallel Architectures • GPUs have surpassed workstation CPUs in pure computational power

  15. Many-Core Technologies • GPUs have progressively become easier to program • Assembly → GLSL → CG → Brook / Sh → CUDA • CUDA (Compute Unified Device Architecture) • C-style interface for programming on Nvidia GPUs • Parallel algorithms defined as kernels • Lacks pointer support • Incredible speed-ups for computationally bound applications • Slow global memory access

  16. Many-Core Technologies • OpenCL (Open Computing Language) • Heterogeneous programming across CPUs, GPUs, and any other many-core devices • Be able to use same code for CPU and GPU • Similar to programming in CUDA • Not a mature technology • Larrabee • Promises to allow for pointers and “fast” global memory reads • Does not look like it will be available anytime soon

  17. Many-Core Technologies • Issues: • High performance computing is I/O bound • GPUs have relatively low memory and data transfer rates • Increased difficulty for building and maintaining data structures on GPU • I must account for these problems when designing the underlying algorithms and data structures

  18. Presentation Outline • Spatial Data Structures for Visual Analysis • Visualization and Graphics Algorithms on Massively Parallel Architectures • Applications • Voxel Data • Unstructured Triangle Meshes • Unstructured Grids • Meshfree Data • Summary

  19. Voxel Data • Simplest data type • Fastest data type to interact with • Natural mapping to texture hardware • Often created from sampling another, more complicated data type • My focus will be in sparse voxel rendering http://en.wikipedia.org/wiki/Regular_grid

  20. Sparse Voxel Rendering • Ray caster with voxels (axis aligned boxes) as the only primitive • [9] Octree with grids attached at leaves. Stream parts of the tree as needed. • A publication of a rendering engine idea from John Carmack (creator of Doom/Quake) [9] Crassin, Neyret, Lefebvre, and Eisemann. GigaVoxels: Ray-Guided Streaming for Efficient and Detailed Voxel Rendering. I3D 2009

  21. Sparse Voxel Rendering • [10] Similar to [9], but at each leaf use two contours to better approximate the geometry [9] Crassin, Neyret, Lefebvre, and Eisemann. GigaVoxels: Ray-Guided Streaming for Efficient and Detailed Voxel Rendering. I3D 2009 [10] Laine and Karras. Efficient Sparse Voxel Octrees. I3D 2010

  22. Sparse Voxel Rendering • Both methods can be improved in space and time by using Matrix Trees • They use pointer based trees and KD-Restart • Of note, [10]’s representation space requirement will approximately be reduced by 50% [10] Laine and Karras. Efficient Sparse Voxel Octrees. I3D 2010

  23. Presentation Outline • Spatial Data Structures for Visual Analysis • Visualization and Graphics Algorithms on Massively Parallel Architectures • Applications • Voxel Data • Unstructured Triangle Meshes • Unstructured Grids • Meshfree Data • Summary

  24. Unstructured Triangle Meshes • Very common for representing objects in graphics • My focus will be in ray tracing http://en.wikipedia.org/wiki/Polygon_mesh

  25. Ray Tracing • Previously had major bottleneck during the ray-primitive intersection tests • For dynamic scenes, the bottleneck can now be in data structure build time11 [11] Wald et al. State of the Art in Ray Tracing Animated Scenes. Eurographics 2009

  26. Ray Tracing • Dynamic Matrix Trees • Exploit matrix structure for parallel construction and updates • Explore total build/render times for different tree types • Octrees, in general, will be outperformed by a well constructed KD-Tree, but might be much quicker to build

  27. Presentation Outline • Spatial Data Structures for Visual Analysis • Visualization and Graphics Algorithms on Massively Parallel Architectures • Applications • Voxel Data • Triangles • Unstructured Grids • Meshfree Data • Summary

  28. Unstructured Grids • Common output of engineering simulations • Focus will be post-processing of CFD simulations http://en.wikipedia.org/wiki/Finite_element_method

  29. CFD Unstructured Meshes • Previous work • [12] Use KD-Tree for random point queries. Use cell adjacency information for subsequent queries. • [5] Efficient tree storage/traversal on CPU/GPU. • [13] Bounding interval hierarchy on CPU/GPU. [5] Andrysco and Tricoche. Matrix Trees. EuroVis 2010 [12] Langbein, Scheuermann, and Tricoche. An Efficient Point Location Method for Visualization in Large Unstructured Grids. Vision, Modeling, and Visualization 2003 [13] Garth. Fast, Efficient Interpolation over Unstructured Grids on CPUs and GPUs (in submission)

  30. CFD Unstructured Meshes • Biggest problem encountered is global memory lag • The vertex, cell, velocity, etc. vectors are not efficient due to the severe lack of memory coherence in CFD data sets • Directions of investigation: • Diagonalization of cell connection matrix • Flow coherent streaming of meshes • Sampling with guaranteed accuracy

  31. Presentation Outline • Spatial Data Structures for Visual Analysis • Visualization and Graphics Algorithms on Massively Parallel Architectures • Applications • Voxel Data • Unstructured Triangle Meshes • Unstructured Grids • Meshfree Data • Summary

  32. Meshfree Data • Catch all term • Also common output of engineering simulations • My focus will be in granular materials http://www.sci.utah.edu/gallery2/v/csafe/2005/ambient_occlusion.jpg.html http://en.wikipedia.org/wiki/Finite_element_method

  33. Granular Materials Problem • “Almost every branch of physical sciences or engineering involves some aspect of the behavior of particles” • “Many fundamental questions remain unanswered about the behavior and structural properties” [14] Andrysco, Tricoche, Rosato, and Ratnaswamy. Advanced Visualization Techniques for the Study of Granular Materials (in progress)

  34. Granular Materials Problem • Granular material scientists desperately need advanced techniques to analyze their data • Excel graphs • Rendering of 2D data • Some basic analysis of underlying 3D structures http://www.liggghts.com/www.cfdem.com

  35. Granular Materials Problem • In real life, can only observe/measure what is happening at the boundaries of a simulation • Use simulation software to generate data for full 3D systems • Hours, if not days of computation

  36. Granular Material Analysis • Force Chains • The bulk of granular stress is located in only a small subset of particles • These particles tend to be touching and form chains [15] Aste, Di Matteo, and Galleani d’Agliano. Stress Transmission in Granular Matter. Journal of Physics: Condensed Matter 2002

  37. Granular Material Analysis • Density • How closely particles are packed together • Tightly packed particles form crystal structures • Relaxation phenomenon • Change of density as small, repeated forces are applied [14] Andrysco, Tricoche, Rosato, and Ratnaswamy. Advanced Visualization Techniques for the Study of Granular Materials (in progress)

  38. Granular Material Analysis • Layers • Curvature indicates force distribution [14] Andrysco, Tricoche, Rosato, and Ratnaswamy. Advanced Visualization Techniques for the Study of Granular Materials (in progress) [15] Aste, Di Matteo, and Galleani d’Agliano. Stress Transmission in Granular Matter. Journal of Physics: Condensed Matter 2002

  39. Granular Material Visualization • Rendering 100,000+ particles • Occlusion problems • Discrete data • Graph rendering • Moving Least Squares • Underlying algorithms/data structures for both visualization and analysis will be general enough to fit into various simulation software

  40. Presentation Outline • Spatial Data Structures for Visual Analysis • Visualization and Graphics Algorithms on Massively Parallel Architectures • Applications • Voxel Data • Unstructured Triangle Meshes • Unstructured Grids • Meshfree Data • Summary

  41. Summary Future Work • Further data structure work • Implicit BSP Trees • Dynamic • Streaming • Explore many-core technologies • In particular, how data structures are created and updated • Allow for interactive analysis of CFD and granular data sets using combination of above

  42. Future Paper Timeline • Siggraph Asia (May 11) – dynamic trees • TVCG (Summer) – initial granular work • TVCG (Summer) – streaming of dynamic CFD meshes • I3D (late October) – sparse voxel trees • EuroVis (December) – interactive analysis of large granular data sets • Vis (late March) – CFD work (combinatorial 3D vector field topology, compressive sensing, ?)

  43. Bibliography [1] Barakat, Garth, and Tricoche. Interative Computation and Rendering of Lagrangian Coherent Structures. (in progress) [2] Kalojanov and Slusallek. A Parallel Algorithm for Construction of Uniform Grids. HPG 2009 [3] Foley and Sugerman. KD-Tree Acceleration Structures for a GPU Raytracer. Graphics Hardware 2005 [4] Hughes and Lim. Kd-Jump: a Path-Preserving Stackless Traversal for Faster IsosurfaceRaytracing on GPUs. Vis 2009 [5] *Andrysco and Tricoche. Matrix Trees. EuroVis 2010 [6] *Andrysco and Tricoche. Implicit and Dynamic BSP Trees (in progress) [7] Isenburg and Lindstrom. Streaming Meshes. Vis 2005 [8] Lindstrom and Cohen. On-the-Fly Decompression and Rendering of Multiresolution Terrain. I3D 2010 [9] Crassin, Neyret, Lefebvre, and Eisemann. GigaVoxels: Ray-Guided Streaming for Efficient and Detailed Voxel Rendering. I3D 2009 [10] Laine and Karras. Efficient Sparse Voxel Octrees. I3D 2010 [11] Wald et al. State of the Art in Ray Tracing Animated Scenes. Eurographics 2009 [12] Langbein, Scheuermann, and Tricoche. An Efficient Point Location Method for Visualization in Large Unstructured Grids. Vision, Modeling, and Visualization 2003 [13] Garth. Fast, Efficient Interpolation over Unstructured Grids on CPUs and GPUs (in submission) [14] *Andrysco, Tricoche, Rosato, and Ratnaswamy. Advanced Visualization Techniques for the Study of Granular Materials (in progress) [15] Aste, Di Matteo, and Galleanid’Agliano. Stress Transmission in Granular Matter. Journal of Physics: Condensed Matter 2002 [16] *Andrysco, Gurney, Benes, and Corbin. Visual Exploration of the Vulcan CO2 Data. CG&A Jan/Feb 2009 [17] *Aliaga, Benes, Vanegas, Andrysco. Interactive Reconfiguration of Urban Layouts. CG&A May/June 2008 [18] *Benes, Andrysco, Stava. Interactive Modeling of Virtual Ecosystems. Eurographics Workshop on Natural Phenomena 2009 [19] *Gurney et al. The Vulcan Project: Methods, Results, and Evaluation. Poster, North American Carbon Program All Investigator’s meeting. Feb 2009 [20] *Gurney et al. The Vulcan Project: Methods, Results, and Evaluation. Poster, Mid-Continent interim synthesis meeting. Jan 2009 [21] *Gurney et al. The Vulcan Project: Methods, Results, and Evaluation. Talk, American Geophysical Union meeting. Dec 2008 [22] *Andrysco, Benes, and Gurney. Interactive poster: Visual analytic techniques for CO2 emissions and concentrations in the United States. Poster, Vast 2008 [23] *Andrysco, Benes, Brisbin. Permeable and Absorbent Materials in Fluid Simulations. Poster, SCA 2008

  44. Questions

More Related