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Janek Press

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Title: Janek Press


1
Janek Press janek.press_at_ut.ee University of
Tartu October 1st 2008
2
Legend
  • About Eurographics
  • Human Perception and Computer Graphics
  • Papers from Eurographics 2008
  • Parallel Graphics
  • Papers from Symposium on Parallel Graphics and
    Visualization 2008

3
European Association for Computer Graphics
Eurographics is the only truly Europe-wide
professional Computer Graphics association. The
association supports its members in advancing the
state of the art in Computer Graphics and related
fields such as Multimedia, Scientific
Visualization and Human Computer
Interfaces. Through a world-wide membership, EG
maintains close links with developments in the
US, Japan and other countries, promoting the
exchange of scientific and technical information
and skills on a global scale.
4
Eurographics Publications
  • Digital Library
  • The Eurographics Digital Library Archive is
    freely accessible regarding the bibiographic and
    the metadata content. Only the access to most of
    the full-text documents is restricted to
    Eurographics members with an electronic
    subscription option or to people from
    institutions which have an Institutional
    Membership in Eurographics.
  • Computer Graphics Forum
  • The international journal Computer Graphics
    Forum (CGF) is jointly published by the
    Eurographics Association and Wiley Blackwell. CGF
    is a leading journal for in-depth technical
    articles on computer graphics.

5
Eurographics Annual Conference
  • This year in Crete, Greece

Next year in Munich, Germany
6
EG08
  • Role of Perception for Computer Graphics
  • Render2MPEG A Perception-based Framework Towards
    Rendering and Video Compression
  • Apparent Grayscale A Simple and fast Conversion
    to Perceptually Accurate Images and Videos
  • Tutorial Designing multi-projector VR systems
    from bits to bolds
  • Tutorial Perceptually-Motivated Graphics

7
Role of Perception for Computer Graphics
  • Traditionally computer graphics strived to
    achieve the technically best representation of
    the scenario or scene
  • Rendering representations based on physics of
    light interacting with different media and
    materials
  • VR focus on interacivity and real-time
    techniques to improve the immersion
  • Visialization representations that maimize the
    information content
  • Integration of knowledge and methods from
    perceptual research into computer graphics
  • Fundamental changes
  • New research questions
  • New ways of solving old ones

8
Render2MPEG A Perception-based Framework Towards
Rendering and Video Compression
  • Couple renderer and MPEG codec
  • Precise motion vectors to codec
  • Perceptual error threshold for each pixel to
    renderer
  • DCT coefficents on the codec side enable to use
    advanced models of the HVS in the perceptual
    error threshold derivation without significant
    cost. Those thresoholds are used to control
    rendering quality, to align it with compressed
    stream quality

9
Apparent Grayscale A Simple and fast Conversion
to Perceptually Accurate Images and Videos
  • Globally assigne grey values and determine colour
    ordering
  • Image independent, incorporates
    Helholtz-Kohlraush colour appearance effect for
    predicting differences between isoluminant
    colours
  • Locally enhance the greyscale to reproduce
    original contrast
  • Reintroduces lost discontinuities only in regions
    that insufficiently represent original chromatic
    contrast
  • All operations are restricted so that they
    preserve the overall image appearance, lightness
    range and differences, colour ordering and
    spatial details

10
Designing multi-projector VR systems from bits
to bolds
  • Different lamp types
  • Stereoscopy active vs passive
  • Projection and Screen Geometries
  • Calibration, synchronization
  • Projector arrays
  • Color
  • User tracking
  • Multimodeal interfaces

11
Perceptually-Motivated Graphics
  • HVS Human Visual System
  • Not all parts of visble scene are of same
    interest
  • Information slots which have not been filled with
    perceptual information, are filled be default
    assignements based in stereotypic expectations
    from past experience
  • Virtual Reality systems
  • Users notify latency of 15ms 75 probability
  • Depends on scenery

12
EGPGV08
  • Multi-GPU Sort/Last Valume Visualization
  • Streaming Model Based Volume Ray Casting
    Implementation for Cell Broadband Engine
  • High-Fidelity Rendering of Animations on the
    Grid A Case Study
  • CUDASA Compute Unified Device and System
    Architecture
  • Parallel Volume Rendering on the IBM Blue Gene/P

13
Multi-GPU Sort-Last Volume Visualization
  • Multiple GPUs, single CPU no networking
  • Each GPU renders a brick of data
  • 3D texture based slicing
  • Raycasting
  • Compositing
  • CPU blend pictures back-to-front
  • GPU sort intermediate pictures on CPU, using
    back-to-front or front-to-back technique depends
    on the target GPU
  • GPU technique 3x faster, scales to 4 nodes

14
Streaming Model Based Volume Ray Casting
Implementation for Cell Broadband Engine
  • Cell B.E. thoeretical peak 204 GFlops/s
  • PPE 64-bit PowerPC Processor Element
  • 8x SPE Synergistic Processor Elements, 3.2GHz
  • SPU Synergic Processor Unit
  • 128-bit wide SIMD 4-way 32-bit floating point
    operations
  • MFC Memory Flow Controller
  • LS 256kB local storage
  • EIB Element Interconnect Bus, 204GB/s
  • Raycasting acceleration techniques
  • Empty space skipping (PPE)?
  • Early ray termination (SPE)?

15
High-Fidelity Rendering of Animations on the
Grid A Case Study
  • Parallel rendering
  • Shared memory machines
  • Small to medium clusters
  • Grid
  • Massive parallelism
  • Multi-user environment
  • Relatively low inter-node communication
  • Sharing irradiance cache, 2-pass method
  • Expoit temporal coherence between animation
    frames, no extra data structures required

16
CUDASA Compute Unified Device and System
Architecture
  • CUDA C-style programming language for GPGPU
  • Higher level of parallel abstraction from bus and
    network interconnects
  • Multi-GPU
  • GPU-clusters
  • CUDASA compiler
  • CUDA code
  • Multi-threading application code
  • MPI network communication

17
Parallel Volume Rendering on the IBM Blue Gene/P
  • Distributed-memory parallel architecture
  • BG/P 4096 cores, soon 128K cores
  • PowePC 450 850MHz, 2-way SIMD
  • Measuring performance
  • Disc I/O up to 64TB, MPI-2
  • Rendering
  • Compositing
  • Scaling efficiency
  • 128 cores 50
  • 4096 cores - 25

18
Thank You!
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