NVIDIA IndeX Enabling Interactive and Scalable Visualization for Large Data Marc Nienhaus, NVIDIA IndeX Engineering Manager and Chief Architect
|
|
|
- Francis Haynes
- 10 years ago
- Views:
Transcription
1 SIGGRAPH 2013 Shaping the Future of Visual Computing NVIDIA IndeX Enabling Interactive and Scalable Visualization for Large Data Marc Nienhaus, NVIDIA IndeX Engineering Manager and Chief Architect
2 NVIDIA IndeX Positioning NVIDIA IndeX is a commercial software product initially developed to serve the Hydrocarbon market. It is a cluster-based scalable software Platform as a Service (PaaS) ready for the cloud and enables distribution of large-scale data for compute and high quality visualization of volumetric and surface data with interactive framerates.
3 NVIDIA IndeX Enabling Interactive and Scalable Visualization for Large Data NVIDIA IndeX software leverages GPU-clusters for scalable large-scale data visualization NVIDIA IndeX is a GPU-cluster aware solution for interactive visual computing NVIDIA IndeX is a commercial software solution available and already deployed by customers for data interpretation
4 Scanning earth s subsurface structure Cost-effective drilling for oil reservoirs Example: Exploration in Hydrocarbon Industries Acquisition and preprocessing of subsurface data Huge (peta bytes) subsurface dataset sizes Automatic data processing Visualization of a seismic volume with embedded height field and slices Special thanks to Crown Minerals and the New Zealand Ministry of Economic Development for allowing us to display this Taranaki Basin dataset. Crown Minerals manages the New Zealand Government s oil, gas, mineral and coal resources. More information is available at:
5 Efficient Data Interpretation Knowledge and experience of experts in this field Visually assess subsurface data Interactive exploration Real-time frame rates Visual quality Especially in Oil & Gas domain Visualization of a seismic volume with embedded height field and slices Special thanks to Crown Minerals and the New Zealand Ministry of Economic Development for allowing us to display this Taranaki Basin dataset. Crown Minerals manages the New Zealand Government s oil, gas, mineral and coal resources. More information is available at:
6 NVIDIA IndeX Scalable Interactive Large-Scale Data Visualization Distributed Rendering on GPU clusters Supports today s and tomorrow's huge dataset sizes Real-Time Rendering 260 GB volume 14 cluster machines with 4 Tesla K10 13 frames per second Visualization of a seismic volume with embedded height field and slices Special thanks to Crown Minerals and the New Zealand Ministry of Economic Development for allowing us to display this Taranaki Basin dataset. Crown Minerals manages the New Zealand Government s oil, gas, mineral and coal resources. More information is available at:
7 Visual Quality and Accuracy Visualization at original data resolution Avoiding distractions e.g., popping artifacts due to level-of-details Highly accurate visual assessment Depth-correct transparency rendering Example: height field embedded into volume
8 Visual Quality
9 Sort-Last Approach for Distributed and Scalable Rendering Object-space subdivision Later compositing of intermediate renderings
10 Distributed Rendering using GPU-Clusters Rendering Rendering Viewer LAN Rendering Rendering Rendering
11 (..) Parallel and Distributed Rendering Viewer Node Data Distribution Hierarchical Scene Decomposition Subsurface Data Rendering Rendering Node 0 Distribute subsurface sub region data Horizons Render Sub Region Seismic Volume (..) Horizons Render Sub Region Seismic Volume Send composited image Compositing Horizons Render Sub Region Seismic Volume (..) Horizons Render Sub Region Seismic Volume (..) Provide intermediate rendering results Provide intermediate rendering results (..) (..) (..) Provide intermediate rendering results Provide intermediate rendering results Rendering Node N-1 Distribute subsurface sub region data Horizons Render Sub Region Seismic Volume (..) Horizons Render Sub Region Seismic Volume Send composited image Compositing Horizons Render Sub Region Seismic Volume (..) Horizons Render Sub Region Seismic Volume Compositing Phase
12 frames per second (fps) 60 Performance and Scalability Cluster details 2-16 cluster machines 4 Tesla K10 per cluster machine 8 GB per K10 1k x 1k screen 10 Gigabit Ethernet GB GB GB GB (CPU)
13 frames per second (fps) Another Cluster Setup Cluster details 2-35 cluster machines 2 Tesla M2090 (Fermi) per cluster machine 1k x 1k screen 10 Gigabit Ethernet GB GB GB GB GB GB
14 Dataset size (GB) fps Dataset Scalability Cluster size (number of cluster machines) Target performance x1024 Volume dataset sizes Cluster details 2-35 cluster machines 2 Tesla M2090 (Fermi) per cluster machine 1k x 1k screen 10 Gigabit Ethernet
15 Resolution (number of pixel) 8,048, ,048, ,048, ,048, ,048, ,048, ,048, ,048, Scalability at Various Screen Resolutions 1,048, fps 20 fps 30 fps 8,294,400 3,686,400 3,686,400 3,686,400 2,073,600 2,073,600 2,073,600 1,048,576 1,048, Cluster size (number of cluster machines) Target performance 10 fps, 20 fps, 30 fps 40 GB volume dataset Screen resolutions 1024x1024 (1,048,576 pixels) 1920x1080 (Baseline) (Full HD) (2,073,600 pixels, 1.98 x Baseline) 2560x1440 (WQHD) (3,686,400 pixels, 3.5 x Baseline) 3840x2160 (QFHD) (8,294,400 pixels, 7.9 x Baseline)
16 Interactively on Workstations, Clusters, and Clouds Workstation Single or multiple GPU(s) Smaller dataset sizes Interactive rendering performance (..) NVIDIA GRID Visual Computing Appliance (VCA) (..) Unlimited number of GPUs Huge dataset sizes Increasing rendering performance GPU Clusters
17 Interactive GPU-Cluster aware Visual Computing Interactive attribute generation for instantaneous visualization Applications Flow simulations Atmospheric dynamics visualization Combustion simulation Molecular dynamics simulations Seismic attribute generation for survey visualization
18 Architectural Challenges for Interactive GPU-Cluster aware Visual Computing Raw n-dimensional data is huge Multiple times larger than generated attributes Process raw data using user-defined algorithms Plethora of possible types of attribute Manifold parallel compute algorithms Diversity of algorithm-specific subdivision schemes Interactive attribute generation for instantaneous visualization Scalability
19 Mapping Attribute onto Scene Geometries
20 Mapping Attribute onto Scene Geometries
21 Proxy Shapes for Attribute Visualization Proxy shapes Slices Height fields Triangle meshes Volumes Part of the scene description Canvas for attribute visualization
22 Distributed Attribute Visualization Process User-defined attribute computation Compute jobs launched per portion Proxy shape intersection Algorithm-specific subdivision schemes Attribute mapping Rendering proxy shapes Analogy: procedural texturing
23 Attribute Generation and Visualization Process (..) Remote Compute Rendering Rendering Remote Compute Viewer LAN Remote Compute Rendering Rendering (..) (..)
24 GPU Cluster Setup for Scalable Visual Computing Asynchronous compute maximizes performance Rendering and compute process run in parallel Compute integration into rendering Example: GPU Cluster Layout for Visual Computing
25 Extensible Software Architecture E&P Domain Other Application Layer(s) Other Application Domains Interactive Cluster-aware Visual Computing (NVIDIA IndeX Core) Base layer for networking, job scheduling, distributed data storage (DiCE library) C++ API Application Remote Access Multi User Video Streaming
26 NVIDIA IndeX s Building Blocks for Managing Distributed Data Data locality information Spatial query tells which cluster machine stores which portions of data Depends on dataset type Accessing large-scale data Assemble from cluster machines Can be restricted to portions Editing large-scale data Direct editing/compute to the distributed data Can be restricted to portions Simple example: user-defined filter
27 OpenGL Integration 1. Rasterize opaque geometry Capture depth and color buffers 2. Volume ray casting OpenGL depth buffer 3. Alpha-based color blending Result of NVIDIA IndeX s large-scale data rendering with alpha OpenGL color buffer Pseudo code // OpenGL rendering to color- and // depth-buffer on local machine (gl_buffer RGBA, gl_buffer z ) rendergl(); // Distributed, scalable rendering // with depth-buffer input result RGBA nvidia_index->render(buffer z ); // Blending rendering results blend(gl_buffer RGBA, result RGBA );
28 Proof-of-Concept Example Opaque OpenGL geometry integrated in NVIDIA IndeX OpenGL color buffer OpenGL depth buffer (inverted) Final combined rendering
29 Depth-correct OpenGL Integration Z-buffer compressions Multicasting z-buffer data Possible extensions Transparent OpenGL InfiniBand and RDMA GPUdirect support
30 Remote Visualization Video streaming H.264 video encoding Hardware-accelerated on Kepler Private and public clouds Web-based applications Thin clients (tablets) Multi-user support for world-wide collaboration
31 Live Demo GPU cluster located in Berlin, Germany 8 cluster nodes 2 Tesla M2090 each 82 GB volume Height field with 250 million triangles H.264-based video streaming Anaheim, SIGGRAPH 2012 NVIDIA IndeX Berlin Cluster
32 Thank you Marc Nienhaus NVIDIA IndeX Engineering Manager and Chief Architect Christopher Lux Sr. Graphics Software Engineer, NVIDIA IndeX Jörg Mensmann Sr. Graphics Software Engineer, NVIDIA IndeX Eduardo Olivares Sr. Graphics Software Engineer, NVIDIA IndeX Mahendra Gopaludu Roopa Graphics Software Engineer Gunter Sprenger Sr. Graphics Software Engineer Hitoshi Yamauchi Sr. Graphics Software Engineer, NVIDIA IndeX Runa Löber Director Software Engineering Tom-Michael Thamm Director Software Product Management Product Manager NVIDIA IndeX
NVIDIA IndeX. Whitepaper. Document version 1.0 3 June 2013
NVIDIA IndeX Whitepaper Document version 1.0 3 June 2013 NVIDIA Advanced Rendering Center Fasanenstraße 81 10623 Berlin phone +49.30.315.99.70 fax +49.30.315.99.733 [email protected] Copyright Information
Remote Graphical Visualization of Large Interactive Spatial Data
Remote Graphical Visualization of Large Interactive Spatial Data ComplexHPC Spring School 2011 International ComplexHPC Challenge Cristinel Mihai Mocan Computer Science Department Technical University
www.xenon.com.au STORAGE HIGH SPEED INTERCONNECTS HIGH PERFORMANCE COMPUTING VISUALISATION GPU COMPUTING
www.xenon.com.au STORAGE HIGH SPEED INTERCONNECTS HIGH PERFORMANCE COMPUTING GPU COMPUTING VISUALISATION XENON Accelerating Exploration Mineral, oil and gas exploration is an expensive and challenging
Computer Graphics Hardware An Overview
Computer Graphics Hardware An Overview Graphics System Monitor Input devices CPU/Memory GPU Raster Graphics System Raster: An array of picture elements Based on raster-scan TV technology The screen (and
IBM Deep Computing Visualization Offering
P - 271 IBM Deep Computing Visualization Offering Parijat Sharma, Infrastructure Solution Architect, IBM India Pvt Ltd. email: [email protected] Summary Deep Computing Visualization in Oil & Gas
Large-Data Software Defined Visualization on CPUs
Large-Data Software Defined Visualization on CPUs Greg P. Johnson, Bruce Cherniak 2015 Rice Oil & Gas HPC Workshop Trend: Increasing Data Size Measuring / modeling increasingly complex phenomena Rendering
Data Centric Interactive Visualization of Very Large Data
Data Centric Interactive Visualization of Very Large Data Bruce D Amora, Senior Technical Staff Gordon Fossum, Advisory Engineer IBM T.J. Watson Research/Data Centric Systems #OpenPOWERSummit Data Centric
Low power GPUs a view from the industry. Edvard Sørgård
Low power GPUs a view from the industry Edvard Sørgård 1 ARM in Trondheim Graphics technology design centre From 2006 acquisition of Falanx Microsystems AS Origin of the ARM Mali GPUs Main activities today
Technical Specifications: tog Live
s: tog Live TEXT AND TICKERS SPORTS INSERTION VIRTUAL STUDIOS AUGMENTED REALITY tog Live: the playout engine for all RT Software tog products tog 3d Live is RT Software s core render technology responsible
Petascale Visualization: Approaches and Initial Results
Petascale Visualization: Approaches and Initial Results James Ahrens Li-Ta Lo, Boonthanome Nouanesengsy, John Patchett, Allen McPherson Los Alamos National Laboratory LA-UR- 08-07337 Operated by Los Alamos
Recent Advances and Future Trends in Graphics Hardware. Michael Doggett Architect November 23, 2005
Recent Advances and Future Trends in Graphics Hardware Michael Doggett Architect November 23, 2005 Overview XBOX360 GPU : Xenos Rendering performance GPU architecture Unified shader Memory Export Texture/Vertex
HPC in Oil and Gas Exploration
HPC in Oil and Gas Exploration Anthony Lichnewsky Schlumberger WesternGeco PRACE 2011 Industry workshop Schlumberger Oilfield Services Schlumberger Solutions: Integrated Project Management The Digital
REMOTE HIGH FIDELITY VISUALIZATION. May 2015 Jeremy Main, Sr. Solution Architect GRID [email protected]
REMOTE HIGH FIDELITY VISUALIZATION May 2015 Jeremy Main, Sr. Solution Architect GRID [email protected] THE VISUAL COMPUTING COMPANY 2 GAMING DESIGN ENTERPRISE VIRTUALIZATION HPC & CLOUD SERVICE PROVIDERS
Get the Best out of NVIDIA GPUs for 3D Design and Engineering in the Cloud
Get the Best out of NVIDIA GPUs for 3D Design and Engineering in the Cloud [email protected] CTO & Co-founder S5415 About NICE o o o Company Focus on technical computing since 1996 Partners
Consolidated Visualization of Enormous 3D Scan Point Clouds with Scanopy
Consolidated Visualization of Enormous 3D Scan Point Clouds with Scanopy Claus SCHEIBLAUER 1 / Michael PREGESBAUER 2 1 Institute of Computer Graphics and Algorithms, Vienna University of Technology, Austria
Equalizer. Parallel OpenGL Application Framework. Stefan Eilemann, Eyescale Software GmbH
Equalizer Parallel OpenGL Application Framework Stefan Eilemann, Eyescale Software GmbH Outline Overview High-Performance Visualization Equalizer Competitive Environment Equalizer Features Scalability
Advanced Rendering for Engineering & Styling
Advanced Rendering for Engineering & Styling Prof. B.Brüderlin Brüderlin,, M Heyer 3Dinteractive GmbH & TU-Ilmenau, Germany SGI VizDays 2005, Rüsselsheim Demands in Engineering & Styling Engineering: :
Stream Processing on GPUs Using Distributed Multimedia Middleware
Stream Processing on GPUs Using Distributed Multimedia Middleware Michael Repplinger 1,2, and Philipp Slusallek 1,2 1 Computer Graphics Lab, Saarland University, Saarbrücken, Germany 2 German Research
NVIDIA GRID OVERVIEW SERVER POWERED BY NVIDIA GRID. WHY GPUs FOR VIRTUAL DESKTOPS AND APPLICATIONS? WHAT IS A VIRTUAL DESKTOP?
NVIDIA GRID OVERVIEW Imagine if responsive Windows and rich multimedia experiences were available via virtual desktop infrastructure, even those with intensive graphics needs. NVIDIA makes this possible
Using Photorealistic RenderMan for High-Quality Direct Volume Rendering
Using Photorealistic RenderMan for High-Quality Direct Volume Rendering Cyrus Jam [email protected] Mike Bailey [email protected] San Diego Supercomputer Center University of California San Diego Abstract With
Volume Rendering on Mobile Devices. Mika Pesonen
Volume Rendering on Mobile Devices Mika Pesonen University of Tampere School of Information Sciences Computer Science M.Sc. Thesis Supervisor: Martti Juhola June 2015 i University of Tampere School of
CLOUD GAMING WITH NVIDIA GRID TECHNOLOGIES Franck DIARD, Ph.D., SW Chief Software Architect GDC 2014
CLOUD GAMING WITH NVIDIA GRID TECHNOLOGIES Franck DIARD, Ph.D., SW Chief Software Architect GDC 2014 Introduction Cloud ification < 2013 2014+ Music, Movies, Books Games GPU Flops GPUs vs. Consoles 10,000
Light-Field Displays: Technology and Representation of 3D visual information. Péter Tamás Kovács Holografika
Light-Field Displays: Technology and Representation of 3D visual information Péter Tamás Kovács Holografika JPEG PLENO Workshop Warsaw, Poland 23 June, 2015 Holografika Hungarian company, active in the
High speed 3D capture for Configuration Management DOE SBIR Phase II Paul Banks [email protected]
High speed 3D capture for Configuration Management DOE SBIR Phase II Paul Banks [email protected] Advanced Methods for Manufacturing Workshop September 29, 2015 1 TetraVue does high resolution 3D
GPU Architecture. Michael Doggett ATI
GPU Architecture Michael Doggett ATI GPU Architecture RADEON X1800/X1900 Microsoft s XBOX360 Xenos GPU GPU research areas ATI - Driving the Visual Experience Everywhere Products from cell phones to super
SGI VizServer Systems with NICE Software for Remote Visualization Access via Private Clouds and Data Centers
SGI VizServer Systems with NICE Software for Remote Visualization Access via Private Clouds and Data Centers September, 2013 Abstract With engineering and scientific support staff caught between the desire
Image Synthesis. Transparency. computer graphics & visualization
Image Synthesis Transparency Inter-Object realism Covers different kinds of interactions between objects Increasing realism in the scene Relationships between objects easier to understand Shadows, Reflections,
COMP175: Computer Graphics. Lecture 1 Introduction and Display Technologies
COMP175: Computer Graphics Lecture 1 Introduction and Display Technologies Course mechanics Number: COMP 175-01, Fall 2009 Meetings: TR 1:30-2:45pm Instructor: Sara Su ([email protected]) TA: Matt Menke
Silverlight for Windows Embedded Graphics and Rendering Pipeline 1
Silverlight for Windows Embedded Graphics and Rendering Pipeline 1 Silverlight for Windows Embedded Graphics and Rendering Pipeline Windows Embedded Compact 7 Technical Article Writers: David Franklin,
L20: GPU Architecture and Models
L20: GPU Architecture and Models scribe(s): Abdul Khalifa 20.1 Overview GPUs (Graphics Processing Units) are large parallel structure of processing cores capable of rendering graphics efficiently on displays.
The Design and Implement of Ultra-scale Data Parallel. In-situ Visualization System
The Design and Implement of Ultra-scale Data Parallel In-situ Visualization System Liu Ning [email protected] Gao Guoxian [email protected] Zhang Yingping [email protected] Zhu Dengming [email protected]
PNY Professional Solutions NVIDIA GRID - GPU Acceleration for the Cloud
PNY Professional Solutions NVIDIA GRID - GPU Acceleration for the Cloud PNY Professional Solutions GRID PARALLEL COMPUTING QUADRO ADVANCED VISUALIZATION TESLA PARALLEL COMPUTING PREVAIL & PREVAIL ELITE
OctaVis: A Simple and Efficient Multi-View Rendering System
OctaVis: A Simple and Efficient Multi-View Rendering System Eugen Dyck, Holger Schmidt, Mario Botsch Computer Graphics & Geometry Processing Bielefeld University Abstract: We present a simple, low-cost,
A Hybrid Visualization System for Molecular Models
A Hybrid Visualization System for Molecular Models Charles Marion, Joachim Pouderoux, Julien Jomier Kitware SAS, France Sébastien Jourdain, Marcus Hanwell & Utkarsh Ayachit Kitware Inc, USA Web3D Conference
How is EnSight Uniquely Suited to FLOW-3D Data?
How is EnSight Uniquely Suited to FLOW-3D Data? July 5, 2011 figure 1. FLOW-3D model of Dam visualized with EnSight If you would like to know how CEI s EnSight offers you more power than other postprocessors
Visualizing Data: Scalable Interactivity
Visualizing Data: Scalable Interactivity The best data visualizations illustrate hidden information and structure contained in a data set. As access to large data sets has grown, so has the need for interactive
Overview Motivation and applications Challenges. Dynamic Volume Computation and Visualization on the GPU. GPU feature requests Conclusions
Module 4: Beyond Static Scalar Fields Dynamic Volume Computation and Visualization on the GPU Visualization and Computer Graphics Group University of California, Davis Overview Motivation and applications
1. INTRODUCTION Graphics 2
1. INTRODUCTION Graphics 2 06-02408 Level 3 10 credits in Semester 2 Professor Aleš Leonardis Slides by Professor Ela Claridge What is computer graphics? The art of 3D graphics is the art of fooling the
INTRODUCTION TO RENDERING TECHNIQUES
INTRODUCTION TO RENDERING TECHNIQUES 22 Mar. 212 Yanir Kleiman What is 3D Graphics? Why 3D? Draw one frame at a time Model only once X 24 frames per second Color / texture only once 15, frames for a feature
A Short Introduction to Computer Graphics
A Short Introduction to Computer Graphics Frédo Durand MIT Laboratory for Computer Science 1 Introduction Chapter I: Basics Although computer graphics is a vast field that encompasses almost any graphical
Graphics Cards and Graphics Processing Units. Ben Johnstone Russ Martin November 15, 2011
Graphics Cards and Graphics Processing Units Ben Johnstone Russ Martin November 15, 2011 Contents Graphics Processing Units (GPUs) Graphics Pipeline Architectures 8800-GTX200 Fermi Cayman Performance Analysis
VA (Video Acceleration) API. Jonathan Bian 2009 Linux Plumbers Conference
VA (Video Acceleration) API Jonathan Bian 2009 Linux Plumbers Conference Motivation for creating a new API Lack of a video decode acceleration API for Unixlike OS that fully exposes fixed function video
Service-Oriented Visualization of Virtual 3D City Models
Service-Oriented Visualization of Virtual 3D City Models Authors: Jan Klimke, Jürgen Döllner Computer Graphics Systems Division Hasso-Plattner-Institut, University of Potsdam, Germany http://www.hpi3d.de
Parallel Analysis and Visualization on Cray Compute Node Linux
Parallel Analysis and Visualization on Cray Compute Node Linux David Pugmire, Oak Ridge National Laboratory and Hank Childs, Lawrence Livermore National Laboratory and Sean Ahern, Oak Ridge National Laboratory
Course Overview. CSCI 480 Computer Graphics Lecture 1. Administrative Issues Modeling Animation Rendering OpenGL Programming [Angel Ch.
CSCI 480 Computer Graphics Lecture 1 Course Overview January 14, 2013 Jernej Barbic University of Southern California http://www-bcf.usc.edu/~jbarbic/cs480-s13/ Administrative Issues Modeling Animation
Introduction to Computer Graphics
Introduction to Computer Graphics Torsten Möller TASC 8021 778-782-2215 [email protected] www.cs.sfu.ca/~torsten Today What is computer graphics? Contents of this course Syllabus Overview of course topics
The Evolution of Computer Graphics. SVP, Content & Technology, NVIDIA
The Evolution of Computer Graphics Tony Tamasi SVP, Content & Technology, NVIDIA Graphics Make great images intricate shapes complex optical effects seamless motion Make them fast invent clever techniques
The Construction of Seismic and Geological Studies' Cloud Platform Using Desktop Cloud Visualization Technology
Send Orders for Reprints to [email protected] 1582 The Open Cybernetics & Systemics Journal, 2015, 9, 1582-1586 Open Access The Construction of Seismic and Geological Studies' Cloud Platform Using
Image Processing and Computer Graphics. Rendering Pipeline. Matthias Teschner. Computer Science Department University of Freiburg
Image Processing and Computer Graphics Rendering Pipeline Matthias Teschner Computer Science Department University of Freiburg Outline introduction rendering pipeline vertex processing primitive processing
VMware and NVIDIA: Bringing Workstations to the cloud
VMware and NVIDIA: Bringing Workstations to the cloud Aaron Blasius Sr. Product Manager: Remote Desktop Experience Team 2009 VMware Inc. All rights reserved Agenda Defining the cloud Virtualization, an
Geo-Scale Data Visualization in a Web Browser. Patrick Cozzi [email protected]
Geo-Scale Data Visualization in a Web Browser Patrick Cozzi [email protected] About Me Developer Lecturer Author Editor http://www.seas.upenn.edu/~pcozzi/ About Cesium A WebGL virtual globe and map engine
Multi-GPU Scaling for Large Data Visualization (Thomas Ruge, NVIDIA)
Does Your Software Scale? Multi-GPU Scaling for Large Data Visualization Thomas Ruge, NVIDIA Agenda Multi-GPU Scaling for Large Data Visualization (Thomas Ruge, NVIDIA) Multi GPU why? Different Multi-GPU
Faculty of Computer Science Computer Graphics Group. Final Diploma Examination
Faculty of Computer Science Computer Graphics Group Final Diploma Examination Communication Mechanisms for Parallel, Adaptive Level-of-Detail in VR Simulations Author: Tino Schwarze Advisors: Prof. Dr.
How To Share Rendering Load In A Computer Graphics System
Bottlenecks in Distributed Real-Time Visualization of Huge Data on Heterogeneous Systems Gökçe Yıldırım Kalkan Simsoft Bilg. Tekn. Ltd. Şti. Ankara, Turkey Email: [email protected] Veysi İşler Dept.
Virtual Desktop VMware View Horizon
Virtual Desktop VMware View Horizon Presenter - Scott Le Marquand VMware Virtualization consultant with 6 years consultancy experience VMware Certified Professional 5 Data Center Virtualization VMware
Optimizing AAA Games for Mobile Platforms
Optimizing AAA Games for Mobile Platforms Niklas Smedberg Senior Engine Programmer, Epic Games Who Am I A.k.a. Smedis Epic Games, Unreal Engine 15 years in the industry 30 years of programming C64 demo
Scalability in the Cloud HPC Convergence with Big Data in Design, Engineering, Manufacturing
Scalability in the Cloud HPC Convergence with Big Data in Design, Engineering, Manufacturing July 7, 2014 David Pellerin, Business Development Principal Amazon Web Services What Do We Hear From Customers?
A CLOUD-BASED FRAMEWORK FOR ONLINE MANAGEMENT OF MASSIVE BIMS USING HADOOP AND WEBGL
A CLOUD-BASED FRAMEWORK FOR ONLINE MANAGEMENT OF MASSIVE BIMS USING HADOOP AND WEBGL *Hung-Ming Chen, Chuan-Chien Hou, and Tsung-Hsi Lin Department of Construction Engineering National Taiwan University
Steven C.H. Hoi School of Information Systems Singapore Management University Email: [email protected]
Steven C.H. Hoi School of Information Systems Singapore Management University Email: [email protected] Introduction http://stevenhoi.org/ Finance Recommender Systems Cyber Security Machine Learning Visual
C-nario Cube. June, 2008
C-nario Cube Infinitely Scalable Pixel-Perfect Multi- Display System June, 2008 C-nario Cube The only video wall processor combined with digital signage software for remote management, content creation
XDS-1000. Multi-windowing display management system
XDS-1000 Multi-windowing display management system The powerful XDS-1000 manages multi-channel, high-resolution display walls easily with keyboard and mouse. On its integrated Windows XP desktop, it seamlessly
Virtualization of ArcGIS Pro. An Esri White Paper December 2015
An Esri White Paper December 2015 Copyright 2015 Esri All rights reserved. Printed in the United States of America. The information contained in this document is the exclusive property of Esri. This work
How To Teach Computer Graphics
Computer Graphics Thilo Kielmann Lecture 1: 1 Introduction (basic administrative information) Course Overview + Examples (a.o. Pixar, Blender, ) Graphics Systems Hands-on Session General Introduction http://www.cs.vu.nl/~graphics/
Collecting and Analyzing Big Data for O&G Exploration and Production Applications October 15, 2013 G&G Technology Seminar
Eldad Weiss Founder and Chairman Collecting and Analyzing Big Data for O&G Exploration and Production Applications October 15, 2013 G&G Technology Seminar About Paradigm 700+ 26 700+ 29 7 15,000+ 15+ 200M+
CHAPTER FIVE RESULT ANALYSIS
CHAPTER FIVE RESULT ANALYSIS 5.1 Chapter Introduction 5.2 Discussion of Results 5.3 Performance Comparisons 5.4 Chapter Summary 61 5.1 Chapter Introduction This chapter outlines the results obtained from
2: Introducing image synthesis. Some orientation how did we get here? Graphics system architecture Overview of OpenGL / GLU / GLUT
COMP27112 Computer Graphics and Image Processing 2: Introducing image synthesis [email protected] 1 Introduction In these notes we ll cover: Some orientation how did we get here? Graphics system
Parallel Simplification of Large Meshes on PC Clusters
Parallel Simplification of Large Meshes on PC Clusters Hua Xiong, Xiaohong Jiang, Yaping Zhang, Jiaoying Shi State Key Lab of CAD&CG, College of Computer Science Zhejiang University Hangzhou, China April
Bringing Big Data Modelling into the Hands of Domain Experts
Bringing Big Data Modelling into the Hands of Domain Experts David Willingham Senior Application Engineer MathWorks [email protected] 2015 The MathWorks, Inc. 1 Data is the sword of the
Real-Time Graphics Architecture
Real-Time Graphics Architecture Kurt Akeley Pat Hanrahan http://www.graphics.stanford.edu/courses/cs448a-01-fall Display and Framebuffer Displays Key properties Bandwidth Framebuffers Definitions and key
Getting Started with RemoteFX in Windows Embedded Compact 7
Getting Started with RemoteFX in Windows Embedded Compact 7 Writers: Randy Ocheltree, Ryan Wike Technical Reviewer: Windows Embedded Compact RDP Team Applies To: Windows Embedded Compact 7 Published: January
Making natural looking Volumetric Clouds In Blender 2.48a
I think that everyone using Blender has made some trials about making volumetric clouds. The truth is that a kind of volumetric clouds is already available in Blender for a long time, thanks to the 3D
Development and Evaluation of Point Cloud Compression for the Point Cloud Library
Development and Evaluation of Point Cloud Compression for the Institute for Media Technology, TUM, Germany May 12, 2011 Motivation Point Cloud Stream Compression Network Point Cloud Stream Decompression
Interactive Level-Set Segmentation on the GPU
Interactive Level-Set Segmentation on the GPU Problem Statement Goal Interactive system for deformable surface manipulation Level-sets Challenges Deformation is slow Deformation is hard to control Solution
QuickSpecs. NVIDIA Quadro K5200 8GB Graphics INTRODUCTION. NVIDIA Quadro K5200 8GB Graphics. Technical Specifications
J3G90AA INTRODUCTION The NVIDIA Quadro K5200 gives you amazing application performance and capability, making it faster and easier to accelerate 3D models, render complex scenes, and simulate large datasets.
Elena Terenzi. Technology Advisor for Big Data in Oil and Gas Microsoft
Elena Terenzi Technology Advisor for Big Data in Oil and Gas Microsoft Oil&Gas Landscape How Microsoft is helping companies in Oil&Gas being successful Microsoft solutions in Oil&Gas space Start reimagining
MICROSOFT. Remote Desktop Protocol Performance Improvements in Windows Server 2008 R2 and Windows 7
MICROSOFT Remote Desktop Protocol Performance Improvements in Windows Server 2008 R2 and Windows 7 Microsoft Corporation January 2010 Copyright This document is provided as-is. Information and views expressed
The High Performance Internet of Things: using GVirtuS for gluing cloud computing and ubiquitous connected devices
WS on Models, Algorithms and Methodologies for Hierarchical Parallelism in new HPC Systems The High Performance Internet of Things: using GVirtuS for gluing cloud computing and ubiquitous connected devices
Adding Animation With Cinema 4D XL
Step-by-Step Adding Animation With Cinema 4D XL This Step-by-Step Card covers the basics of using the animation features of Cinema 4D XL. Note: Before you start this Step-by-Step Card, you need to have
GPU Point List Generation through Histogram Pyramids
VMV 26, GPU Programming GPU Point List Generation through Histogram Pyramids Gernot Ziegler, Art Tevs, Christian Theobalt, Hans-Peter Seidel Agenda Overall task Problems Solution principle Algorithm: Discriminator
Instructor. Goals. Image Synthesis Examples. Applications. Computer Graphics. Why Study 3D Computer Graphics?
Computer Graphics Motivation: Why do we study 3D Graphics? http://www.cs.ucsd.edu/~ravir Instructor http://www.cs.ucsd.edu/~ravir PhD Stanford, 2002. PhD thesis developed Spherical Harmonic Lighting widely
Shader Model 3.0. Ashu Rege. NVIDIA Developer Technology Group
Shader Model 3.0 Ashu Rege NVIDIA Developer Technology Group Talk Outline Quick Intro GeForce 6 Series (NV4X family) New Vertex Shader Features Vertex Texture Fetch Longer Programs and Dynamic Flow Control
Optimizing Unity Games for Mobile Platforms. Angelo Theodorou Software Engineer Unite 2013, 28 th -30 th August
Optimizing Unity Games for Mobile Platforms Angelo Theodorou Software Engineer Unite 2013, 28 th -30 th August Agenda Introduction The author and ARM Preliminary knowledge Unity Pro, OpenGL ES 3.0 Identify
Parallel Large-Scale Visualization
Parallel Large-Scale Visualization Aaron Birkland Cornell Center for Advanced Computing Data Analysis on Ranger January 2012 Parallel Visualization Why? Performance Processing may be too slow on one CPU
High Performance Computing in CST STUDIO SUITE
High Performance Computing in CST STUDIO SUITE Felix Wolfheimer GPU Computing Performance Speedup 18 16 14 12 10 8 6 4 2 0 Promo offer for EUC participants: 25% discount for K40 cards Speedup of Solver
Basin simulation for complex geological settings
Énergies renouvelables Production éco-responsable Transports innovants Procédés éco-efficients Ressources durables Basin simulation for complex geological settings Towards a realistic modeling P. Havé*,
NVIDIA GRID DASSAULT CATIA V5/V6 SCALABILITY GUIDE. NVIDIA Performance Engineering Labs PerfEngDoc-SG-DSC01v1 March 2016
NVIDIA GRID DASSAULT V5/V6 SCALABILITY GUIDE NVIDIA Performance Engineering Labs PerfEngDoc-SG-DSC01v1 March 2016 HOW MANY USERS CAN I GET ON A SERVER? The purpose of this guide is to give a detailed analysis
NVIDIA VIDEO ENCODER 5.0
NVIDIA VIDEO ENCODER 5.0 NVENC_DA-06209-001_v06 November 2014 Application Note NVENC - NVIDIA Hardware Video Encoder 5.0 NVENC_DA-06209-001_v06 i DOCUMENT CHANGE HISTORY NVENC_DA-06209-001_v06 Version
How To Make A Car A Car Into A Car With A Car Stereo And A Car Monitor
Designing 1000BASE-T1 Into Automotive Architectures Alexander E Tan Ethernet PHY and Automotive PLM [email protected] Ethernet IP & Automotive Tech Day October 23 & 24th, 2014 Agenda What Does 1000BASE-T1
PLANNING FOR DENSITY AND PERFORMANCE IN VDI WITH NVIDIA GRID JASON SOUTHERN SENIOR SOLUTIONS ARCHITECT FOR NVIDIA GRID
PLANNING FOR DENSITY AND PERFORMANCE IN VDI WITH NVIDIA GRID JASON SOUTHERN SENIOR SOLUTIONS ARCHITECT FOR NVIDIA GRID AGENDA Recap on how vgpu works Planning for Performance - Design considerations -
