Title: Janek Press
1Janek Press janek.press_at_ut.ee University of
Tartu October 1st 2008
2Legend
- About Eurographics
- Human Perception and Computer Graphics
- Papers from Eurographics 2008
- Parallel Graphics
- Papers from Symposium on Parallel Graphics and
Visualization 2008
3European 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.
4Eurographics 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.
5Eurographics Annual Conference
- This year in Crete, Greece
Next year in Munich, Germany
6EG08
- 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
7Role 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
8Render2MPEG 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
9Apparent 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
10Designing 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
11Perceptually-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
12EGPGV08
- 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
13Multi-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
14Streaming 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)?
15High-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
16CUDASA 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
17Parallel 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
18Thank You!